2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
128 extern ImageRec texture;
130 extern float hostiletime;
132 extern bool gamestarted;
134 extern int numhotspots;
135 extern int killhotspot;
136 extern XYZ hotspot[40];
137 extern int hotspottype[40];
138 extern float hotspotsize[40];
139 extern char hotspottext[40][256];
140 extern int currenthotspot;
144 extern bool stillloading;
145 extern bool winfreeze;
147 extern bool campaign;
149 extern void toggleFullscreen();
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 (size_t 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) {
229 vector<CampaignLevel> campaignlevels;
232 bool winhotspot = false;
233 bool windialogue = false;
236 float cameradist = 0;
237 bool oldattackkey = 0;
239 float musicvolume[4] = {};
240 float oldmusicvolume[4] = {};
241 int musicselected = 0;
243 const char *rabbitskin[] = {
244 ":Data:Textures:Fur3.jpg",
245 ":Data:Textures:Fur.jpg",
246 ":Data:Textures:Fur2.jpg",
247 ":Data:Textures:Lynx.jpg",
248 ":Data:Textures:Otter.jpg",
249 ":Data:Textures:Opal.jpg",
250 ":Data:Textures:Sable.jpg",
251 ":Data:Textures:Chocolate.jpg",
252 ":Data:Textures:BW2.jpg",
253 ":Data:Textures:WB2.jpg"
256 const char *wolfskin[] = {
257 ":Data:Textures:Wolf.jpg",
258 ":Data:Textures:Darkwolf.jpg",
259 ":Data:Textures:Snowwolf.jpg"
262 const char **creatureskin[] = {rabbitskin, wolfskin};
264 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
265 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
269 // TODO: this is slightly incorrect
270 inline float roughDirection(XYZ vec)
273 float angle = -asin(-vec.x) * 180 / M_PI;
278 inline float roughDirectionTo(XYZ start, XYZ end)
280 return roughDirection(end - start);
282 inline float pitchOf(XYZ vec)
285 return -asin(vec.y) * 180 / M_PI;
287 inline float pitchTo(XYZ start, XYZ end)
289 return pitchOf(end - start);
291 inline float sq(float n)
295 inline float stepTowardf(float from, float to, float by)
297 if (fabs(from - to) < by)
305 void Game::playdialogueboxsound()
308 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
309 temppos = temppos - viewer;
314 switch (dialogueboxsound[whichdialogue][indialogue]) {
319 sound = consolefailsound;
322 sound = consolesuccesssound;
325 sound = firestartsound;
328 sound = fireendsound;
331 sound = rabbitchitter;
334 sound = rabbitchitter2;
337 sound = rabbitpainsound;
340 sound = rabbitpain1sound;
343 sound = rabbitattacksound;
346 sound = rabbitattack2sound;
349 sound = rabbitattack3sound;
352 sound = rabbitattack4sound;
376 sound = barkgrowlsound;
382 emit_sound_at(sound, temppos);
385 // ================================================================
387 bool Game::AddClothes(const char *fileName, GLubyte *array)
391 bool opened = upload_image(fileName);
396 if (tintr > 1) tintr = 1;
397 if (tintg > 1) tintg = 1;
398 if (tintb > 1) tintb = 1;
400 if (tintr < 0) tintr = 0;
401 if (tintg < 0) tintg = 0;
402 if (tintb < 0) tintb = 0;
404 int bytesPerPixel = texture.bpp / 8;
408 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
409 if (bytesPerPixel == 3)
411 else if ((i + 1) % 4 == 0)
412 alphanum = texture.data[i];
413 if ((i + 1) % 4 || bytesPerPixel == 3) {
415 texture.data[i] *= tintr;
417 texture.data[i] *= tintg;
419 texture.data[i] *= tintb;
420 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
430 int Game::findClosestPlayer()
433 float closestdist = std::numeric_limits<float>::max();
435 for (unsigned i = 1; i < Person::players.size(); i++) {
436 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
437 if (distance < closestdist) {
438 closestdist = distance;
445 static int findClosestObject()
448 float closestdist = std::numeric_limits<float>::max();
450 for (int i = 0; i < objects.numobjects; i++) {
451 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
452 if (distance < closestdist) {
453 closestdist = distance;
460 static void cmd_dispatch(const string cmd)
462 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
464 for (i = 0; i < n_cmds; i++)
465 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
466 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
467 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
470 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
473 /********************> Tick() <*****/
474 extern bool save_screenshot(const char * fname);
475 void Screenshot (void)
478 time_t t = time(NULL);
479 struct tm *tme = localtime(&t);
480 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
481 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
484 mkdir("Screenshots");
487 save_screenshot(filename);
490 void Game::SetUpLighting()
492 if (environment == snowyenvironment)
493 light.setColors(.65, .65, .7, .4, .4, .44);
494 if (environment == desertenvironment)
495 light.setColors(.95, .95, .95, .4, .35, .3);
496 if (environment == grassyenvironment)
497 light.setColors(.95, .95, 1, .4, .4, .44);
499 light.setColors(1, 1, 1, .4, .4, .4);
501 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
502 light.color[0] *= (skyboxlightr + average) / 2;
503 light.color[1] *= (skyboxlightg + average) / 2;
504 light.color[2] *= (skyboxlightb + average) / 2;
505 light.ambient[0] *= (skyboxlightr + average) / 2;
506 light.ambient[1] *= (skyboxlightg + average) / 2;
507 light.ambient[2] *= (skyboxlightb + average) / 2;
510 int findPathDist(int start, int end)
512 int smallestcount, count, connected;
513 int last, last2, last3, last4;
516 smallestcount = 1000;
517 for (int i = 0; i < 50; i++) {
523 while (last != end && count < 30) {
525 for (int j = 0; j < numpathpoints; j++) {
526 if (j != last && j != last2 && j != last3 && j != last4) {
528 if (numpathpointconnect[j])
529 for (int k = 0; k < numpathpointconnect[j]; k++) {
530 if (pathpointconnect[j][k] == last)connected = 1;
533 if (numpathpointconnect[last])
534 for (int k = 0; k < numpathpointconnect[last]; k++) {
535 if (pathpointconnect[last][k] == j)connected = 1;
538 if (closest == -1 || Random() % 2 == 0) {
549 if (count < smallestcount)
550 smallestcount = count;
552 return smallestcount;
555 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
557 static XYZ colpoint, colviewer, coltarget;
558 static float minx, minz, maxx, maxz, miny, maxy;
560 minx = min(startpoint.x, endpoint.x) - 1;
561 miny = min(startpoint.y, endpoint.y) - 1;
562 minz = min(startpoint.z, endpoint.z) - 1;
563 maxx = max(startpoint.x, endpoint.x) + 1;
564 maxy = max(startpoint.y, endpoint.y) + 1;
565 maxz = max(startpoint.z, endpoint.z) + 1;
567 for (int i = 0; i < objects.numobjects; i++) {
568 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
569 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
570 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
571 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
572 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
573 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
574 if ( objects.type[i] != treeleavestype &&
575 objects.type[i] != bushtype &&
576 objects.type[i] != firetype) {
577 colviewer = startpoint;
578 coltarget = endpoint;
579 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
588 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
590 static XYZ colpoint, colviewer, coltarget;
591 static float minx, minz, maxx, maxz, miny, maxy;
592 static int i; //FIXME: see below
594 minx = min(startpoint.x, endpoint.x) - 1;
595 miny = min(startpoint.y, endpoint.y) - 1;
596 minz = min(startpoint.z, endpoint.z) - 1;
597 maxx = max(startpoint.x, endpoint.x) + 1;
598 maxy = max(startpoint.y, endpoint.y) + 1;
599 maxz = max(startpoint.z, endpoint.z) + 1;
602 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
603 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
604 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
605 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
606 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
607 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
608 if ( objects.type[what] != treeleavestype &&
609 objects.type[what] != bushtype &&
610 objects.type[what] != firetype) {
611 colviewer = startpoint;
612 coltarget = endpoint;
614 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
621 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
627 void Setenvironment(int which)
631 LOG(" Setting environment...");
636 pause_sound(stream_snowtheme);
637 pause_sound(stream_grasstheme);
638 pause_sound(stream_deserttheme);
639 pause_sound(stream_wind);
640 pause_sound(stream_desertambient);
643 if (environment == snowyenvironment) {
647 emit_stream_np(stream_wind);
649 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
650 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
651 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
652 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
654 footstepsound = footstepsn1;
655 footstepsound2 = footstepsn2;
656 footstepsound3 = footstepst1;
657 footstepsound4 = footstepst2;
659 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
660 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
662 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
667 temptexdetail = texdetail;
670 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
671 ":Data:Textures:Skybox(snow):Left.jpg",
672 ":Data:Textures:Skybox(snow):Back.jpg",
673 ":Data:Textures:Skybox(snow):Right.jpg",
674 ":Data:Textures:Skybox(snow):Up.jpg",
675 ":Data:Textures:Skybox(snow):Down.jpg");
680 texdetail = temptexdetail;
681 } else if (environment == desertenvironment) {
684 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
685 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
686 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
687 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
691 emit_stream_np(stream_desertambient);
693 footstepsound = footstepsn1;
694 footstepsound2 = footstepsn2;
695 footstepsound3 = footstepsn1;
696 footstepsound4 = footstepsn2;
698 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
699 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
701 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
705 temptexdetail = texdetail;
708 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
709 ":Data:Textures:Skybox(sand):Left.jpg",
710 ":Data:Textures:Skybox(sand):Back.jpg",
711 ":Data:Textures:Skybox(sand):Right.jpg",
712 ":Data:Textures:Skybox(sand):Up.jpg",
713 ":Data:Textures:Skybox(sand):Down.jpg");
718 texdetail = temptexdetail;
719 } else if (environment == grassyenvironment) {
722 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
723 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
724 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
725 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
728 emit_stream_np(stream_wind, 100.);
730 footstepsound = footstepgr1;
731 footstepsound2 = footstepgr2;
732 footstepsound3 = footstepst1;
733 footstepsound4 = footstepst2;
735 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
736 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
738 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
742 temptexdetail = texdetail;
745 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
746 ":Data:Textures:Skybox(grass):Left.jpg",
747 ":Data:Textures:Skybox(grass):Back.jpg",
748 ":Data:Textures:Skybox(grass):Right.jpg",
749 ":Data:Textures:Skybox(grass):Up.jpg",
750 ":Data:Textures:Skybox(grass):Down.jpg");
754 texdetail = temptexdetail;
756 temptexdetail = texdetail;
758 terrain.load(":Data:Textures:heightmap.png");
760 texdetail = temptexdetail;
767 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
768 if (!ipstream.good()) {
769 if (accountactive->getCurrentCampaign() == "main") {
770 cerr << "Could not found main campaign!" << endl;
773 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
774 accountactive->setCurrentCampaign("main");
775 return LoadCampaign();
777 ipstream.ignore(256, ':');
779 ipstream >> numlevels;
780 campaignlevels.clear();
781 for (int i = 0; i < numlevels; i++) {
784 campaignlevels.push_back(cl);
788 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
790 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
792 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
795 if (accountactive->getCampaignChoicesMade() == 0) {
796 accountactive->setCampaignScore(0);
797 accountactive->resetFasttime();
801 vector<string> ListCampaigns()
803 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
804 struct dirent *campaign = NULL;
806 perror("Problem while loading campaigns");
807 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
810 vector<string> campaignNames;
811 while ((campaign = readdir(campaigns)) != NULL) {
812 string name(campaign->d_name);
813 if (name.length() < 5)
815 if (!name.compare(name.length() - 4, 4, ".txt")) {
816 campaignNames.push_back(name.substr(0, name.length() - 4));
820 return campaignNames;
823 void Game::Loadlevel(int which)
830 Loadlevel("tutorial");
831 } else if (which >= 0 && which <= 15) {
833 snprintf(buf, 32, "map%d", which + 1); // challenges
836 Loadlevel("mapsave");
839 void Game::Loadlevel(const char *name)
841 int indemo; // FIXME this should be removed
844 static const char *pfx = ":Data:Maps:";
847 float headprop, legprop, armprop, bodyprop;
851 LOG(std::string("Loading level...") + name);
863 if (tutoriallevel != -1)
868 if (tutoriallevel == 1)
870 if (tutorialstage == 0) {
871 tutorialstagetime = 0;
875 pause_sound(whooshsound);
876 pause_sound(stream_firesound);
878 // Change the map filename into something that is os specific
879 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
880 sprintf(buf, "%s%s", pfx, name);
881 const char *FixedFN = ConvertFileName(buf);
885 tfile = fopen( FixedFN, "rb" );
887 pause_sound(stream_firesound);
893 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
897 for (int i = 0; i < 20; i++)
898 dialoguegonethrough[i] = 0;
907 difficulty = accountactive->getDifficulty();
921 for (int i = 0; i < 100; i++)
930 numunarmedattack = 0;
941 bonustotal = startbonustotal;
946 emit_sound_np(consolesuccesssound);
951 if (!stealthloading) {
952 terrain.numdecals = 0;
953 Sprite::deleteSprites();
954 for (int i = 0; i < objects.numobjects; i++)
955 objects.model[i].numdecals = 0;
957 int j = objects.numobjects;
958 for (int i = 0; i < j; i++) {
959 objects.DeleteObject(0);
964 for (int i = 0; i < subdivision; i++)
965 for (int j = 0; j < subdivision; j++)
966 terrain.patchobjectnum[i][j] = 0;
973 funpackf(tfile, "Bi", &mapvers);
975 funpackf(tfile, "Bi", &indemo);
979 funpackf(tfile, "Bi", &maptype);
981 maptype = mapkilleveryone;
983 funpackf(tfile, "Bi", &hostile);
987 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
993 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1001 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1003 skyboxlightr = skyboxr;
1004 skyboxlightg = skyboxg;
1005 skyboxlightb = skyboxb;
1007 if (!stealthloading)
1008 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);
1010 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1011 Person::players[0]->originalcoords = Person::players[0]->coords;
1012 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1013 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1014 Person::players[0]->weaponids[j] = weapons.size();
1016 funpackf(tfile, "Bi", &type);
1017 weapons.push_back(Weapon(type, 0));
1023 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1024 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1025 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1026 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1028 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1031 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1033 Person::players[0]->whichskin = 0;
1034 Person::players[0]->creature = rabbittype;
1037 Person::players[0]->lastattack = -1;
1038 Person::players[0]->lastattack2 = -1;
1039 Person::players[0]->lastattack3 = -1;
1043 funpackf(tfile, "Bi", &numdialogues);
1044 for (int k = 0; k < numdialogues; k++) {
1045 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1046 funpackf(tfile, "Bi", &dialoguetype[k]);
1047 for (int l = 0; l < 10; l++) {
1048 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1049 funpackf(tfile, "Bf", &participantyaw[k][l]);
1051 for (int l = 0; l < numdialogueboxes[k]; l++) {
1052 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1053 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1054 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1055 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1056 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1058 funpackf(tfile, "Bi", &templength);
1059 if (templength > 128 || templength <= 0)
1062 for (m = 0; m < templength; m++) {
1063 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1064 if (dialoguetext[k][l][m] == '\0')
1067 dialoguetext[k][l][m] = 0;
1069 funpackf(tfile, "Bi", &templength);
1070 if (templength > 64 || templength <= 0)
1072 for (m = 0; m < templength; m++) {
1073 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1074 if (dialoguename[k][l][m] == '\0')
1077 dialoguename[k][l][m] = 0;
1078 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1079 funpackf(tfile, "Bi", &participantfocus[k][l]);
1080 funpackf(tfile, "Bi", &participantaction[k][l]);
1082 for (m = 0; m < 10; m++)
1083 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1085 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1091 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1092 funpackf(tfile, "Bi", &templength);
1093 for (int l = 0; l < templength; l++)
1094 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1095 Person::players[0]->clothes[k][templength] = '\0';
1096 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1099 funpackf(tfile, "Bi", &environment);
1101 funpackf(tfile, "Bi", &objects.numobjects);
1102 for (int i = 0; i < objects.numobjects; i++) {
1103 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]);
1104 if (objects.type[i] == treeleavestype)
1105 objects.scale[i] = objects.scale[i - 1];
1109 funpackf(tfile, "Bi", &numhotspots);
1110 for (int i = 0; i < numhotspots; i++) {
1111 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1112 funpackf(tfile, "Bi", &templength);
1114 for (int l = 0; l < templength; l++)
1115 funpackf(tfile, "Bb", &hotspottext[i][l]);
1116 hotspottext[i][templength] = '\0';
1117 if (hotspottype[i] == -111)
1126 if (!stealthloading) {
1128 for (int i = 0; i < objects.numobjects; i++)
1129 objects.center += objects.position[i];
1130 objects.center /= objects.numobjects;
1136 float maxdistance = 0;
1138 //~ int whichclosest;
1139 for (int i = 0; i < objects.numobjects; i++) {
1140 tempdist = distsq(&objects.center, &objects.position[i]);
1141 if (tempdist > maxdistance) {
1143 maxdistance = tempdist;
1146 objects.radius = fast_sqrt(maxdistance);
1153 funpackf(tfile, "Bi", &numplayers);
1154 int howmanyremoved = 0;
1155 bool removeanother = 0;
1156 if (numplayers > maxplayers) {
1157 cout << "Warning: this level contains more players than allowed" << endl;
1159 if (numplayers > 1) {
1160 for (int i = 1; i < numplayers; i++) {
1161 Person::players.push_back(shared_ptr<Person>(new Person()));
1166 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);
1168 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1170 Person::players[i - howmanyremoved]->howactive = typeactive;
1172 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1174 Person::players[i - howmanyremoved]->scale = -1;
1176 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1178 Person::players[i - howmanyremoved]->immobile = 0;
1180 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1182 Person::players[i - howmanyremoved]->yaw = 0;
1183 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1184 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1188 if (!removeanother) {
1189 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1190 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1191 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1193 funpackf(tfile, "Bi", &type);
1194 weapons.push_back(Weapon(type, i));
1197 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1198 //Person::players[i-howmanyremoved]->numwaypoints=10;
1199 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1200 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1201 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1202 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1204 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1206 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1209 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1210 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1211 Person::players[i - howmanyremoved]->waypoint = 0;
1213 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1214 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1215 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1216 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1219 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1226 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1227 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1228 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1229 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1230 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1233 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1234 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1235 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1236 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1237 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1238 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1241 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1242 if (Person::players[i - howmanyremoved]->numclothes) {
1243 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1245 funpackf(tfile, "Bi", &templength);
1246 for (int l = 0; l < templength; l++)
1247 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1248 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1249 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1258 numplayers -= howmanyremoved;
1259 Person::players.resize(numplayers);
1261 funpackf(tfile, "Bi", &numpathpoints);
1262 if (numpathpoints > 30 || numpathpoints < 0)
1264 for (int j = 0; j < numpathpoints; j++) {
1265 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1266 for (int k = 0; k < numpathpointconnect[j]; k++) {
1267 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1273 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1276 if (environment != oldenvironment)
1277 Setenvironment(environment);
1278 oldenvironment = environment;
1280 if (!stealthloading) {
1281 int j = objects.numobjects;
1282 objects.numobjects = 0;
1283 for (int i = 0; i < j; i++) {
1284 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1289 terrain.DoShadows();
1292 objects.DoShadows();
1299 for (unsigned i = 0; i < Person::players.size(); i++) {
1302 Person::players[i]->burnt = 0;
1303 Person::players[i]->bled = 0;
1304 Person::players[i]->onfire = 0;
1305 if (i == 0 || Person::players[i]->scale < 0)
1306 Person::players[i]->scale = .2;
1307 Person::players[i]->skeleton.free = 0;
1308 Person::players[i]->skeleton.id = i;
1309 if (i == 0 && mapvers < 9)
1310 Person::players[i]->creature = rabbittype;
1311 if (Person::players[i]->creature != wolftype) {
1312 Person::players[i]->skeleton.Load(
1313 (char *)":Data:Skeleton:Basic Figure",
1314 (char *)":Data:Skeleton:Basic Figurelow",
1315 (char *)":Data:Skeleton:Rabbitbelt",
1316 (char *)":Data:Models:Body.solid",
1317 (char *)":Data:Models:Body2.solid",
1318 (char *)":Data:Models:Body3.solid",
1319 (char *)":Data:Models:Body4.solid",
1320 (char *)":Data:Models:Body5.solid",
1321 (char *)":Data:Models:Body6.solid",
1322 (char *)":Data:Models:Body7.solid",
1323 (char *)":Data:Models:Bodylow.solid",
1324 (char *)":Data:Models:Belt.solid", 0);
1326 if (Person::players[i]->creature != wolftype) {
1327 Person::players[i]->skeleton.Load(
1328 (char *)":Data:Skeleton:Basic Figure",
1329 (char *)":Data:Skeleton:Basic Figurelow",
1330 (char *)":Data:Skeleton:Rabbitbelt",
1331 (char *)":Data:Models:Body.solid",
1332 (char *)":Data:Models:Body2.solid",
1333 (char *)":Data:Models:Body3.solid",
1334 (char *)":Data:Models:Body4.solid",
1335 (char *)":Data:Models:Body5.solid",
1336 (char *)":Data:Models:Body6.solid",
1337 (char *)":Data:Models:Body7.solid",
1338 (char *)":Data:Models:Bodylow.solid",
1339 (char *)":Data:Models:Belt.solid", 1);
1340 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1342 if (Person::players[i]->creature == wolftype) {
1343 Person::players[i]->skeleton.Load(
1344 (char *)":Data:Skeleton:Basic Figure Wolf",
1345 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1346 (char *)":Data:Skeleton:Rabbitbelt",
1347 (char *)":Data:Models:Wolf.solid",
1348 (char *)":Data:Models:Wolf2.solid",
1349 (char *)":Data:Models:Wolf3.solid",
1350 (char *)":Data:Models:Wolf4.solid",
1351 (char *)":Data:Models:Wolf5.solid",
1352 (char *)":Data:Models:Wolf6.solid",
1353 (char *)":Data:Models:Wolf7.solid",
1354 (char *)":Data:Models:Wolflow.solid",
1355 (char *)":Data:Models:Belt.solid", 0);
1359 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);
1361 if (Person::players[i]->numclothes) {
1362 for (int j = 0; j < Person::players[i]->numclothes; j++) {
1363 tintr = Person::players[i]->clothestintr[j];
1364 tintg = Person::players[i]->clothestintg[j];
1365 tintb = Person::players[i]->clothestintb[j];
1366 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
1368 Person::players[i]->DoMipmaps();
1371 Person::players[i]->animCurrent = bounceidleanim;
1372 Person::players[i]->animTarget = bounceidleanim;
1373 Person::players[i]->frameCurrent = 0;
1374 Person::players[i]->frameTarget = 1;
1375 Person::players[i]->target = 0;
1376 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1377 if (difficulty == 0)
1378 Person::players[i]->speed -= .2;
1379 if (difficulty == 1)
1380 Person::players[i]->speed -= .1;
1382 Person::players[i]->velocity = 0;
1383 Person::players[i]->oldcoords = Person::players[i]->coords;
1384 Person::players[i]->realoldcoords = Person::players[i]->coords;
1386 Person::players[i]->id = i;
1387 Person::players[i]->skeleton.id = i;
1388 Person::players[i]->updatedelay = 0;
1389 Person::players[i]->normalsupdatedelay = 0;
1391 Person::players[i]->aitype = passivetype;
1392 Person::players[i]->madskills = 0;
1395 Person::players[i]->proportionhead = 1.2;
1396 Person::players[i]->proportionbody = 1.05;
1397 Person::players[i]->proportionarms = 1.00;
1398 Person::players[i]->proportionlegs = 1.1;
1399 Person::players[i]->proportionlegs.y = 1.05;
1401 Person::players[i]->headless = 0;
1402 Person::players[i]->currentoffset = 0;
1403 Person::players[i]->targetoffset = 0;
1405 Person::players[i]->damagetolerance = 200;
1407 if (Person::players[i]->creature == wolftype) {
1408 if (i == 0 || Person::players[i]->scale < 0)
1409 Person::players[i]->scale = .23;
1410 Person::players[i]->damagetolerance = 300;
1416 Person::players[i]->proportionhead.z = 0;
1417 Person::players[i]->proportionbody.z = 0;
1418 Person::players[i]->proportionarms.z = 0;
1419 Person::players[i]->proportionlegs.z = 0;
1422 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1424 Person::players[i]->headmorphness = 0;
1425 Person::players[i]->targetheadmorphness = 1;
1426 Person::players[i]->headmorphstart = 0;
1427 Person::players[i]->headmorphend = 0;
1429 Person::players[i]->pausetime = 0;
1431 Person::players[i]->dead = 0;
1432 Person::players[i]->jumppower = 5;
1433 Person::players[i]->damage = 0;
1434 Person::players[i]->permanentdamage = 0;
1435 Person::players[i]->superpermanentdamage = 0;
1437 Person::players[i]->forwardkeydown = 0;
1438 Person::players[i]->leftkeydown = 0;
1439 Person::players[i]->backkeydown = 0;
1440 Person::players[i]->rightkeydown = 0;
1441 Person::players[i]->jumpkeydown = 0;
1442 Person::players[i]->crouchkeydown = 0;
1443 Person::players[i]->throwkeydown = 0;
1445 Person::players[i]->collided = -10;
1446 Person::players[i]->loaded = 1;
1447 Person::players[i]->bloodloss = 0;
1448 Person::players[i]->weaponactive = -1;
1449 Person::players[i]->weaponstuck = -1;
1450 Person::players[i]->bleeding = 0;
1451 Person::players[i]->deathbleeding = 0;
1452 Person::players[i]->stunned = 0;
1453 Person::players[i]->hasvictim = 0;
1454 Person::players[i]->wentforweapon = 0;
1457 Person::players[0]->aitype = playercontrolled;
1458 Person::players[0]->weaponactive = -1;
1460 if (difficulty == 1) {
1461 Person::players[0]->power = 1 / .9;
1462 Person::players[0]->damagetolerance = 250;
1463 } else if (difficulty == 0) {
1464 Person::players[0]->power = 1 / .8;
1465 Person::players[0]->damagetolerance = 300;
1466 Person::players[0]->armorhead *= 1.5;
1467 Person::players[0]->armorhigh *= 1.5;
1468 Person::players[0]->armorlow *= 1.5;
1471 cameraloc = Person::players[0]->coords;
1473 yaw = Person::players[0]->yaw;
1475 hawkcoords = Person::players[0]->coords;
1481 LOG("Starting background music...");
1483 OPENAL_StopSound(OPENAL_ALL);
1485 if (environment == snowyenvironment) {
1486 emit_stream_np(stream_wind);
1487 } else if (environment == desertenvironment) {
1488 emit_stream_np(stream_desertambient);
1489 } else if (environment == grassyenvironment) {
1490 emit_stream_np(stream_wind, 100.);
1493 oldmusicvolume[0] = 0;
1494 oldmusicvolume[1] = 0;
1495 oldmusicvolume[2] = 0;
1496 oldmusicvolume[3] = 0;
1510 if (tutorialstagetime > tutorialmaxtime) {
1512 tutorialsuccess = 0;
1513 if (tutorialstage <= 1) {
1518 switch (tutorialstage) {
1520 tutorialmaxtime = 5;
1523 tutorialmaxtime = 2;
1526 tutorialmaxtime = 600;
1529 tutorialmaxtime = 1000;
1532 tutorialmaxtime = 600;
1535 tutorialmaxtime = 600;
1538 tutorialmaxtime = 600;
1541 tutorialmaxtime = 600;
1544 tutorialmaxtime = 600;
1547 tutorialmaxtime = 2;
1550 tutorialmaxtime = 1000;
1553 tutorialmaxtime = 1000;
1556 tutorialmaxtime = 2;
1559 tutorialmaxtime = 3;
1570 Person::players[1]->coords = (temp + temp2) / 2;
1572 emit_sound_at(fireendsound, Person::players[1]->coords);
1574 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1575 if (Random() % 2 == 0) {
1576 if (!Person::players[1]->skeleton.free)
1577 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1578 if (Person::players[1]->skeleton.free)
1579 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1580 if (!Person::players[1]->skeleton.free)
1581 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;
1582 if (Person::players[1]->skeleton.free)
1583 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1584 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1590 tutorialmaxtime = 500;
1593 tutorialmaxtime = 500;
1596 tutorialmaxtime = 500;
1599 tutorialmaxtime = 500;
1603 //tutorialmaxtime=500;
1606 tutorialmaxtime = 500;
1609 tutorialmaxtime = 500;
1610 if (bonus == cannon) {
1617 tutorialmaxtime = 500;
1620 tutorialmaxtime = 500;
1623 tutorialmaxtime = 500;
1626 tutorialmaxtime = 500;
1629 tutorialmaxtime = 2;
1632 tutorialmaxtime = 4;
1635 Person::players[1]->aitype = attacktypecutoff;
1638 tutorialmaxtime = 400;
1641 tutorialmaxtime = 400;
1642 Person::players[0]->escapednum = 0;
1645 tutorialmaxtime = 4;
1648 Person::players[1]->aitype = passivetype;
1651 tutorialmaxtime = 13;
1654 tutorialmaxtime = 8;
1657 tutorialmaxtime = 400;
1660 Person::players[1]->aitype = attacktypecutoff;
1663 tutorialmaxtime = 400;
1666 tutorialmaxtime = 400;
1669 tutorialmaxtime = 2;
1672 Person::players[1]->aitype = passivetype;
1677 tutorialmaxtime = 50;
1680 Person::players[1]->aitype = attacktypecutoff;
1683 tutorialmaxtime = 4;
1686 Person::players[1]->aitype = passivetype;
1698 Weapon w(knife, -1);
1699 w.position = (temp + temp2) / 2;
1700 w.tippoint = (temp + temp2) / 2;
1703 w.tipvelocity = 0.1;
1710 weapons.push_back(w);
1714 tutorialmaxtime = 300;
1717 tutorialmaxtime = 300;
1720 tutorialmaxtime = 8;
1723 tutorialmaxtime = 300;
1726 weapons[0].owner = 1;
1727 Person::players[0]->weaponactive = -1;
1728 Person::players[0]->num_weapons = 0;
1729 Person::players[1]->weaponactive = 0;
1730 Person::players[1]->num_weapons = 1;
1731 Person::players[1]->weaponids[0] = 0;
1735 Person::players[1]->aitype = attacktypecutoff;
1737 tutorialmaxtime = 300;
1740 weapons[0].owner = 1;
1741 Person::players[0]->weaponactive = -1;
1742 Person::players[0]->num_weapons = 0;
1743 Person::players[1]->weaponactive = 0;
1744 Person::players[1]->num_weapons = 1;
1745 Person::players[1]->weaponids[0] = 0;
1747 tutorialmaxtime = 300;
1750 weapons[0].owner = 1;
1751 Person::players[0]->weaponactive = -1;
1752 Person::players[0]->num_weapons = 0;
1753 Person::players[1]->weaponactive = 0;
1754 Person::players[1]->num_weapons = 1;
1755 Person::players[1]->weaponids[0] = 0;
1757 weapons[0].setType(sword);
1759 tutorialmaxtime = 300;
1762 tutorialmaxtime = 10;
1773 Weapon w(sword, -1);
1774 w.position = (temp + temp2) / 2;
1775 w.tippoint = (temp + temp2) / 2;
1778 w.tipvelocity = 0.1;
1785 weapons.push_back(w);
1787 weapons[0].owner = 1;
1788 weapons[1].owner = 0;
1789 Person::players[0]->weaponactive = 0;
1790 Person::players[0]->num_weapons = 1;
1791 Person::players[0]->weaponids[0] = 1;
1792 Person::players[1]->weaponactive = 0;
1793 Person::players[1]->num_weapons = 1;
1794 Person::players[1]->weaponids[0] = 0;
1801 Person::players[1]->aitype = passivetype;
1803 tutorialmaxtime = 15;
1805 weapons[0].owner = 1;
1806 weapons[1].owner = 0;
1807 Person::players[0]->weaponactive = 0;
1808 Person::players[0]->num_weapons = 1;
1809 Person::players[0]->weaponids[0] = 1;
1810 Person::players[1]->weaponactive = 0;
1811 Person::players[1]->num_weapons = 1;
1812 Person::players[1]->weaponids[0] = 0;
1814 if (Person::players[0]->weaponactive != -1)
1815 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1817 weapons[0].setType(staff);
1822 Person::players[1]->aitype = passivetype;
1824 tutorialmaxtime = 200;
1826 weapons[1].position = 1000;
1827 weapons[1].tippoint = 1000;
1829 weapons[0].setType(knife);
1831 weapons[0].owner = 0;
1832 Person::players[1]->weaponactive = -1;
1833 Person::players[1]->num_weapons = 0;
1834 Person::players[0]->weaponactive = 0;
1835 Person::players[0]->num_weapons = 1;
1836 Person::players[0]->weaponids[0] = 0;
1840 tutorialmaxtime = 8;
1843 emit_sound_at(fireendsound, Person::players[1]->coords);
1845 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1846 if (Random() % 2 == 0) {
1847 if (!Person::players[1]->skeleton.free)
1848 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1849 if (Person::players[1]->skeleton.free)
1850 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1851 if (!Person::players[1]->skeleton.free)
1852 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;
1853 if (Person::players[1]->skeleton.free)
1854 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1855 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1859 Person::players[1]->num_weapons = 0;
1860 Person::players[1]->weaponstuck = -1;
1861 Person::players[1]->weaponactive = -1;
1867 tutorialmaxtime = 80000;
1872 if (tutorialstage <= 51)
1873 tutorialstagetime = 0;
1877 if (tutorialstagetime < tutorialmaxtime - 3) {
1878 switch (tutorialstage) {
1880 if (deltah || deltav)
1881 tutorialsuccess += multiplier;
1884 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1885 tutorialsuccess += multiplier;
1888 if (Person::players[0]->jumpkeydown)
1889 tutorialsuccess = 1;
1892 if (Person::players[0]->isCrouch())
1893 tutorialsuccess = 1;
1896 if (Person::players[0]->animTarget == rollanim)
1897 tutorialsuccess = 1;
1900 if (Person::players[0]->animTarget == sneakanim)
1901 tutorialsuccess += multiplier;
1904 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1905 tutorialsuccess += multiplier;
1908 if (Person::players[0]->isWallJump())
1909 tutorialsuccess = 1;
1912 if (Person::players[0]->animTarget == flipanim)
1913 tutorialsuccess = 1;
1916 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1917 tutorialsuccess = 1;
1920 if (Person::players[0]->animTarget == winduppunchanim)
1921 tutorialsuccess = 1;
1924 if (Person::players[0]->animTarget == spinkickanim)
1925 tutorialsuccess = 1;
1928 if (Person::players[0]->animTarget == sweepanim)
1929 tutorialsuccess = 1;
1932 if (Person::players[0]->animTarget == dropkickanim)
1933 tutorialsuccess = 1;
1936 if (Person::players[0]->animTarget == rabbitkickanim)
1937 tutorialsuccess = 1;
1940 if (bonus == cannon)
1941 tutorialsuccess = 1;
1944 if (bonus == spinecrusher)
1945 tutorialsuccess = 1;
1948 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1949 tutorialsuccess = 1;
1952 if (Person::players[0]->animTarget == rabbittacklinganim)
1953 tutorialsuccess = 1;
1956 if (Person::players[0]->animTarget == backhandspringanim)
1957 tutorialsuccess = 1;
1960 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1961 tutorialsuccess = 1;
1964 if (Person::players[0]->escapednum == 2) {
1965 tutorialsuccess = 1;
1968 Person::players[1]->aitype = passivetype;
1972 if (animation[Person::players[0]->animTarget].attack == reversal)
1973 tutorialsuccess = 1;
1976 if (animation[Person::players[0]->animTarget].attack == reversal)
1977 tutorialsuccess = 1;
1980 if (animation[Person::players[0]->animTarget].attack == reversal) {
1981 tutorialsuccess = 1;
1984 Person::players[1]->aitype = passivetype;
1988 if (Person::players[0]->num_weapons > 0)
1989 tutorialsuccess = 1;
1992 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1993 tutorialsuccess = 1;
1996 if (Person::players[0]->animTarget == knifeslashstartanim)
1997 tutorialsuccess = 1;
2000 if (animation[Person::players[0]->animTarget].attack == reversal)
2001 tutorialsuccess = 1;
2004 if (animation[Person::players[0]->animTarget].attack == reversal)
2005 tutorialsuccess = 1;
2008 if (animation[Person::players[0]->animTarget].attack == reversal)
2009 tutorialsuccess = 1;
2012 if (Person::players[1]->weaponstuck != -1)
2013 tutorialsuccess = 1;
2018 if (tutorialsuccess >= 1)
2019 tutorialstagetime = tutorialmaxtime - 3;
2022 if (tutorialstagetime == tutorialmaxtime - 3) {
2023 emit_sound_np(consolesuccesssound);
2026 if (tutorialsuccess >= 1) {
2027 if (tutorialstage == 34 || tutorialstage == 35)
2028 tutorialstagetime = tutorialmaxtime - 1;
2032 if (tutorialstage < 14 || tutorialstage >= 50) {
2033 Person::players[1]->coords.y = 300;
2034 Person::players[1]->velocity = 0;
2040 float headprop, bodyprop, armprop, legprop;
2042 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2043 Person::players[0]->damagetolerance = 200000;
2044 Person::players[0]->damage = 0;
2045 Person::players[0]->burnt = 0;
2046 Person::players[0]->permanentdamage = 0;
2047 Person::players[0]->superpermanentdamage = 0;
2050 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2052 if (environment > 2)
2054 Setenvironment(environment);
2057 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2058 cameramode = !cameramode;
2061 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2062 if (Person::players[0]->num_weapons > 0) {
2063 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2064 weapons[Person::players[0]->weaponids[0]].setType(staff);
2065 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2066 weapons[Person::players[0]->weaponids[0]].setType(knife);
2068 weapons[Person::players[0]->weaponids[0]].setType(sword);
2072 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2073 int closest = findClosestPlayer();
2075 if (Person::players[closest]->num_weapons) {
2076 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2077 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2078 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2079 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2081 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2083 if (!Person::players[closest]->num_weapons) {
2084 Person::players[closest]->weaponids[0] = weapons.size();
2086 weapons.push_back(Weapon(knife, closest));
2088 Person::players[closest]->num_weapons = 1;
2093 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2094 int closest = findClosestPlayer();
2096 Person::players[closest]->yaw += multiplier * 50;
2097 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2102 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2103 int closest = findClosestPlayer();
2104 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2108 Person::players[closest]->whichskin++;
2109 if (Person::players[closest]->whichskin > 9)
2110 Person::players[closest]->whichskin = 0;
2111 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2112 Person::players[closest]->whichskin = 0;
2114 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2115 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2118 if (Person::players[closest]->numclothes) {
2119 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2120 tintr = Person::players[closest]->clothestintr[i];
2121 tintg = Person::players[closest]->clothestintg[i];
2122 tintb = Person::players[closest]->clothestintb[i];
2123 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2125 Person::players[closest]->DoMipmaps();
2129 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2130 int closest = findClosestPlayer();
2132 if (Person::players[closest]->creature == wolftype) {
2133 headprop = Person::players[closest]->proportionhead.x / 1.1;
2134 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2135 armprop = Person::players[closest]->proportionarms.x / 1.1;
2136 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2139 if (Person::players[closest]->creature == rabbittype) {
2140 headprop = Person::players[closest]->proportionhead.x / 1.2;
2141 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2142 armprop = Person::players[closest]->proportionarms.x / 1.00;
2143 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2147 if (Person::players[closest]->creature == rabbittype) {
2148 Person::players[closest]->skeleton.id = closest;
2149 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);
2150 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2151 Person::players[closest]->whichskin = 0;
2152 Person::players[closest]->creature = wolftype;
2154 Person::players[closest]->proportionhead = 1.1;
2155 Person::players[closest]->proportionbody = 1.1;
2156 Person::players[closest]->proportionarms = 1.1;
2157 Person::players[closest]->proportionlegs = 1.1;
2158 Person::players[closest]->proportionlegs.y = 1.1;
2159 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2161 Person::players[closest]->damagetolerance = 300;
2163 Person::players[closest]->skeleton.id = closest;
2164 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);
2165 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2166 Person::players[closest]->whichskin = 0;
2167 Person::players[closest]->creature = rabbittype;
2169 Person::players[closest]->proportionhead = 1.2;
2170 Person::players[closest]->proportionbody = 1.05;
2171 Person::players[closest]->proportionarms = 1.00;
2172 Person::players[closest]->proportionlegs = 1.1;
2173 Person::players[closest]->proportionlegs.y = 1.05;
2174 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2176 Person::players[closest]->damagetolerance = 200;
2179 if (Person::players[closest]->creature == wolftype) {
2180 Person::players[closest]->proportionhead = 1.1 * headprop;
2181 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2182 Person::players[closest]->proportionarms = 1.1 * armprop;
2183 Person::players[closest]->proportionlegs = 1.1 * legprop;
2186 if (Person::players[closest]->creature == rabbittype) {
2187 Person::players[closest]->proportionhead = 1.2 * headprop;
2188 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2189 Person::players[closest]->proportionarms = 1.00 * armprop;
2190 Person::players[closest]->proportionlegs = 1.1 * legprop;
2191 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2197 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2203 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2205 float closestdist = std::numeric_limits<float>::max();
2207 for (unsigned i = 1; i < Person::players.size(); i++) {
2208 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2209 if (!Person::players[i]->headless)
2210 if (distance < closestdist) {
2211 closestdist = distance;
2216 XYZ flatfacing2, flatvelocity2;
2218 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2219 blah = Person::players[closest]->coords;
2220 XYZ headspurtdirection;
2221 //int i = Person::players[closest]->skeleton.jointlabels[head];
2222 Joint& headjoint = Person::players[closest]->joint(head);
2223 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2224 if (!Person::players[closest]->skeleton.free)
2225 flatvelocity2 = Person::players[closest]->velocity;
2226 if (Person::players[closest]->skeleton.free)
2227 flatvelocity2 = headjoint.velocity;
2228 if (!Person::players[closest]->skeleton.free)
2229 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;
2230 if (Person::players[closest]->skeleton.free)
2231 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2232 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2233 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2234 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2235 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2236 Normalise(&headspurtdirection);
2237 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2238 flatvelocity2 += headspurtdirection * 8;
2239 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2241 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2243 emit_sound_at(splattersound, blah);
2244 emit_sound_at(breaksound2, blah, 100.);
2246 if (Person::players[closest]->skeleton.free == 2)
2247 Person::players[closest]->skeleton.free = 0;
2248 Person::players[closest]->RagDoll(0);
2249 Person::players[closest]->dead = 2;
2250 Person::players[closest]->headless = 1;
2251 Person::players[closest]->DoBloodBig(3, 165);
2257 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2258 int closest = findClosestPlayer();
2259 XYZ flatfacing2, flatvelocity2;
2261 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2262 blah = Person::players[closest]->coords;
2263 emit_sound_at(splattersound, blah);
2264 emit_sound_at(breaksound2, blah);
2266 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2267 if (!Person::players[closest]->skeleton.free)
2268 flatvelocity2 = Person::players[closest]->velocity;
2269 if (Person::players[closest]->skeleton.free)
2270 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2271 if (!Person::players[closest]->skeleton.free)
2272 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;
2273 if (Person::players[closest]->skeleton.free)
2274 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2275 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2276 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2277 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2278 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2279 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2280 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2283 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2284 if (!Person::players[closest]->skeleton.free)
2285 flatvelocity2 = Person::players[closest]->velocity;
2286 if (Person::players[closest]->skeleton.free)
2287 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2288 if (!Person::players[closest]->skeleton.free)
2289 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;
2290 if (Person::players[closest]->skeleton.free)
2291 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2292 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2293 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2294 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2295 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2296 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2299 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2300 if (!Person::players[closest]->skeleton.free)
2301 flatvelocity2 = Person::players[closest]->velocity;
2302 if (Person::players[closest]->skeleton.free)
2303 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2304 if (!Person::players[closest]->skeleton.free)
2305 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;
2306 if (Person::players[closest]->skeleton.free)
2307 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2308 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2309 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2310 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2311 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2312 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2315 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2316 if (!Person::players[closest]->skeleton.free)
2317 flatvelocity2 = Person::players[closest]->velocity;
2318 if (Person::players[closest]->skeleton.free)
2319 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2320 if (!Person::players[closest]->skeleton.free)
2321 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;
2322 if (Person::players[closest]->skeleton.free)
2323 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2324 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2325 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2326 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2327 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2328 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2332 for (unsigned j = 0; j < Person::players.size(); j++) {
2333 if (int(j) != closest) {
2334 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2335 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2336 if (Person::players[j]->skeleton.free == 2)
2337 Person::players[j]->skeleton.free = 1;
2338 Person::players[j]->skeleton.longdead = 0;
2339 Person::players[j]->RagDoll(0);
2340 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2341 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2342 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2343 flatvelocity2 = temppos - Person::players[closest]->coords;
2344 Normalise(&flatvelocity2);
2345 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2352 Person::players[closest]->DoDamage(10000);
2353 Person::players[closest]->RagDoll(0);
2354 Person::players[closest]->dead = 2;
2355 Person::players[closest]->coords = 20;
2356 Person::players[closest]->skeleton.free = 2;
2363 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2364 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2365 if (Person::players[0]->onfire) {
2366 Person::players[0]->CatchFire();
2368 if (!Person::players[0]->onfire) {
2369 emit_sound_at(fireendsound, Person::players[0]->coords);
2370 pause_sound(stream_firesound);
2374 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2375 Person::players[0]->RagDoll(0);
2377 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2380 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2381 for (int i = 0; i < objects.numobjects; i++) {
2382 if (objects.type[i] == treeleavestype) {
2383 objects.scale[i] *= .9;
2388 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2389 editorenabled = !editorenabled;
2390 if (editorenabled) {
2391 Person::players[0]->damagetolerance = 100000;
2393 Person::players[0]->damagetolerance = 200;
2395 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2396 Person::players[0]->permanentdamage = 0;
2397 Person::players[0]->superpermanentdamage = 0;
2398 Person::players[0]->bloodloss = 0;
2399 Person::players[0]->deathbleeding = 0;
2403 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2405 if (targetlevel > numchallengelevels - 1)
2411 if (editorenabled) {
2412 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2413 int closest = findClosestPlayer();
2415 Person::players.erase(Person::players.begin()+closest);
2419 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2420 int closest = findClosestObject();
2422 objects.position[closest].y -= 500;
2425 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2426 if (objects.numobjects < max_objects - 1) {
2428 boxcoords.x = Person::players[0]->coords.x;
2429 boxcoords.z = Person::players[0]->coords.z;
2430 boxcoords.y = Person::players[0]->coords.y - 3;
2431 if (editortype == bushtype)
2432 boxcoords.y = Person::players[0]->coords.y - .5;
2433 if (editortype == firetype)
2434 boxcoords.y = Person::players[0]->coords.y - .5;
2435 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2436 float temprotat, temprotat2;
2437 temprotat = editoryaw;
2438 temprotat2 = editorpitch;
2439 if (temprotat < 0 || editortype == bushtype)
2440 temprotat = Random() % 360;
2442 temprotat2 = Random() % 360;
2444 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2445 if (editortype == treetrunktype)
2446 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2450 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2451 Person::players.push_back(shared_ptr<Person>(new Person()));
2453 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2454 Person::players.back()->creature = rabbittype;
2455 Person::players.back()->howactive = editoractive;
2456 Person::players.back()->skeleton.id = Person::players.size()-1;
2457 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
2459 int k = abs(Random() % 2) + 1;
2461 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2462 Person::players.back()->whichskin = 0;
2463 } else if (k == 1) {
2464 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2465 Person::players.back()->whichskin = 1;
2467 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2468 Person::players.back()->whichskin = 2;
2471 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2472 Person::players.back()->power = 1;
2473 Person::players.back()->speedmult = 1;
2474 Person::players.back()->animCurrent = bounceidleanim;
2475 Person::players.back()->animTarget = bounceidleanim;
2476 Person::players.back()->frameCurrent = 0;
2477 Person::players.back()->frameTarget = 1;
2478 Person::players.back()->target = 0;
2479 Person::players.back()->bled = 0;
2480 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2482 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2483 Person::players.back()->yaw = Person::players[0]->yaw;
2485 Person::players.back()->velocity = 0;
2486 Person::players.back()->coords = Person::players[0]->coords;
2487 Person::players.back()->oldcoords = Person::players.back()->coords;
2488 Person::players.back()->realoldcoords = Person::players.back()->coords;
2490 Person::players.back()->id = Person::players.size()-1;
2491 Person::players.back()->updatedelay = 0;
2492 Person::players.back()->normalsupdatedelay = 0;
2494 Person::players.back()->aitype = passivetype;
2496 if (Person::players[0]->creature == wolftype) {
2497 headprop = Person::players[0]->proportionhead.x / 1.1;
2498 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2499 armprop = Person::players[0]->proportionarms.x / 1.1;
2500 legprop = Person::players[0]->proportionlegs.x / 1.1;
2503 if (Person::players[0]->creature == rabbittype) {
2504 headprop = Person::players[0]->proportionhead.x / 1.2;
2505 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2506 armprop = Person::players[0]->proportionarms.x / 1.00;
2507 legprop = Person::players[0]->proportionlegs.x / 1.1;
2510 if (Person::players.back()->creature == wolftype) {
2511 Person::players.back()->proportionhead = 1.1 * headprop;
2512 Person::players.back()->proportionbody = 1.1 * bodyprop;
2513 Person::players.back()->proportionarms = 1.1 * armprop;
2514 Person::players.back()->proportionlegs = 1.1 * legprop;
2517 if (Person::players.back()->creature == rabbittype) {
2518 Person::players.back()->proportionhead = 1.2 * headprop;
2519 Person::players.back()->proportionbody = 1.05 * bodyprop;
2520 Person::players.back()->proportionarms = 1.00 * armprop;
2521 Person::players.back()->proportionlegs = 1.1 * legprop;
2522 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2525 Person::players.back()->headless = 0;
2526 Person::players.back()->onfire = 0;
2529 Person::players.back()->proportionhead.z = 0;
2530 Person::players.back()->proportionbody.z = 0;
2531 Person::players.back()->proportionarms.z = 0;
2532 Person::players.back()->proportionlegs.z = 0;
2535 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2537 Person::players.back()->damagetolerance = 200;
2539 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2540 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2541 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2542 Person::players.back()->armorhead = Person::players[0]->armorhead;
2543 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2544 Person::players.back()->armorlow = Person::players[0]->armorlow;
2545 Person::players.back()->metalhead = Person::players[0]->metalhead;
2546 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2547 Person::players.back()->metallow = Person::players[0]->metallow;
2549 Person::players.back()->immobile = Person::players[0]->immobile;
2551 Person::players.back()->numclothes = Person::players[0]->numclothes;
2552 if (Person::players.back()->numclothes)
2553 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2554 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2555 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2556 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2557 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2558 tintr = Person::players.back()->clothestintr[i];
2559 tintg = Person::players.back()->clothestintg[i];
2560 tintb = Person::players.back()->clothestintb[i];
2561 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
2563 if (Person::players.back()->numclothes) {
2564 Person::players.back()->DoMipmaps();
2567 Person::players.back()->power = Person::players[0]->power;
2568 Person::players.back()->speedmult = Person::players[0]->speedmult;
2570 Person::players.back()->damage = 0;
2571 Person::players.back()->permanentdamage = 0;
2572 Person::players.back()->superpermanentdamage = 0;
2573 Person::players.back()->deathbleeding = 0;
2574 Person::players.back()->bleeding = 0;
2575 Person::players.back()->numwaypoints = 0;
2576 Person::players.back()->waypoint = 0;
2577 Person::players.back()->jumppath = 0;
2578 Person::players.back()->weaponstuck = -1;
2579 Person::players.back()->weaponactive = -1;
2580 Person::players.back()->num_weapons = 0;
2581 Person::players.back()->bloodloss = 0;
2582 Person::players.back()->dead = 0;
2584 Person::players.back()->loaded = 1;
2587 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2588 if (Person::players.back()->numwaypoints < 90) {
2589 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2590 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2591 Person::players.back()->numwaypoints++;
2595 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2596 if (numpathpoints < 30) {
2597 bool connected, alreadyconnected;
2599 if (numpathpoints > 1)
2600 for (int i = 0; i < numpathpoints; i++) {
2601 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2602 alreadyconnected = 0;
2603 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2604 if (pathpointconnect[pathpointselected][j] == i)
2605 alreadyconnected = 1;
2607 if (!alreadyconnected) {
2608 numpathpointconnect[pathpointselected]++;
2610 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2616 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2617 numpathpointconnect[numpathpoints - 1] = 0;
2618 if (numpathpoints > 1 && pathpointselected != -1) {
2619 numpathpointconnect[pathpointselected]++;
2620 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2622 pathpointselected = numpathpoints - 1;
2627 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2628 pathpointselected++;
2629 if (pathpointselected >= numpathpoints)
2630 pathpointselected = -1;
2632 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2633 pathpointselected--;
2634 if (pathpointselected <= -2)
2635 pathpointselected = numpathpoints - 1;
2637 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2638 if (pathpointselected != -1) {
2640 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2641 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2642 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2643 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2645 for (int i = 0; i < numpathpoints; i++) {
2646 for (int j = 0; j < numpathpointconnect[i]; j++) {
2647 if (pathpointconnect[i][j] == pathpointselected) {
2648 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2649 numpathpointconnect[i]--;
2651 if (pathpointconnect[i][j] == numpathpoints) {
2652 pathpointconnect[i][j] = pathpointselected;
2656 pathpointselected = numpathpoints - 1;
2660 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2662 if (editortype == treeleavestype || editortype == 10)
2665 editortype = firetype;
2668 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2670 if (editortype == treeleavestype || editortype == 10)
2672 if (editortype > firetype)
2676 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2677 editoryaw -= multiplier * 100;
2678 if (editoryaw < -.01)
2682 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2683 editoryaw += multiplier * 100;
2686 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2687 editorsize += multiplier;
2690 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2691 editorsize -= multiplier;
2692 if (editorsize < .1)
2697 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2698 mapradius -= multiplier * 10;
2701 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2702 mapradius += multiplier * 10;
2704 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2705 editorpitch += multiplier * 100;
2708 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2709 editorpitch -= multiplier * 100;
2710 if (editorpitch < -.01)
2713 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2714 int closest = findClosestObject();
2716 objects.DeleteObject(closest);
2722 void doJumpReversals()
2724 for (unsigned k = 0; k < Person::players.size(); k++)
2725 for (unsigned i = k; i < Person::players.size(); i++) {
2728 if ( Person::players[k]->skeleton.free == 0 &&
2729 Person::players[i]->skeleton.oldfree == 0 &&
2730 (Person::players[i]->animTarget == jumpupanim ||
2731 Person::players[k]->animTarget == jumpupanim) &&
2732 (Person::players[i]->aitype == playercontrolled ||
2733 Person::players[k]->aitype == playercontrolled) &&
2734 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2735 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2736 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2737 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2738 //TODO: refactor two huge similar ifs
2739 if (Person::players[i]->animTarget == jumpupanim &&
2740 Person::players[k]->animTarget != getupfrombackanim &&
2741 Person::players[k]->animTarget != getupfromfrontanim &&
2742 animation[Person::players[k]->animTarget].height == middleheight &&
2743 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2744 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2745 Person::players[k]->aitype != playercontrolled)) {
2746 Person::players[i]->victim = Person::players[k];
2747 Person::players[i]->velocity = 0;
2748 Person::players[i]->animCurrent = jumpreversedanim;
2749 Person::players[i]->animTarget = jumpreversedanim;
2750 Person::players[i]->frameCurrent = 0;
2751 Person::players[i]->frameTarget = 1;
2752 Person::players[i]->targettilt2 = 0;
2753 Person::players[k]->victim = Person::players[i];
2754 Person::players[k]->velocity = 0;
2755 Person::players[k]->animCurrent = jumpreversalanim;
2756 Person::players[k]->animTarget = jumpreversalanim;
2757 Person::players[k]->frameCurrent = 0;
2758 Person::players[k]->frameTarget = 1;
2759 Person::players[k]->targettilt2 = 0;
2760 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2761 Person::players[i]->animCurrent = rabbitkickreversedanim;
2762 Person::players[i]->animTarget = rabbitkickreversedanim;
2763 Person::players[i]->frameCurrent = 1;
2764 Person::players[i]->frameTarget = 2;
2765 Person::players[k]->animCurrent = rabbitkickreversalanim;
2766 Person::players[k]->animTarget = rabbitkickreversalanim;
2767 Person::players[k]->frameCurrent = 1;
2768 Person::players[k]->frameTarget = 2;
2770 Person::players[i]->target = 0;
2771 Person::players[k]->oldcoords = Person::players[k]->coords;
2772 Person::players[i]->coords = Person::players[k]->coords;
2773 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2774 Person::players[k]->yaw = Person::players[i]->targetyaw;
2775 if (Person::players[k]->aitype == attacktypecutoff)
2776 Person::players[k]->stunned = .5;
2778 if (Person::players[k]->animTarget == jumpupanim &&
2779 Person::players[i]->animTarget != getupfrombackanim &&
2780 Person::players[i]->animTarget != getupfromfrontanim &&
2781 animation[Person::players[i]->animTarget].height == middleheight &&
2782 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2783 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2784 Person::players[i]->aitype != playercontrolled)) {
2785 Person::players[k]->victim = Person::players[i];
2786 Person::players[k]->velocity = 0;
2787 Person::players[k]->animCurrent = jumpreversedanim;
2788 Person::players[k]->animTarget = jumpreversedanim;
2789 Person::players[k]->frameCurrent = 0;
2790 Person::players[k]->frameTarget = 1;
2791 Person::players[k]->targettilt2 = 0;
2792 Person::players[i]->victim = Person::players[k];
2793 Person::players[i]->velocity = 0;
2794 Person::players[i]->animCurrent = jumpreversalanim;
2795 Person::players[i]->animTarget = jumpreversalanim;
2796 Person::players[i]->frameCurrent = 0;
2797 Person::players[i]->frameTarget = 1;
2798 Person::players[i]->targettilt2 = 0;
2799 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2800 Person::players[k]->animTarget = rabbitkickreversedanim;
2801 Person::players[k]->animCurrent = rabbitkickreversedanim;
2802 Person::players[i]->animCurrent = rabbitkickreversalanim;
2803 Person::players[i]->animTarget = rabbitkickreversalanim;
2804 Person::players[k]->frameCurrent = 1;
2805 Person::players[k]->frameTarget = 2;
2806 Person::players[i]->frameCurrent = 1;
2807 Person::players[i]->frameTarget = 2;
2809 Person::players[k]->target = 0;
2810 Person::players[i]->oldcoords = Person::players[i]->coords;
2811 Person::players[k]->coords = Person::players[i]->coords;
2812 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2813 Person::players[i]->yaw = Person::players[k]->targetyaw;
2814 if (Person::players[i]->aitype == attacktypecutoff)
2815 Person::players[i]->stunned = .5;
2822 void doAerialAcrobatics()
2824 static XYZ facing, flatfacing;
2825 for (unsigned k = 0; k < Person::players.size(); k++) {
2826 Person::players[k]->turnspeed = 500;
2828 if ((Person::players[k]->isRun() &&
2829 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2830 Person::players[k]->targetyaw != wolfrunninganim) ||
2831 Person::players[k]->frameTarget == 4)) ||
2832 Person::players[k]->animTarget == removeknifeanim ||
2833 Person::players[k]->animTarget == crouchremoveknifeanim ||
2834 Person::players[k]->animTarget == flipanim ||
2835 Person::players[k]->animTarget == fightsidestep ||
2836 Person::players[k]->animTarget == walkanim) {
2837 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2841 if (Person::players[k]->isStop() ||
2842 Person::players[k]->isLanding() ||
2843 Person::players[k]->animTarget == staggerbackhighanim ||
2844 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2845 Person::players[k]->animTarget == staggerbackhardanim ||
2846 Person::players[k]->animTarget == backhandspringanim ||
2847 Person::players[k]->animTarget == dodgebackanim ||
2848 Person::players[k]->animTarget == rollanim ||
2849 (animation[Person::players[k]->animTarget].attack &&
2850 Person::players[k]->animTarget != rabbitkickanim &&
2851 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2852 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2853 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2856 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2857 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2860 Person::players[k]->DoStuff();
2861 if (Person::players[k]->immobile && k != 0)
2862 Person::players[k]->coords = Person::players[k]->realoldcoords;
2864 //if player's position has changed (?)
2865 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2866 !Person::players[k]->skeleton.free &&
2867 Person::players[k]->animTarget != climbanim &&
2868 Person::players[k]->animTarget != hanganim) {
2869 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2871 bool tempcollide = 0;
2873 if (Person::players[k]->collide < -.3)
2874 Person::players[k]->collide = -.3;
2875 if (Person::players[k]->collide > 1)
2876 Person::players[k]->collide = 1;
2877 Person::players[k]->collide -= multiplier * 30;
2880 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2882 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2883 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2884 if (objects.type[i] != rocktype ||
2885 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2886 objects.position[i].y > Person::players[k]->coords.y) {
2887 lowpoint = Person::players[k]->coords;
2888 if (Person::players[k]->animTarget != jumpupanim &&
2889 Person::players[k]->animTarget != jumpdownanim &&
2890 !Person::players[k]->isFlip())
2894 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2895 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2896 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2897 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2898 flatfacing = lowpoint - Person::players[k]->coords;
2899 Person::players[k]->coords = lowpoint;
2900 Person::players[k]->coords.y -= 1.3;
2901 Person::players[k]->collide = 1;
2904 //TODO: refactor four similar blocks
2905 if (Person::players[k]->aitype == playercontrolled &&
2906 (Person::players[k]->animTarget == jumpupanim ||
2907 Person::players[k]->animTarget == jumpdownanim ||
2908 Person::players[k]->isFlip()) &&
2909 !Person::players[k]->jumptogglekeydown &&
2910 Person::players[k]->jumpkeydown) {
2911 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2912 XYZ tempcoords1 = lowpoint;
2913 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2914 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2915 Person::players[k]->setAnimation(walljumpleftanim);
2916 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2918 pause_sound(whooshsound);
2920 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2921 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2922 if (lowpointtarget.z < 0)
2923 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2924 Person::players[k]->targetyaw = Person::players[k]->yaw;
2925 Person::players[k]->lowyaw = Person::players[k]->yaw;
2929 lowpoint = tempcoords1;
2930 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2931 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2932 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2933 Person::players[k]->setAnimation(walljumprightanim);
2934 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2936 pause_sound(whooshsound);
2938 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2939 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2940 if (lowpointtarget.z < 0)
2941 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2942 Person::players[k]->targetyaw = Person::players[k]->yaw;
2943 Person::players[k]->lowyaw = Person::players[k]->yaw;
2947 lowpoint = tempcoords1;
2948 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2949 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2950 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2951 Person::players[k]->setAnimation(walljumpbackanim);
2952 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2954 pause_sound(whooshsound);
2956 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2957 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2958 if (lowpointtarget.z < 0)
2959 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2960 Person::players[k]->targetyaw = Person::players[k]->yaw;
2961 Person::players[k]->lowyaw = Person::players[k]->yaw;
2965 lowpoint = tempcoords1;
2966 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2967 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2968 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2969 Person::players[k]->setAnimation(walljumpfrontanim);
2970 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2972 pause_sound(whooshsound);
2974 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2975 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2976 if (lowpointtarget.z < 0)
2977 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2978 Person::players[k]->yaw += 180;
2979 Person::players[k]->targetyaw = Person::players[k]->yaw;
2980 Person::players[k]->lowyaw = Person::players[k]->yaw;
2989 } else if (objects.type[i] == rocktype) {
2990 lowpoint2 = Person::players[k]->coords;
2991 lowpoint = Person::players[k]->coords;
2993 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2994 Person::players[k]->coords = colpoint;
2995 Person::players[k]->collide = 1;
2998 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2999 //flipped into a rock
3000 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3001 Person::players[k]->RagDoll(0);
3003 if (Person::players[k]->animTarget == jumpupanim) {
3004 Person::players[k]->jumppower = -4;
3005 Person::players[k]->animTarget = Person::players[k]->getIdle();
3007 Person::players[k]->target = 0;
3008 Person::players[k]->frameTarget = 0;
3009 Person::players[k]->onterrain = 1;
3011 if (Person::players[k]->id == 0) {
3012 pause_sound(whooshsound);
3013 OPENAL_SetVolume(channels[whooshsound], 0);
3017 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3018 if (Person::players[k]->isFlip())
3019 Person::players[k]->jumppower = -4;
3020 Person::players[k]->animTarget = Person::players[k]->getLanding();
3021 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3023 envsound[numenvsounds] = Person::players[k]->coords;
3024 envsoundvol[numenvsounds] = 16;
3025 envsoundlife[numenvsounds] = .4;
3036 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3037 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3038 lowpoint = Person::players[k]->coords;
3040 if (objects.type[i] != rocktype)
3041 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3042 if (Person::players[k]->animTarget != jumpupanim &&
3043 Person::players[k]->animTarget != jumpdownanim &&
3044 Person::players[k]->onterrain)
3045 Person::players[k]->avoidcollided = 1;
3046 Person::players[k]->coords = lowpoint;
3047 Person::players[k]->coords.y -= 1.35;
3048 Person::players[k]->collide = 1;
3050 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3051 (Person::players[k]->animCurrent != climbanim &&
3052 Person::players[k]->animCurrent != hanganim &&
3053 !Person::players[k]->isWallJump() ||
3054 Person::players[k]->animTarget == jumpupanim ||
3055 Person::players[k]->animTarget == jumpdownanim)) {
3056 lowpoint = Person::players[k]->coords;
3057 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3058 lowpoint = Person::players[k]->coords;
3062 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3063 lowpointtarget = lowpoint + facing * 1.4;
3064 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3065 if (whichhit != -1) {
3066 lowpoint = Person::players[k]->coords;
3068 lowpointtarget = lowpoint + facing * 1.4;
3069 lowpoint2 = lowpoint;
3070 lowpointtarget2 = lowpointtarget;
3071 lowpoint3 = lowpoint;
3072 lowpointtarget3 = lowpointtarget;
3073 lowpoint4 = lowpoint;
3074 lowpointtarget4 = lowpointtarget;
3075 lowpoint5 = lowpoint;
3076 lowpointtarget5 = lowpointtarget;
3077 lowpoint6 = lowpoint;
3078 lowpointtarget6 = lowpointtarget;
3079 lowpoint7 = lowpoint;
3080 lowpointtarget7 = lowpoint;
3082 lowpointtarget2.x += .1;
3084 lowpointtarget3.z += .1;
3086 lowpointtarget4.x -= .1;
3088 lowpointtarget5.z -= .1;
3089 lowpoint6.y += 45 / 13;
3090 lowpointtarget6.y += 45 / 13;
3091 lowpointtarget6 += facing * .6;
3092 lowpointtarget7.y += 90 / 13;
3093 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3094 if (objects.friction[i] > .5)
3095 if (whichhit != -1) {
3096 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3097 Person::players[k]->collided = 1;
3098 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3099 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3100 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3101 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3102 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3103 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3104 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3105 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3106 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3107 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3108 for (int j = 0; j < 45; j++) {
3109 lowpoint = Person::players[k]->coords;
3110 lowpoint.y += (float)j / 13;
3111 lowpointtarget = lowpoint + facing * 1.4;
3112 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3113 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3114 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3116 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3117 lowpoint = Person::players[k]->coords;
3118 lowpoint.y += (float)j / 13;
3119 lowpointtarget = lowpoint + facing * 1.3;
3120 flatfacing = Person::players[k]->coords;
3121 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3122 Person::players[k]->coords.y = lowpointtarget.y - .07;
3123 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3125 if (j > 10 || !Person::players[k]->isRun()) {
3126 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3128 pause_sound(whooshsound);
3130 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3132 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3133 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3134 if (lowpointtarget.z < 0)
3135 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3136 Person::players[k]->targetyaw = Person::players[k]->yaw;
3137 Person::players[k]->lowyaw = Person::players[k]->yaw;
3139 //Person::players[k]->velocity=lowpointtarget*.03;
3140 Person::players[k]->velocity = 0;
3143 if (Person::players[k]->animTarget == jumpupanim) {
3144 Person::players[k]->animTarget = climbanim;
3145 Person::players[k]->jumppower = 0;
3146 Person::players[k]->jumpclimb = 1;
3148 Person::players[k]->transspeed = 6;
3149 Person::players[k]->target = 0;
3150 Person::players[k]->frameTarget = 1;
3153 Person::players[k]->setAnimation(hanganim);
3154 Person::players[k]->jumppower = 0;
3166 if (Person::players[k]->collide <= 0) {
3168 if (!Person::players[k]->onterrain &&
3169 Person::players[k]->animTarget != jumpupanim &&
3170 Person::players[k]->animTarget != jumpdownanim &&
3171 Person::players[k]->animTarget != climbanim &&
3172 Person::players[k]->animTarget != hanganim &&
3173 !Person::players[k]->isWallJump() &&
3174 !Person::players[k]->isFlip()) {
3175 if (Person::players[k]->animCurrent != climbanim &&
3176 Person::players[k]->animCurrent != tempanim &&
3177 Person::players[k]->animTarget != backhandspringanim &&
3178 (Person::players[k]->animTarget != rollanim ||
3179 Person::players[k]->frameTarget < 2 ||
3180 Person::players[k]->frameTarget > 6)) {
3181 //stagger off ledge (?)
3182 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3183 Person::players[k]->RagDoll(0);
3184 Person::players[k]->setAnimation(jumpdownanim);
3187 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3190 Person::players[k]->velocity.y += gravity;
3194 Person::players[k]->realoldcoords = Person::players[k]->coords;
3200 static int randattack;
3201 static bool playerrealattackkeydown = 0;
3203 if (!Input::isKeyDown(attackkey))
3206 Person::players[0]->attackkeydown = 0;
3208 playerrealattackkeydown = 0;
3210 playerrealattackkeydown = Input::isKeyDown(attackkey);
3211 if ((Person::players[0]->parriedrecently <= 0 ||
3212 Person::players[0]->weaponactive == -1) &&
3215 Person::players[0]->lastattack != swordslashanim &&
3216 Person::players[0]->lastattack != knifeslashstartanim &&
3217 Person::players[0]->lastattack != staffhitanim &&
3218 Person::players[0]->lastattack != staffspinhitanim)))
3219 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3220 if (Input::isKeyDown(attackkey) &&
3222 !Person::players[0]->backkeydown) {
3223 for (unsigned k = 0; k < Person::players.size(); k++) {
3224 if ((Person::players[k]->animTarget == swordslashanim ||
3225 Person::players[k]->animTarget == staffhitanim ||
3226 Person::players[k]->animTarget == staffspinhitanim) &&
3227 Person::players[0]->animCurrent != dodgebackanim &&
3228 !Person::players[k]->skeleton.free)
3229 Person::players[k]->Reverse();
3233 if (!hostile || indialogue != -1)
3234 Person::players[0]->attackkeydown = 0;
3236 for (unsigned k = 0; k < Person::players.size(); k++) {
3237 if (indialogue != -1)
3238 Person::players[k]->attackkeydown = 0;
3239 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3240 if (Person::players[k]->aitype != playercontrolled)
3241 Person::players[k]->victim = Person::players[0];
3242 //attack key pressed
3243 if (Person::players[k]->attackkeydown) {
3245 if (Person::players[k]->backkeydown &&
3246 Person::players[k]->animTarget != backhandspringanim &&
3247 (Person::players[k]->isIdle() ||
3248 Person::players[k]->isStop() ||
3249 Person::players[k]->isRun() ||
3250 Person::players[k]->animTarget == walkanim)) {
3251 if (Person::players[k]->jumppower <= 1) {
3252 Person::players[k]->jumppower -= 2;
3254 for (unsigned i = 0; i < Person::players.size(); i++) {
3257 if (Person::players[i]->animTarget == swordslashanim ||
3258 Person::players[i]->animTarget == knifeslashstartanim ||
3259 Person::players[i]->animTarget == staffhitanim ||
3260 Person::players[i]->animTarget == staffspinhitanim)
3261 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3262 Person::players[k]->setAnimation(dodgebackanim);
3263 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3264 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3267 if (Person::players[k]->animTarget != dodgebackanim) {
3270 Person::players[k]->setAnimation(backhandspringanim);
3271 Person::players[k]->targetyaw = -yaw + 180;
3272 if (Person::players[k]->leftkeydown)
3273 Person::players[k]->targetyaw -= 45;
3274 if (Person::players[k]->rightkeydown)
3275 Person::players[k]->targetyaw += 45;
3276 Person::players[k]->yaw = Person::players[k]->targetyaw;
3277 Person::players[k]->jumppower -= 2;
3282 if (!animation[Person::players[k]->animTarget].attack &&
3283 !Person::players[k]->backkeydown &&
3284 (Person::players[k]->isIdle() ||
3285 Person::players[k]->isRun() ||
3286 Person::players[k]->animTarget == walkanim ||
3287 Person::players[k]->animTarget == sneakanim ||
3288 Person::players[k]->isCrouch())) {
3289 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3290 //normal attacks (?)
3291 Person::players[k]->hasvictim = 0;
3292 if (Person::players.size() > 1)
3293 for (unsigned i = 0; i < Person::players.size(); i++) {
3294 if (i == k || !(k == 0 || i == 0))
3296 if (!Person::players[k]->hasvictim)
3297 if (animation[Person::players[k]->animTarget].attack != reversal) {
3299 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3300 if (distance < 4.5 &&
3301 !Person::players[i]->skeleton.free &&
3302 Person::players[i]->howactive < typedead1 &&
3303 Person::players[i]->animTarget != jumpreversedanim &&
3304 Person::players[i]->animTarget != rabbitkickreversedanim &&
3305 Person::players[i]->animTarget != rabbitkickanim &&
3306 Person::players[k]->animTarget != rabbitkickanim &&
3307 Person::players[i]->animTarget != getupfrombackanim &&
3308 (Person::players[i]->animTarget != staggerbackhighanim &&
3309 (Person::players[i]->animTarget != staggerbackhardanim ||
3310 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3311 Person::players[i]->animTarget != jumpdownanim &&
3312 Person::players[i]->animTarget != jumpupanim &&
3313 Person::players[i]->animTarget != getupfromfrontanim) {
3314 Person::players[k]->victim = Person::players[i];
3315 Person::players[k]->hasvictim = 1;
3316 if (Person::players[k]->aitype == playercontrolled) { //human player
3318 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3319 Person::players[k]->crouchkeydown &&
3320 animation[Person::players[i]->animTarget].height != lowheight)
3321 Person::players[k]->animTarget = sweepanim;
3323 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3324 animation[Person::players[i]->animTarget].height != lowheight &&
3325 !Person::players[k]->forwardkeydown &&
3326 !Person::players[k]->leftkeydown &&
3327 !Person::players[k]->rightkeydown &&
3328 !Person::players[k]->crouchkeydown &&
3331 Person::players[k]->animTarget = winduppunchanim;
3333 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3334 animation[Person::players[i]->animTarget].height != lowheight &&
3335 !Person::players[k]->forwardkeydown &&
3336 !Person::players[k]->leftkeydown &&
3337 !Person::players[k]->rightkeydown &&
3338 !Person::players[k]->crouchkeydown &&
3340 Person::players[k]->animTarget = upunchanim;
3342 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3343 Person::players[i]->staggerdelay > 0 &&
3344 attackweapon == knife &&
3345 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3346 Person::players[k]->animTarget = knifefollowanim;
3348 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3349 animation[Person::players[i]->animTarget].height != lowheight &&
3350 !Person::players[k]->forwardkeydown &&
3351 !Person::players[k]->leftkeydown &&
3352 !Person::players[k]->rightkeydown &&
3353 !Person::players[k]->crouchkeydown &&
3354 attackweapon == knife &&
3355 Person::players[k]->weaponmissdelay <= 0)
3356 Person::players[k]->animTarget = knifeslashstartanim;
3358 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3359 animation[Person::players[i]->animTarget].height != lowheight &&
3360 !Person::players[k]->crouchkeydown &&
3361 attackweapon == sword &&
3362 Person::players[k]->weaponmissdelay <= 0)
3363 Person::players[k]->animTarget = swordslashanim;
3365 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3366 animation[Person::players[i]->animTarget].height != lowheight &&
3367 !Person::players[k]->crouchkeydown &&
3368 attackweapon == staff &&
3369 Person::players[k]->weaponmissdelay <= 0 &&
3370 !Person::players[k]->leftkeydown &&
3371 !Person::players[k]->rightkeydown &&
3372 !Person::players[k]->forwardkeydown)
3373 Person::players[k]->animTarget = staffhitanim;
3375 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3376 animation[Person::players[i]->animTarget].height != lowheight &&
3377 !Person::players[k]->crouchkeydown &&
3378 attackweapon == staff &&
3379 Person::players[k]->weaponmissdelay <= 0)
3380 Person::players[k]->animTarget = staffspinhitanim;
3382 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3383 animation[Person::players[i]->animTarget].height != lowheight)
3384 Person::players[k]->animTarget = spinkickanim;
3386 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3387 animation[Person::players[i]->animTarget].height == lowheight &&
3388 animation[Person::players[k]->animTarget].attack != normalattack)
3389 Person::players[k]->animTarget = lowkickanim;
3390 } else { //AI player
3391 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3392 randattack = abs(Random() % 5);
3393 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3395 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3396 Person::players[k]->animTarget = sweepanim;
3398 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3400 Person::players[k]->animTarget = upunchanim;
3402 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3403 Person::players[k]->animTarget = spinkickanim;
3405 else if (animation[Person::players[i]->animTarget].height == lowheight)
3406 Person::players[k]->animTarget = lowkickanim;
3410 if ((tutoriallevel != 1 || !attackweapon) &&
3411 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3413 animation[Person::players[i]->animTarget].height != lowheight)
3414 Person::players[k]->animTarget = sweepanim;
3416 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3417 attackweapon == knife &&
3418 Person::players[k]->weaponmissdelay <= 0)
3419 Person::players[k]->animTarget = knifeslashstartanim;
3421 else if (!(Person::players[0]->victim == Person::players[i] &&
3422 Person::players[0]->hasvictim &&
3423 Person::players[0]->animTarget == swordslashanim) &&
3424 attackweapon == sword &&
3425 Person::players[k]->weaponmissdelay <= 0)
3426 Person::players[k]->animTarget = swordslashanim;
3428 else if (!(Person::players[0]->victim == Person::players[i] &&
3429 Person::players[0]->hasvictim &&
3430 Person::players[0]->animTarget == swordslashanim) &&
3431 attackweapon == staff &&
3432 Person::players[k]->weaponmissdelay <= 0 &&
3434 Person::players[k]->animTarget = staffhitanim;
3436 else if (!(Person::players[0]->victim == Person::players[i] &&
3437 Person::players[0]->hasvictim &&
3438 Person::players[0]->animTarget == swordslashanim) &&
3439 attackweapon == staff &&
3440 Person::players[k]->weaponmissdelay <= 0 &&
3442 Person::players[k]->animTarget = staffspinhitanim;
3444 else if ((tutoriallevel != 1 || !attackweapon) &&
3445 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3447 animation[Person::players[i]->animTarget].height != lowheight)
3448 Person::players[k]->animTarget = spinkickanim;
3450 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3451 animation[Person::players[i]->animTarget].height == lowheight &&
3452 animation[Person::players[k]->animTarget].attack != normalattack)
3453 Person::players[k]->animTarget = lowkickanim;
3457 //upunch becomes wolfslap
3458 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3459 Person::players[k]->animTarget = wolfslapanim;
3462 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3463 Person::players[i]->howactive < typedead1 &&
3464 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3465 !Person::players[i]->skeleton.free &&
3466 Person::players[i]->animTarget != getupfrombackanim &&
3467 Person::players[i]->animTarget != getupfromfrontanim &&
3468 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
3469 Person::players[i]->surprised > 0 ||
3470 Person::players[i]->aitype == passivetype ||
3471 attackweapon && Person::players[i]->stunned > 0) &&
3472 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3474 if (!attackweapon) {
3475 Person::players[k]->animCurrent = sneakattackanim;
3476 Person::players[k]->animTarget = sneakattackanim;
3477 Person::players[i]->animCurrent = sneakattackedanim;
3478 Person::players[i]->animTarget = sneakattackedanim;
3479 Person::players[k]->oldcoords = Person::players[k]->coords;
3480 Person::players[k]->coords = Person::players[i]->coords;
3483 if (attackweapon == knife) {
3484 Person::players[k]->animCurrent = knifesneakattackanim;
3485 Person::players[k]->animTarget = knifesneakattackanim;
3486 Person::players[i]->animCurrent = knifesneakattackedanim;
3487 Person::players[i]->animTarget = knifesneakattackedanim;
3488 Person::players[i]->oldcoords = Person::players[i]->coords;
3489 Person::players[i]->coords = Person::players[k]->coords;
3492 if (attackweapon == sword) {
3493 Person::players[k]->animCurrent = swordsneakattackanim;
3494 Person::players[k]->animTarget = swordsneakattackanim;
3495 Person::players[i]->animCurrent = swordsneakattackedanim;
3496 Person::players[i]->animTarget = swordsneakattackedanim;
3497 Person::players[i]->oldcoords = Person::players[i]->coords;
3498 Person::players[i]->coords = Person::players[k]->coords;
3500 if (attackweapon != staff) {
3501 Person::players[k]->victim = Person::players[i];
3502 Person::players[k]->hasvictim = 1;
3503 Person::players[i]->targettilt2 = 0;
3504 Person::players[i]->frameTarget = 1;
3505 Person::players[i]->frameCurrent = 0;
3506 Person::players[i]->target = 0;
3507 Person::players[i]->velocity = 0;
3508 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3509 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3510 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3511 Person::players[k]->target = Person::players[i]->target;
3512 Person::players[k]->velocity = 0;
3513 Person::players[k]->targetyaw = Person::players[i]->yaw;
3514 Person::players[k]->yaw = Person::players[i]->yaw;
3515 Person::players[i]->targetyaw = Person::players[i]->yaw;
3518 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3519 Person::players[k]->victim == Person::players[i] &&
3520 (!Person::players[i]->skeleton.free)) {
3522 Person::players[k]->frameTarget = 0;
3523 Person::players[k]->target = 0;
3525 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3526 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3527 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3528 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3529 Person::players[k]->lastattack = Person::players[k]->animTarget;
3531 if (Person::players[k]->animTarget == knifefollowanim &&
3532 Person::players[k]->victim == Person::players[i]) {
3534 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3535 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3536 Person::players[k]->victim = Person::players[i];
3537 Person::players[k]->hasvictim = 1;
3538 Person::players[i]->animTarget = knifefollowedanim;
3539 Person::players[i]->animCurrent = knifefollowedanim;
3540 Person::players[i]->targettilt2 = 0;
3541 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3542 Person::players[i]->frameTarget = 1;
3543 Person::players[i]->frameCurrent = 0;
3544 Person::players[i]->target = 0;
3545 Person::players[i]->velocity = 0;
3546 Person::players[k]->animCurrent = knifefollowanim;
3547 Person::players[k]->animTarget = knifefollowanim;
3548 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3549 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3550 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3551 Person::players[k]->target = Person::players[i]->target;
3552 Person::players[k]->velocity = 0;
3553 Person::players[k]->oldcoords = Person::players[k]->coords;
3554 Person::players[i]->coords = Person::players[k]->coords;
3555 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3556 Person::players[i]->yaw = Person::players[k]->targetyaw;
3557 Person::players[k]->yaw = Person::players[k]->targetyaw;
3558 Person::players[i]->yaw = Person::players[k]->targetyaw;
3562 const bool hasstaff = attackweapon == staff;
3563 if (k == 0 && Person::players.size() > 1)
3564 for (unsigned i = 0; i < Person::players.size(); i++) {
3567 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3568 animation[Person::players[k]->animTarget].attack == neutral) {
3569 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3570 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3571 if (Person::players[i]->skeleton.free)
3572 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3573 (Person::players[i]->dead ||
3574 Person::players[i]->skeleton.longdead > 1000 ||
3575 Person::players[k]->isRun() ||
3578 (Person::players[i]->skeleton.longdead > 2000 ||
3579 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3580 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3581 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3582 Person::players[k]->victim = Person::players[i];
3583 Person::players[k]->hasvictim = 1;
3584 if (attackweapon && tutoriallevel != 1) {
3586 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3587 Person::players[k]->animTarget = crouchstabanim;
3589 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3590 Person::players[k]->animTarget = swordgroundstabanim;
3592 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3593 Person::players[k]->animTarget = staffgroundsmashanim;
3595 if (distance < 2.5 &&
3596 Person::players[k]->crouchkeydown &&
3597 Person::players[k]->animTarget != crouchstabanim &&
3599 Person::players[i]->dead &&
3600 Person::players[i]->skeleton.free &&
3601 Person::players[i]->skeleton.longdead > 1000) {
3602 Person::players[k]->animTarget = killanim;
3603 //TODO: refactor this out, what does it do?
3604 for (int j = 0; j < terrain.numdecals; j++) {
3605 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3606 terrain.decalalivetime[j] < 2)
3607 terrain.DeleteDecal(j);
3609 for (int l = 0; l < objects.numobjects; l++) {
3610 if (objects.model[l].type == decalstype)
3611 for (int j = 0; j < objects.model[l].numdecals; j++) {
3612 if ((objects.model[l].decaltype[j] == blooddecal ||
3613 objects.model[l].decaltype[j] == blooddecalslow) &&
3614 objects.model[l].decalalivetime[j] < 2)
3615 objects.model[l].DeleteDecal(j);
3619 if (!Person::players[i]->dead || musictype != 2)
3620 if (distance < 3.5 &&
3621 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3622 Person::players[k]->staggerdelay <= 0 &&
3623 (Person::players[i]->dead ||
3624 Person::players[i]->skeleton.longdead < 300 &&
3625 Person::players[k]->lastattack != spinkickanim &&
3626 Person::players[i]->skeleton.free) &&
3627 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3628 Person::players[k]->animTarget = dropkickanim;
3629 for (int j = 0; j < terrain.numdecals; j++) {
3630 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3631 terrain.decalalivetime[j] < 2) {
3632 terrain.DeleteDecal(j);
3635 for (int l = 0; l < objects.numobjects; l++) {
3636 if (objects.model[l].type == decalstype)
3637 for (int j = 0; j < objects.model[l].numdecals; j++) {
3638 if ((objects.model[l].decaltype[j] == blooddecal ||
3639 objects.model[l].decaltype[j] == blooddecalslow) &&
3640 objects.model[l].decalalivetime[j] < 2) {
3641 objects.model[l].DeleteDecal(j);
3647 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3648 Person::players[k]->victim == Person::players[i] &&
3649 (!Person::players[i]->skeleton.free ||
3650 Person::players[k]->animTarget == killanim ||
3651 Person::players[k]->animTarget == crouchstabanim ||
3652 Person::players[k]->animTarget == swordgroundstabanim ||
3653 Person::players[k]->animTarget == staffgroundsmashanim ||
3654 Person::players[k]->animTarget == dropkickanim)) {
3656 Person::players[k]->frameTarget = 0;
3657 Person::players[k]->target = 0;
3659 XYZ targetpoint = Person::players[i]->coords;
3660 if (Person::players[k]->animTarget == crouchstabanim ||
3661 Person::players[k]->animTarget == swordgroundstabanim ||
3662 Person::players[k]->animTarget == staffgroundsmashanim) {
3663 targetpoint += (Person::players[i]->jointPos(abdomen) +
3664 Person::players[i]->jointPos(neck)) / 2 *
3665 Person::players[i]->scale;
3667 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3668 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3670 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3671 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3674 if (Person::players[k]->animTarget == staffgroundsmashanim)
3675 Person::players[k]->targettilt2 += 10;
3677 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3678 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3679 Person::players[k]->lastattack = Person::players[k]->animTarget;
3681 if (Person::players[k]->animTarget == swordgroundstabanim) {
3682 Person::players[k]->targetyaw += 30;
3687 if (!Person::players[k]->hasvictim) {
3689 for (unsigned i = 0; i < Person::players.size(); i++) {
3690 if (i == k || !(i == 0 || k == 0))
3692 if (!Person::players[i]->skeleton.free) {
3693 if (Person::players[k]->hasvictim) {
3694 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3695 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3696 Person::players[k]->victim = Person::players[i];
3698 Person::players[k]->victim = Person::players[i];
3699 Person::players[k]->hasvictim = 1;
3704 if (Person::players[k]->aitype == playercontrolled)
3706 if (Person::players[k]->attackkeydown &&
3707 Person::players[k]->isRun() &&
3708 Person::players[k]->wasRun() &&
3709 ((Person::players[k]->hasvictim &&
3710 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3711 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3712 !Person::players[k]->victim->skeleton.free &&
3713 Person::players[k]->victim->animTarget != getupfrombackanim &&
3714 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3715 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3716 Person::players[k]->aitype != playercontrolled && //wat???
3717 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3718 Person::players[k]->rabbitkickenabled) ||
3719 Person::players[k]->jumpkeydown)) {
3721 Person::players[k]->setAnimation(rabbitkickanim);
3724 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3726 switch (attackweapon) {
3747 void doPlayerCollisions()
3749 static XYZ rotatetarget;
3750 static float collisionradius;
3751 if (Person::players.size() > 1)
3752 for (unsigned k = 0; k < Person::players.size(); k++)
3753 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3754 //neither player is part of a reversal
3755 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3756 animation[Person::players[i]->animTarget].attack != reversal &&
3757 animation[Person::players[k]->animTarget].attack != reversed &&
3758 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3759 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3760 animation[Person::players[i]->animCurrent].attack != reversal &&
3761 animation[Person::players[k]->animCurrent].attack != reversed &&
3762 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3763 //neither is sleeping
3764 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3765 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3766 //in same patch, neither is climbing
3767 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3768 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3769 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3770 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3771 Person::players[i]->animTarget != climbanim &&
3772 Person::players[i]->animTarget != hanganim &&
3773 Person::players[k]->animTarget != climbanim &&
3774 Person::players[k]->animTarget != hanganim)
3775 //players are close (bounding box test)
3776 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3777 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3778 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3779 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3780 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3781 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3782 //spread fire from player to player
3783 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3784 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3785 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3786 if (!Person::players[i]->onfire)
3787 Person::players[i]->CatchFire();
3788 if (!Person::players[k]->onfire)
3789 Person::players[k]->CatchFire();
3793 XYZ tempcoords1 = Person::players[i]->coords;
3794 XYZ tempcoords2 = Person::players[k]->coords;
3795 if (!Person::players[i]->skeleton.oldfree)
3796 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3797 if (!Person::players[k]->skeleton.oldfree)
3798 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3799 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3800 if (Person::players[0]->hasvictim)
3801 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3802 collisionradius = 3;
3803 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3804 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3805 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3806 //jump down on a dead body
3807 if (k == 0 || i == 0) {
3809 if (Person::players[0]->animTarget == jumpdownanim &&
3810 !Person::players[0]->skeleton.oldfree &&
3811 !Person::players[0]->skeleton.free &&
3812 Person::players[l]->skeleton.oldfree &&
3813 Person::players[l]->skeleton.free &&
3814 Person::players[l]->dead &&
3815 Person::players[0]->lastcollide <= 0 &&
3816 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3817 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3818 Person::players[0]->coords.y = Person::players[l]->coords.y;
3819 Person::players[l]->velocity = Person::players[0]->velocity;
3820 Person::players[l]->skeleton.free = 0;
3821 Person::players[l]->yaw = 0;
3822 Person::players[l]->RagDoll(0);
3823 Person::players[l]->DoDamage(20);
3825 Person::players[l]->skeleton.longdead = 0;
3826 Person::players[0]->lastcollide = 1;
3830 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3831 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3832 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3833 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3834 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3835 Person::players[i]->skeleton.free) &&
3836 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3837 Person::players[k]->skeleton.free))
3838 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3839 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3840 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3842 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3843 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3844 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3845 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3846 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3848 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3849 (k != 0 || Person::players[k]->skeleton.free) ||
3850 (animation[Person::players[i]->animTarget].height == highheight &&
3851 animation[Person::players[k]->animTarget].height == highheight)) {
3852 if (tutoriallevel != 1) {
3853 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3856 Person::players[i]->RagDoll(0);
3857 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3858 award_bonus(0, aimbonus);
3860 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3861 Person::players[k]->RagDoll(0);
3862 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3863 award_bonus(0, aimbonus); // Huh, again?
3865 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3867 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3868 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3870 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3871 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3876 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3877 animation[Person::players[i]->animTarget].attack == normalattack) &&
3878 (animation[Person::players[k]->animTarget].attack == neutral ||
3879 animation[Person::players[k]->animTarget].attack == normalattack)) {
3881 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3882 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3883 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3884 Normalise(&rotatetarget);
3885 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3886 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3887 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3888 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3889 if (Person::players[k]->howactive == typeactive || hostile)
3890 if (Person::players[k]->isIdle()) {
3891 if (Person::players[k]->howactive < typesleeping)
3892 Person::players[k]->setAnimation(Person::players[k]->getStop());
3893 else if (Person::players[k]->howactive == typesleeping)
3894 Person::players[k]->setAnimation(getupfromfrontanim);
3896 Person::players[k]->howactive = typeactive;
3898 if (Person::players[i]->howactive == typeactive || hostile)
3899 if (Person::players[i]->isIdle()) {
3900 if (Person::players[i]->howactive < typesleeping)
3901 Person::players[i]->setAnimation(Person::players[k]->getStop());
3903 Person::players[i]->setAnimation(getupfromfrontanim);
3905 Person::players[i]->howactive = typeactive;
3908 //jump down on player
3910 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3911 !Person::players[i]->isCrouch() &&
3912 Person::players[i]->animTarget != rollanim &&
3913 !Person::players[k]->skeleton.oldfree && !
3914 Person::players[k]->skeleton.free &&
3915 Person::players[k]->lastcollide <= 0 &&
3916 Person::players[k]->velocity.y < -10) {
3917 Person::players[i]->velocity = Person::players[k]->velocity;
3918 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3919 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3920 Person::players[i]->DoDamage(20);
3921 Person::players[i]->RagDoll(0);
3922 Person::players[k]->lastcollide = 1;
3923 award_bonus(k, AboveBonus);
3925 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3926 !Person::players[k]->isCrouch() &&
3927 Person::players[k]->animTarget != rollanim &&
3928 !Person::players[i]->skeleton.oldfree &&
3929 !Person::players[i]->skeleton.free &&
3930 Person::players[i]->lastcollide <= 0 &&
3931 Person::players[i]->velocity.y < -10) {
3932 Person::players[k]->velocity = Person::players[i]->velocity;
3933 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3934 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3935 Person::players[k]->DoDamage(20);
3936 Person::players[k]->RagDoll(0);
3937 Person::players[i]->lastcollide = 1;
3938 award_bonus(i, AboveBonus);
3944 Person::players[i]->CheckKick();
3945 Person::players[k]->CheckKick();
3951 void doAI(unsigned i)
3953 static bool connected;
3954 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3955 Person::players[i]->jumpclimb = 0;
3956 //disable movement in editor
3958 Person::players[i]->stunned = 1;
3960 Person::players[i]->pause = 0;
3961 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3962 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3963 !Person::players[0]->onterrain)
3964 Person::players[i]->pause = 1;
3967 if (Person::players[i]->aitype == pathfindtype) {
3968 if (Person::players[i]->finalpathfindpoint == -1) {
3969 float closestdistance;
3974 closestdistance = -1;
3975 for (int j = 0; j < numpathpoints; j++)
3976 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3977 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3979 Person::players[i]->finaltarget = pathpoint[j];
3981 Person::players[i]->finalpathfindpoint = closest;
3982 for (int j = 0; j < numpathpoints; j++)
3983 for (int k = 0; k < numpathpointconnect[j]; k++) {
3984 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3985 if (sq(tempdist) < closestdistance)
3986 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3987 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3988 closestdistance = sq(tempdist);
3990 Person::players[i]->finaltarget = colpoint;
3993 Person::players[i]->finalpathfindpoint = closest;
3996 if (Person::players[i]->targetpathfindpoint == -1) {
3997 float closestdistance;
4002 closestdistance = -1;
4003 if (Person::players[i]->lastpathfindpoint == -1) {
4004 for (int j = 0; j < numpathpoints; j++) {
4005 if (j != Person::players[i]->lastpathfindpoint)
4006 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4007 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4011 Person::players[i]->targetpathfindpoint = closest;
4012 for (int j = 0; j < numpathpoints; j++)
4013 if (j != Person::players[i]->lastpathfindpoint)
4014 for (int k = 0; k < numpathpointconnect[j]; k++) {
4015 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4016 if (sq(tempdist) < closestdistance) {
4017 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4018 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4019 closestdistance = sq(tempdist);
4024 Person::players[i]->targetpathfindpoint = closest;
4026 for (int j = 0; j < numpathpoints; j++)
4027 if (j != Person::players[i]->lastpathfindpoint &&
4028 j != Person::players[i]->lastpathfindpoint2 &&
4029 j != Person::players[i]->lastpathfindpoint3 &&
4030 j != Person::players[i]->lastpathfindpoint4) {
4032 if (numpathpointconnect[j])
4033 for (int k = 0; k < numpathpointconnect[j]; k++)
4034 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4037 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4038 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4039 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4042 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4043 if (closest == -1 || tempdist < closestdistance) {
4044 closestdistance = tempdist;
4049 Person::players[i]->targetpathfindpoint = closest;
4052 Person::players[i]->losupdatedelay -= multiplier;
4054 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4055 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4057 //reached target point
4058 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4059 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4060 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4061 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4062 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4063 if (Person::players[i]->lastpathfindpoint2 == -1)
4064 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4065 if (Person::players[i]->lastpathfindpoint3 == -1)
4066 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4067 if (Person::players[i]->lastpathfindpoint4 == -1)
4068 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4069 Person::players[i]->targetpathfindpoint = -1;
4071 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4072 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4073 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4074 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4075 Person::players[i]->aitype = passivetype;
4078 Person::players[i]->forwardkeydown = 1;
4079 Person::players[i]->leftkeydown = 0;
4080 Person::players[i]->backkeydown = 0;
4081 Person::players[i]->rightkeydown = 0;
4082 Person::players[i]->crouchkeydown = 0;
4083 Person::players[i]->attackkeydown = 0;
4084 Person::players[i]->throwkeydown = 0;
4086 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4087 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4089 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4090 Person::players[i]->jumpkeydown = 0;
4091 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4092 Person::players[i]->jumpkeydown = 1;
4094 if ((tutoriallevel != 1 || cananger) &&
4096 !Person::players[0]->dead &&
4097 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4098 Person::players[i]->occluded < 25) {
4099 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4100 animation[Person::players[0]->animTarget].height != lowheight &&
4102 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4103 Person::players[i]->aitype = attacktypecutoff;
4104 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4105 animation[Person::players[0]->animTarget].height == highheight &&
4107 Person::players[i]->aitype = attacktypecutoff;
4109 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4110 Person::players[i]->losupdatedelay = .2;
4111 for (unsigned j = 0; j < Person::players.size(); j++)
4112 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4113 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4114 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4115 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4116 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4117 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4118 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4119 *Person::players[i]->scale + Person::players[i]->coords,
4120 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4121 *Person::players[j]->scale + Person::players[j]->coords) ||
4122 (Person::players[j]->animTarget == hanganim &&
4123 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4124 Person::players[i]->aitype = searchtype;
4125 Person::players[i]->lastchecktime = 12;
4126 Person::players[i]->lastseen = Person::players[j]->coords;
4127 Person::players[i]->lastseentime = 12;
4131 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4132 if (Person::players[i]->creature != wolftype) {
4133 Person::players[i]->stunned = .6;
4134 Person::players[i]->surprised = .6;
4138 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4139 Person::players[i]->howactive = typeactive;
4141 if (Person::players[i]->aitype == passivetype) {
4142 Person::players[i]->aiupdatedelay -= multiplier;
4143 Person::players[i]->losupdatedelay -= multiplier;
4144 Person::players[i]->lastseentime += multiplier;
4145 Person::players[i]->pausetime -= multiplier;
4146 if (Person::players[i]->lastseentime > 1)
4147 Person::players[i]->lastseentime = 1;
4149 if (Person::players[i]->aiupdatedelay < 0) {
4150 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4151 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4152 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4153 Person::players[i]->aiupdatedelay = .05;
4155 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4156 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4157 Person::players[i]->pausetime = 4;
4158 Person::players[i]->waypoint++;
4159 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4160 Person::players[i]->waypoint = 0;
4165 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4166 Person::players[i]->forwardkeydown = 1;
4168 Person::players[i]->forwardkeydown = 0;
4169 Person::players[i]->leftkeydown = 0;
4170 Person::players[i]->backkeydown = 0;
4171 Person::players[i]->rightkeydown = 0;
4172 Person::players[i]->crouchkeydown = 0;
4173 Person::players[i]->attackkeydown = 0;
4174 Person::players[i]->throwkeydown = 0;
4176 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4177 if (!Person::players[i]->avoidsomething)
4178 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4180 XYZ leftpos, rightpos;
4181 float leftdist, rightdist;
4182 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4183 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4184 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4185 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4186 if (leftdist < rightdist)
4187 Person::players[i]->targetyaw += 90;
4189 Person::players[i]->targetyaw -= 90;
4193 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4194 Person::players[i]->jumpkeydown = 0;
4195 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4196 Person::players[i]->jumpkeydown = 1;
4200 if (!editorenabled) {
4201 if (Person::players[i]->howactive <= typesleeping)
4202 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4203 for (int j = 0; j < numenvsounds; j++) {
4204 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4205 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4206 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4207 Person::players[i]->aitype = attacktypecutoff;
4210 if (Person::players[i]->aitype != passivetype) {
4211 if (Person::players[i]->howactive == typesleeping)
4212 Person::players[i]->setAnimation(getupfromfrontanim);
4213 Person::players[i]->howactive = typeactive;
4217 if (Person::players[i]->howactive < typesleeping &&
4218 ((tutoriallevel != 1 || cananger) && hostile) &&
4219 !Person::players[0]->dead &&
4220 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4221 Person::players[i]->occluded < 25) {
4222 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4223 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4224 Person::players[i]->aitype = attacktypecutoff;
4225 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4226 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4227 Person::players[i]->aitype = attacktypecutoff;
4230 if (Person::players[i]->creature == wolftype) {
4232 for (unsigned j = 0; j < Person::players.size(); j++) {
4233 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4234 float smelldistance = 50;
4235 if (j == 0 && Person::players[j]->num_weapons > 0) {
4236 if (weapons[Person::players[j]->weaponids[0]].bloody)
4237 smelldistance = 100;
4238 if (Person::players[j]->num_weapons == 2)
4239 if (weapons[Person::players[j]->weaponids[1]].bloody)
4240 smelldistance = 100;
4243 smelldistance = 100;
4244 windsmell = windvector;
4245 Normalise(&windsmell);
4246 windsmell = windsmell * 2 + Person::players[j]->coords;
4247 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4248 Person::players[i]->aitype = attacktypecutoff;
4253 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4254 Person::players[i]->losupdatedelay = .2;
4255 for (unsigned j = 0; j < Person::players.size(); j++) {
4256 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4257 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4258 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4259 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4260 if ((-1 == checkcollide(
4261 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4262 Person::players[i]->scale + Person::players[i]->coords,
4263 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4264 Person::players[j]->scale + Person::players[j]->coords) &&
4265 !Person::players[j]->isWallJump()) ||
4266 (Person::players[j]->animTarget == hanganim &&
4267 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4268 Person::players[i]->lastseentime -= .2;
4269 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4270 Person::players[i]->lastseentime -= .4;
4272 Person::players[i]->lastseentime -= .6;
4274 if (Person::players[i]->lastseentime <= 0) {
4275 Person::players[i]->aitype = searchtype;
4276 Person::players[i]->lastchecktime = 12;
4277 Person::players[i]->lastseen = Person::players[j]->coords;
4278 Person::players[i]->lastseentime = 12;
4285 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4286 if (Person::players[i]->creature != wolftype) {
4287 Person::players[i]->stunned = .6;
4288 Person::players[i]->surprised = .6;
4290 if (Person::players[i]->creature == wolftype) {
4291 Person::players[i]->stunned = .47;
4292 Person::players[i]->surprised = .47;
4300 if (Person::players[i]->aitype == searchtype) {
4301 Person::players[i]->aiupdatedelay -= multiplier;
4302 Person::players[i]->losupdatedelay -= multiplier;
4303 if (!Person::players[i]->pause)
4304 Person::players[i]->lastseentime -= multiplier;
4305 Person::players[i]->lastchecktime -= multiplier;
4307 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4308 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4309 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4311 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4313 j = checkcollide(test2, test, Person::players[i]->laststanding);
4315 j = checkcollide(test2, test);
4317 Person::players[i]->velocity = 0;
4318 Person::players[i]->setAnimation(Person::players[i]->getStop());
4319 Person::players[i]->targetyaw += 180;
4320 Person::players[i]->stunned = .5;
4321 //Person::players[i]->aitype=passivetype;
4322 Person::players[i]->aitype = pathfindtype;
4323 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4324 Person::players[i]->finalpathfindpoint = -1;
4325 Person::players[i]->targetpathfindpoint = -1;
4326 Person::players[i]->lastpathfindpoint = -1;
4327 Person::players[i]->lastpathfindpoint2 = -1;
4328 Person::players[i]->lastpathfindpoint3 = -1;
4329 Person::players[i]->lastpathfindpoint4 = -1;
4331 Person::players[i]->laststanding = j;
4334 //check out last seen location
4335 if (Person::players[i]->aiupdatedelay < 0) {
4336 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4337 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4338 Person::players[i]->aiupdatedelay = .05;
4339 Person::players[i]->forwardkeydown = 1;
4341 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4342 Person::players[i]->forwardkeydown = 0;
4343 Person::players[i]->aiupdatedelay = 1;
4344 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4345 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4346 Person::players[i]->lastchecktime = 3;
4349 Person::players[i]->leftkeydown = 0;
4350 Person::players[i]->backkeydown = 0;
4351 Person::players[i]->rightkeydown = 0;
4352 Person::players[i]->crouchkeydown = 0;
4353 Person::players[i]->attackkeydown = 0;
4354 Person::players[i]->throwkeydown = 0;
4356 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4357 if (!Person::players[i]->avoidsomething)
4358 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4360 XYZ leftpos, rightpos;
4361 float leftdist, rightdist;
4362 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4363 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4364 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4365 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4366 if (leftdist < rightdist)
4367 Person::players[i]->targetyaw += 90;
4369 Person::players[i]->targetyaw -= 90;
4373 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4374 Person::players[i]->jumpkeydown = 0;
4375 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4376 Person::players[i]->jumpkeydown = 1;
4378 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4379 for (int k = 0; k < numenvsounds; k++) {
4380 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4381 Person::players[i]->aitype = attacktypecutoff;
4385 if (!Person::players[0]->dead &&
4386 Person::players[i]->losupdatedelay < 0 &&
4388 Person::players[i]->occluded < 2 &&
4389 ((tutoriallevel != 1 || cananger) && hostile)) {
4390 Person::players[i]->losupdatedelay = .2;
4391 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4392 Person::players[i]->aitype = attacktypecutoff;
4393 Person::players[i]->lastseentime = 1;
4395 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4396 //TODO: factor out canSeePlayer()
4397 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4398 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4400 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4401 Person::players[i]->scale + Person::players[i]->coords,
4402 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4403 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4404 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4405 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4406 /* //TODO: changed j to 0 on a whim, make sure this is correct
4407 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4408 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4410 Person::players[i]->aitype = attacktypecutoff;
4411 Person::players[i]->lastseentime = 1;
4415 if (Person::players[i]->lastseentime < 0) {
4416 //Person::players[i]->aitype=passivetype;
4418 Person::players[i]->aitype = pathfindtype;
4419 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4420 Person::players[i]->finalpathfindpoint = -1;
4421 Person::players[i]->targetpathfindpoint = -1;
4422 Person::players[i]->lastpathfindpoint = -1;
4423 Person::players[i]->lastpathfindpoint2 = -1;
4424 Person::players[i]->lastpathfindpoint3 = -1;
4425 Person::players[i]->lastpathfindpoint4 = -1;
4429 if (Person::players[i]->aitype != gethelptype)
4430 Person::players[i]->runninghowlong = 0;
4432 //get help from buddies
4433 if (Person::players[i]->aitype == gethelptype) {
4434 Person::players[i]->runninghowlong += multiplier;
4435 Person::players[i]->aiupdatedelay -= multiplier;
4437 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4438 Person::players[i]->aiupdatedelay = .2;
4441 //TODO: factor out closest search somehow
4442 if (!Person::players[i]->ally) {
4444 float closestdist = -1;
4445 for (unsigned k = 0; k < Person::players.size(); k++) {
4446 if (k != i && k != 0 && !Person::players[k]->dead &&
4447 Person::players[k]->howactive < typedead1 &&
4448 !Person::players[k]->skeleton.free &&
4449 Person::players[k]->aitype == passivetype) {
4450 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4451 if (closestdist == -1 || distance < closestdist) {
4452 closestdist = distance;
4459 Person::players[i]->ally = closest;
4461 Person::players[i]->ally = 0;
4462 Person::players[i]->lastseen = Person::players[0]->coords;
4463 Person::players[i]->lastseentime = 12;
4467 Person::players[i]->lastchecktime = 12;
4469 XYZ facing = Person::players[i]->coords;
4470 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4471 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4472 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4473 if (-1 != checkcollide(facing, flatfacing))
4474 Person::players[i]->lastseentime -= .1;
4476 //no available ally, run back to player
4477 if (Person::players[i]->ally <= 0 ||
4478 Person::players[Person::players[i]->ally]->skeleton.free ||
4479 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4480 Person::players[i]->lastseentime <= 0) {
4481 Person::players[i]->aitype = searchtype;
4482 Person::players[i]->lastseentime = 12;
4486 if (Person::players[i]->ally > 0) {
4487 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4488 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4489 Person::players[i]->aiupdatedelay = .05;
4490 Person::players[i]->forwardkeydown = 1;
4492 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4493 Person::players[i]->aitype = searchtype;
4494 Person::players[i]->lastseentime = 12;
4495 Person::players[Person::players[i]->ally]->aitype = searchtype;
4496 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4497 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4498 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4499 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4503 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4504 if (!Person::players[i]->avoidsomething)
4505 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4507 XYZ leftpos, rightpos;
4508 float leftdist, rightdist;
4509 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4510 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4511 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4512 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4513 if (leftdist < rightdist)
4514 Person::players[i]->targetyaw += 90;
4516 Person::players[i]->targetyaw -= 90;
4521 Person::players[i]->leftkeydown = 0;
4522 Person::players[i]->backkeydown = 0;
4523 Person::players[i]->rightkeydown = 0;
4524 Person::players[i]->crouchkeydown = 0;
4525 Person::players[i]->attackkeydown = 0;
4527 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4528 Person::players[i]->jumpkeydown = 0;
4529 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4530 Person::players[i]->jumpkeydown = 1;
4533 //retreiving a weapon on the ground
4534 if (Person::players[i]->aitype == getweapontype) {
4535 Person::players[i]->aiupdatedelay -= multiplier;
4536 Person::players[i]->lastchecktime -= multiplier;
4538 if (Person::players[i]->aiupdatedelay < 0) {
4539 Person::players[i]->aiupdatedelay = .2;
4542 if (Person::players[i]->ally < 0) {
4544 float closestdist = -1;
4545 for (unsigned k = 0; k < weapons.size(); k++)
4546 if (weapons[k].owner == -1) {
4547 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4548 if (closestdist == -1 || distance < closestdist) {
4549 closestdist = distance;
4555 Person::players[i]->ally = closest;
4557 Person::players[i]->ally = -1;
4560 Person::players[i]->lastseentime = 12;
4562 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4563 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4564 Person::players[i]->aitype = attacktypecutoff;
4565 Person::players[i]->lastseentime = 1;
4567 if (!Person::players[0]->dead)
4568 if (Person::players[i]->ally >= 0) {
4569 if (weapons[Person::players[i]->ally].owner != -1 ||
4570 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4571 Person::players[i]->aitype = attacktypecutoff;
4572 Person::players[i]->lastseentime = 1;
4574 //TODO: factor these out as moveToward()
4575 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4576 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4577 Person::players[i]->aiupdatedelay = .05;
4578 Person::players[i]->forwardkeydown = 1;
4581 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4582 if (!Person::players[i]->avoidsomething)
4583 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4585 XYZ leftpos, rightpos;
4586 float leftdist, rightdist;
4587 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4588 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4589 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4590 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4591 if (leftdist < rightdist)
4592 Person::players[i]->targetyaw += 90;
4594 Person::players[i]->targetyaw -= 90;
4599 Person::players[i]->leftkeydown = 0;
4600 Person::players[i]->backkeydown = 0;
4601 Person::players[i]->rightkeydown = 0;
4602 Person::players[i]->attackkeydown = 0;
4603 Person::players[i]->throwkeydown = 1;
4604 Person::players[i]->crouchkeydown = 0;
4605 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4606 Person::players[i]->animTarget != removeknifeanim)
4607 Person::players[i]->throwtogglekeydown = 0;
4608 Person::players[i]->drawkeydown = 0;
4610 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4611 Person::players[i]->jumpkeydown = 0;
4612 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4613 Person::players[i]->jumpkeydown = 1;
4616 if (Person::players[i]->aitype == attacktypecutoff) {
4617 Person::players[i]->aiupdatedelay -= multiplier;
4618 //dodge or reverse rabbit kicks, knife throws, flips
4619 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4620 if ((Person::players[0]->animTarget == rabbitkickanim ||
4621 Person::players[0]->animTarget == knifethrowanim ||
4622 (Person::players[0]->isFlip() &&
4623 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4624 !Person::players[0]->skeleton.free &&
4625 (Person::players[i]->aiupdatedelay < .1)) {
4626 Person::players[i]->attackkeydown = 0;
4627 if (Person::players[i]->isIdle())
4628 Person::players[i]->crouchkeydown = 1;
4629 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4630 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4631 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4632 if (abs(Random() % 2) == 0)
4633 Person::players[i]->setAnimation(backhandspringanim);
4635 Person::players[i]->setAnimation(rollanim);
4636 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4637 Person::players[i]->wentforweapon = 0;
4639 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4640 Person::players[i]->setAnimation(flipanim);
4643 Person::players[i]->forwardkeydown = 0;
4644 Person::players[i]->aiupdatedelay = .02;
4646 //get confused by flips
4647 if (Person::players[0]->isFlip() &&
4648 !Person::players[0]->skeleton.free &&
4649 Person::players[0]->animTarget != walljumprightkickanim &&
4650 Person::players[0]->animTarget != walljumpleftkickanim) {
4651 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4652 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4653 Person::players[i]->stunned = 1;
4655 //go for weapon on the ground
4656 if (Person::players[i]->wentforweapon < 3)
4657 for (unsigned k = 0; k < weapons.size(); k++)
4658 if (Person::players[i]->creature != wolftype)
4659 if (Person::players[i]->num_weapons == 0 &&
4660 weapons[k].owner == -1 &&
4661 weapons[i].velocity.x == 0 &&
4662 weapons[i].velocity.z == 0 &&
4663 weapons[i].velocity.y == 0) {
4664 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4665 Person::players[i]->wentforweapon++;
4666 Person::players[i]->lastchecktime = 6;
4667 Person::players[i]->aitype = getweapontype;
4668 Person::players[i]->ally = -1;
4671 //dodge/reverse walljump kicks
4672 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4673 if (animation[Person::players[i]->animTarget].height != highheight)
4674 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4675 ((Person::players[0]->animTarget == walljumprightkickanim ||
4676 Person::players[0]->animTarget == walljumpleftkickanim) &&
4677 ((Person::players[i]->aiupdatedelay < .15 &&
4679 (Person::players[i]->aiupdatedelay < .08 &&
4680 difficulty != 2)))) {
4681 Person::players[i]->crouchkeydown = 1;
4683 //walked off a ledge (?)
4684 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4685 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4686 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4688 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4690 j = checkcollide(test2, test, Person::players[i]->laststanding);
4692 j = checkcollide(test2, test);
4694 Person::players[i]->velocity = 0;
4695 Person::players[i]->setAnimation(Person::players[i]->getStop());
4696 Person::players[i]->targetyaw += 180;
4697 Person::players[i]->stunned = .5;
4698 Person::players[i]->aitype = pathfindtype;
4699 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4700 Person::players[i]->finalpathfindpoint = -1;
4701 Person::players[i]->targetpathfindpoint = -1;
4702 Person::players[i]->lastpathfindpoint = -1;
4703 Person::players[i]->lastpathfindpoint2 = -1;
4704 Person::players[i]->lastpathfindpoint3 = -1;
4705 Person::players[i]->lastpathfindpoint4 = -1;
4707 Person::players[i]->laststanding = j;
4709 //lose sight of player in the air (?)
4710 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4711 animation[Person::players[0]->animTarget].height != highheight &&
4712 !Person::players[0]->onterrain) {
4713 Person::players[i]->aitype = pathfindtype;
4714 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4715 Person::players[i]->finalpathfindpoint = -1;
4716 Person::players[i]->targetpathfindpoint = -1;
4717 Person::players[i]->lastpathfindpoint = -1;
4718 Person::players[i]->lastpathfindpoint2 = -1;
4719 Person::players[i]->lastpathfindpoint3 = -1;
4720 Person::players[i]->lastpathfindpoint4 = -1;
4722 //it's time to think (?)
4723 if (Person::players[i]->aiupdatedelay < 0 &&
4724 !animation[Person::players[i]->animTarget].attack &&
4725 Person::players[i]->animTarget != staggerbackhighanim &&
4726 Person::players[i]->animTarget != staggerbackhardanim &&
4727 Person::players[i]->animTarget != backhandspringanim &&
4728 Person::players[i]->animTarget != dodgebackanim) {
4730 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4731 Person::players[i]->drawkeydown = Random() % 2;
4733 Person::players[i]->drawkeydown = 0;
4734 Person::players[i]->rabbitkickenabled = Random() % 2;
4736 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4737 XYZ targetpoint = Person::players[0]->coords;
4738 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4739 distsq(&rotatetarget, &Person::players[i]->coords))
4740 targetpoint += Person::players[0]->velocity *
4741 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4742 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4743 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4744 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4746 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4747 Person::players[i]->forwardkeydown = 1;
4748 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4749 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4750 Person::players[0]->weaponactive != -1)
4751 Person::players[i]->forwardkeydown = 1;
4752 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4753 Person::players[i]->forwardkeydown = 1;
4755 Person::players[i]->forwardkeydown = 0;
4756 //chill out around the corpse
4757 if (Person::players[0]->dead) {
4758 Person::players[i]->forwardkeydown = 0;
4759 if (Random() % 10 == 0)
4760 Person::players[i]->forwardkeydown = 1;
4761 if (Random() % 100 == 0) {
4762 Person::players[i]->aitype = pathfindtype;
4763 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4764 Person::players[i]->finalpathfindpoint = -1;
4765 Person::players[i]->targetpathfindpoint = -1;
4766 Person::players[i]->lastpathfindpoint = -1;
4767 Person::players[i]->lastpathfindpoint2 = -1;
4768 Person::players[i]->lastpathfindpoint3 = -1;
4769 Person::players[i]->lastpathfindpoint4 = -1;
4772 Person::players[i]->leftkeydown = 0;
4773 Person::players[i]->backkeydown = 0;
4774 Person::players[i]->rightkeydown = 0;
4775 Person::players[i]->crouchkeydown = 0;
4776 Person::players[i]->throwkeydown = 0;
4778 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4779 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4781 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4782 Person::players[i]->attackkeydown = 1;
4784 Person::players[i]->attackkeydown = 0;
4785 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4786 Person::players[i]->attackkeydown = 0;
4789 if (Person::players[i]->aitype != playercontrolled &&
4790 (Person::players[i]->isIdle() ||
4791 Person::players[i]->isCrouch() ||
4792 Person::players[i]->isRun())) {
4794 for (unsigned j = 0; j < Person::players.size(); j++)
4795 if (j != i && !Person::players[j]->skeleton.free &&
4796 Person::players[j]->hasvictim &&
4797 (tutoriallevel == 1 && reversaltrain ||
4798 Random() % 2 == 0 && difficulty == 2 ||
4799 Random() % 4 == 0 && difficulty == 1 ||
4800 Random() % 8 == 0 && difficulty == 0 ||
4801 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4802 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4803 (Random() % 2 == 0 || difficulty == 2) ||
4804 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4805 Person::players[j]->weaponactive != -1 ||
4806 Person::players[j]->animTarget == swordslashanim &&
4807 Person::players[i]->weaponactive != -1 ||
4808 Person::players[j]->animTarget == staffhitanim ||
4809 Person::players[j]->animTarget == staffspinhitanim))
4810 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4811 Person::players[j]->victim == Person::players[i] &&
4812 (Person::players[j]->animTarget == sweepanim ||
4813 Person::players[j]->animTarget == spinkickanim ||
4814 Person::players[j]->animTarget == staffhitanim ||
4815 Person::players[j]->animTarget == staffspinhitanim ||
4816 Person::players[j]->animTarget == winduppunchanim ||
4817 Person::players[j]->animTarget == upunchanim ||
4818 Person::players[j]->animTarget == wolfslapanim ||
4819 Person::players[j]->animTarget == knifeslashstartanim ||
4820 Person::players[j]->animTarget == swordslashanim &&
4821 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4822 Person::players[i]->weaponactive != -1))) {
4829 Person::players[target]->Reverse();
4832 if (Person::players[i]->collided < 1)
4833 Person::players[i]->jumpkeydown = 0;
4834 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4835 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4836 Person::players[i]->onterrain &&
4837 Person::players[i]->creature == rabbittype)
4838 Person::players[i]->jumpkeydown = 1;
4839 //TODO: why are we controlling the human?
4840 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4841 Person::players[0]->jumpkeydown = 0;
4842 if (Person::players[0]->animTarget == jumpdownanim &&
4843 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4844 Person::players[i]->crouchkeydown = 1;
4845 if (Person::players[i]->jumpkeydown)
4846 Person::players[i]->attackkeydown = 0;
4848 if (tutoriallevel == 1)
4850 Person::players[i]->attackkeydown = 0;
4853 XYZ facing = Person::players[i]->coords;
4854 XYZ flatfacing = Person::players[0]->coords;
4855 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4856 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4857 if (Person::players[i]->occluded >= 2)
4858 if (-1 != checkcollide(facing, flatfacing)) {
4859 if (!Person::players[i]->pause)
4860 Person::players[i]->lastseentime -= .2;
4861 if (Person::players[i]->lastseentime <= 0 &&
4862 (Person::players[i]->creature != wolftype ||
4863 Person::players[i]->weaponstuck == -1)) {
4864 Person::players[i]->aitype = searchtype;
4865 Person::players[i]->lastchecktime = 12;
4866 Person::players[i]->lastseen = Person::players[0]->coords;
4867 Person::players[i]->lastseentime = 12;
4870 Person::players[i]->lastseentime = 1;
4873 if (animation[Person::players[0]->animTarget].height == highheight &&
4874 (Person::players[i]->aitype == attacktypecutoff ||
4875 Person::players[i]->aitype == searchtype))
4876 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4877 XYZ test = Person::players[0]->coords;
4879 if (-1 == checkcollide(Person::players[0]->coords, test))
4880 Person::players[i]->stunned = 1;
4883 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4884 Person::players[i]->stunned > 0 ||
4885 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4886 if (Person::players[i]->pause)
4887 Person::players[i]->lastseentime = 1;
4888 Person::players[i]->targetyaw = Person::players[i]->yaw;
4889 Person::players[i]->forwardkeydown = 0;
4890 Person::players[i]->leftkeydown = 0;
4891 Person::players[i]->backkeydown = 0;
4892 Person::players[i]->rightkeydown = 0;
4893 Person::players[i]->jumpkeydown = 0;
4894 Person::players[i]->attackkeydown = 0;
4895 Person::players[i]->crouchkeydown = 0;
4896 Person::players[i]->throwkeydown = 0;
4904 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4905 facing = flatfacing;
4907 if (Person::players[i]->aitype == attacktypecutoff) {
4908 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4909 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4910 } else if (Person::players[i]->howactive >= typesleeping) {
4911 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4912 Person::players[i]->targetheadpitch = 0;
4914 if (Person::players[i]->interestdelay <= 0) {
4915 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4916 Person::players[i]->headtarget = Person::players[i]->coords;
4917 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4918 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4919 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4920 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4922 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4923 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4930 void updateSettingsMenu()
4933 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4934 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4936 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4937 Menu::setText(0, sbuf);
4938 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4939 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4940 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4941 if (newdetail == 2) Menu::setText(1, "Detail: High");
4942 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4943 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4944 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4945 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4946 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4947 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4948 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4949 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4950 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4951 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4952 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4953 Menu::setText(10, sbuf);
4954 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4955 Menu::setText(11, sbuf);
4956 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4957 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4958 sprintf (sbuf, "Back");
4960 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4961 Menu::setText(8, sbuf);
4964 void updateStereoConfigMenu()
4967 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4968 Menu::setText(0, sbuf);
4969 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4970 Menu::setText(1, sbuf);
4971 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4972 Menu::setText(2, sbuf);
4975 void updateControlsMenu()
4977 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4978 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4979 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4980 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4981 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4982 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4983 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4984 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4985 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4987 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4991 Values of mainmenu :
4993 2 Menu pause (resume/end game)
4995 4 Controls configuration menu
4996 5 Main game menu (choose level or challenge)
4997 6 Deleting user menu
4998 7 User managment menu (select/add)
4999 8 Choose difficulty menu
5000 9 Challenge level selection menu
5001 10 End of the campaign congratulation (is that really a menu?)
5002 11 Same that 9 ??? => unused
5003 18 stereo configuration
5006 void Game::LoadMenu()
5012 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5013 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5014 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5015 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5018 Menu::addButton( 0, "", 10 + 20, 440);
5019 Menu::addButton(14, "", 10 + 400, 440);
5020 Menu::addButton( 1, "", 10 + 60, 405);
5021 Menu::addButton( 2, "", 10 + 70, 370);
5022 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5023 Menu::addButton( 4, "", 10 , 335);
5024 Menu::addButton( 5, "", 10 + 60, 300);
5025 Menu::addButton( 6, "", 10 + 70, 265);
5026 Menu::addButton( 9, "", 10 , 230);
5027 Menu::addButton(10, "", 20 , 195);
5028 Menu::addButton(11, "", 10 + 60, 160);
5029 Menu::addButton(13, "", 30 , 125);
5030 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5031 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5032 Menu::addButton(8, "Back", 10, 10);
5033 updateSettingsMenu();
5036 Menu::addButton(0, "", 10 , 400);
5037 Menu::addButton(1, "", 10 + 40, 360);
5038 Menu::addButton(2, "", 10 + 40, 320);
5039 Menu::addButton(3, "", 10 + 30, 280);
5040 Menu::addButton(4, "", 10 + 20, 240);
5041 Menu::addButton(5, "", 10 + 40, 200);
5042 Menu::addButton(6, "", 10 + 40, 160);
5043 Menu::addButton(7, "", 10 + 30, 120);
5044 Menu::addButton(8, "", 10 + 20, 80);
5046 Menu::addButton(9, "", 10 + 10, 40);
5047 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5048 updateControlsMenu();
5052 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5053 Menu::addButton(1, "Tutorial", 5, 300);
5054 Menu::addButton(2, "Challenge", 5, 240);
5055 Menu::addButton(3, "Delete User", 400, 10);
5056 Menu::addButton(4, "Main Menu", 5, 10);
5057 Menu::addButton(5, "Change User", 5, 180);
5058 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5061 //with (2,-5) offset from old code
5062 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5064 int numlevels = accountactive->getCampaignChoicesMade();
5065 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5066 for (int i = 0; i < numlevels; i++) {
5067 XYZ midpoint = campaignlevels[i].getCenter();
5068 float itemsize = campaignlevels[i].getWidth();
5069 const bool active = i >= accountactive->getCampaignChoicesMade();
5074 XYZ start = campaignlevels[i - 1].getCenter();
5075 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);
5077 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5078 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5081 Menu::addMapLabel(-2, campaignlevels[i].description,
5082 campaignlevels[i].getStartX() + 10,
5083 campaignlevels[i].getStartY() - 4);
5089 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5090 Menu::addButton(1, "Yes", 10, 360);
5091 Menu::addButton(2, "No", 10, 320);
5094 if (Account::getNbAccounts() < 8)
5095 Menu::addButton(0, "New User", 10, 400);
5097 Menu::addLabel(0, "No More Users", 10, 400);
5098 Menu::addLabel(-2, "", 20, 400);
5099 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5100 for (int i = 0; i < Account::getNbAccounts(); i++)
5101 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5104 Menu::addButton(0, "Easier", 10, 400);
5105 Menu::addButton(1, "Difficult", 10, 360);
5106 Menu::addButton(2, "Insane", 10, 320);
5109 for (int i = 0; i < numchallengelevels; i++) {
5112 sprintf (temp, "Level %d", i + 1);
5113 for (int j = strlen(temp); j < 17; j++)
5116 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5117 for (int j = strlen(temp); j < (32 - 17); j++)
5120 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5121 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5124 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5127 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5130 Menu::addButton(-1, " High Score Best Time", 10, 440);
5131 Menu::addButton(numchallengelevels, "Back", 10, 10);
5134 Menu::addLabel(0, "Congratulations!", 220, 330);
5135 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5136 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5137 Menu::addButton(3, "Back", 10, 10);
5139 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5140 Menu::addLabel(4, sbuf, 190, 200);
5141 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5142 Menu::addLabel(5, sbuf, 190, 180);
5146 Menu::addButton(0, "", 70, 400);
5147 Menu::addButton(1, "", 10, 360);
5148 Menu::addButton(2, "", 40, 320);
5149 Menu::addButton(3, "Back", 10, 10);
5150 updateStereoConfigMenu();
5155 extern set<pair<int,int>> resolutions;
5160 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5162 // some specific case where we do something even if the left mouse button is not pressed.
5163 if ((mainmenu == 5) && (endgame == 2)) {
5164 accountactive->endGame();
5169 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5170 stereoseparation -= 0.001;
5171 updateStereoConfigMenu();
5174 static int oldmainmenu = mainmenu;
5176 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5177 set<pair<int,int>>::iterator newscreenresolution;
5183 if (gameon) { //resume
5185 pause_sound(stream_menutheme);
5186 resume_stream(leveltheme);
5188 fireSound(firestartsound);
5190 mainmenu = (accountactive ? 5 : 7);
5202 if (newscreenwidth > 3000)
5203 newscreenwidth = screenwidth;
5204 if (newscreenwidth < 0)
5205 newscreenwidth = screenwidth;
5206 if (newscreenheight > 3000)
5207 newscreenheight = screenheight;
5208 if (newscreenheight < 0)
5209 newscreenheight = screenheight;
5214 if (gameon) { //end game
5219 pause_sound(stream_menutheme);
5228 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5229 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5230 newscreenresolution++;
5231 if (newscreenresolution == resolutions.end()) {
5232 /* It was the last one (or not found), go back to the beginning */
5233 newscreenresolution = resolutions.begin();
5235 newscreenwidth = newscreenresolution->first;
5236 newscreenheight = newscreenresolution->second;
5245 if (bloodtoggle > 2)
5254 ismotionblur = !ismotionblur;
5260 musictoggle = !musictoggle;
5262 emit_stream_np(stream_menutheme);
5264 pause_sound(leveltheme);
5265 pause_sound(stream_fighttheme);
5266 pause_sound(stream_menutheme);
5268 for (int i = 0; i < 4; i++) {
5269 oldmusicvolume[i] = 0;
5283 mainmenu = gameon ? 2 : 1;
5286 invertmouse = !invertmouse;
5289 usermousesensitivity += .2;
5290 if (usermousesensitivity > 2)
5291 usermousesensitivity = .2;
5295 if (volume > 1.0001f)
5297 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5301 newstereomode = stereomode;
5306 showdamagebar = !showdamagebar;
5312 updateSettingsMenu();
5317 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5318 keyselect = selected;
5319 if (keyselect != -1)
5321 if (selected == (debugmode ? 10 : 9)) {
5326 updateControlsMenu();
5331 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5332 startbonustotal = 0;
5341 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5342 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5345 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5349 pause_sound(stream_menutheme);
5353 startbonustotal = 0;
5366 pause_sound(stream_menutheme);
5375 mainmenu = (gameon ? 2 : 1);
5381 vector<string> campaigns = ListCampaigns();
5382 vector<string>::iterator c;
5383 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5384 if (!campaigns.empty())
5385 accountactive->setCurrentCampaign(campaigns.front());
5388 if (c == campaigns.end())
5389 c = campaigns.begin();
5390 accountactive->setCurrentCampaign(*c);
5398 if (selected == 1) {
5400 accountactive = Account::destroy(accountactive);
5402 } else if (selected == 2) {
5409 if (selected == 0 && Account::getNbAccounts() < 8) {
5411 } else if (selected < Account::getNbAccounts() + 1) {
5414 accountactive = Account::get(selected - 1);
5415 } else if (selected == Account::getNbAccounts() + 1) {
5421 displaytext[0].clear();
5422 displayselected = 0;
5430 accountactive->setDifficulty(selected);
5434 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5438 startbonustotal = 0;
5442 targetlevel = selected;
5447 Loadlevel(selected);
5452 pause_sound(stream_menutheme);
5454 if (selected == numchallengelevels) {
5461 if (selected == 3) {
5469 stereoseparation += 0.001;
5472 if (selected == 0) {
5473 newstereomode = (StereoMode)(newstereomode + 1);
5474 while (!CanInitStereo(newstereomode)) {
5475 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5476 newstereomode = (StereoMode)(newstereomode + 1);
5477 if (newstereomode >= stereoCount)
5478 newstereomode = stereoNone;
5480 } else if (selected == 2) {
5481 stereoreverse = !stereoreverse;
5482 } else if (selected == 3) {
5486 stereomode = newstereomode;
5487 InitStereo(stereomode);
5490 updateStereoConfigMenu();
5495 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5497 if (mainmenu == 3) {
5502 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5505 inputText(displaytext[0], &displayselected);
5506 if (!waiting) { // the input as finished
5507 if (!displaytext[0].empty()) { // with enter
5508 accountactive = Account::add(string(displaytext[0]));
5514 fireSound(firestartsound);
5516 displaytext[0].clear();
5518 displayselected = 0;
5524 displayblinkdelay -= multiplier;
5525 if (displayblinkdelay <= 0) {
5526 displayblinkdelay = .3;
5527 displayblink = !displayblink;
5532 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5533 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5536 if (oldmainmenu != mainmenu)
5538 oldmainmenu = mainmenu;
5544 static XYZ facing, flatfacing;
5547 for (int i = 0; i < 15; i++) {
5548 displaytime[i] += multiplier;
5551 keyboardfrozen = false;
5554 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5555 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5556 stereoreverse = true;
5558 stereoreverse = false;
5561 printf("Stereo reversed\n");
5563 printf("Stereo unreversed\n");
5566 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5567 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5568 stereoseparation -= 0.001;
5570 stereoseparation -= 0.010;
5571 printf("Stereo decreased increased to %f\n", stereoseparation);
5574 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5575 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5576 stereoseparation += 0.001;
5578 stereoseparation += 0.010;
5579 printf("Stereo separation increased to %f\n", stereoseparation);
5583 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5584 if (tutorialstage != 51)
5585 tutorialstagetime = tutorialmaxtime;
5586 emit_sound_np(consolefailsound, 128.);
5590 Values of mainmenu :
5592 2 Menu pause (resume/end game)
5594 4 Controls configuration menu
5595 5 Main game menu (choose level or challenge)
5596 6 Deleting user menu
5597 7 User managment menu (select/add)
5598 8 Choose difficulty menu
5599 9 Challenge level selection menu
5600 10 End of the campaign congratulation (is that really a menu?)
5601 11 Same that 9 ??? => unused
5602 18 stereo configuration
5607 if (mainmenu && endgame == 1)
5609 //go to level select after completing a campaign level
5610 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5617 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5618 emit_stream_np(stream_menutheme);
5619 pause_sound(leveltheme);
5623 //escape key pressed
5624 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5625 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5627 if (mainmenu == 0 && !winfreeze)
5628 mainmenu = 2; //pause
5629 else if (mainmenu == 1 || mainmenu == 2) {
5630 mainmenu = 0; //unpause
5633 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5634 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5635 emit_stream_np(stream_menutheme);
5636 pause_sound(leveltheme);
5638 //on resume, play level music
5640 pause_sound(stream_menutheme);
5641 resume_stream(leveltheme);
5643 //finished with settings menu
5644 if (mainmenu == 3) {
5648 if (mainmenu >= 3 && mainmenu != 8) {
5656 mainmenu = gameon ? 2 : 1;
5678 hostiletime += multiplier;
5682 leveltime += multiplier;
5685 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5688 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5692 if (Input::isKeyPressed(consolekey) && debugmode) {
5695 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5704 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5705 inputText(consoletext[0], &consoleselected);
5707 if (!consoletext[0].empty()) {
5708 cmd_dispatch(consoletext[0]);
5709 for (int k = 14; k >= 1; k--) {
5710 consoletext[k] = consoletext[k - 1];
5712 consoletext[0].clear();
5713 consoleselected = 0;
5717 consoleblinkdelay -= multiplier;
5718 if (consoleblinkdelay <= 0) {
5719 consoleblinkdelay = .3;
5720 consoleblink = !consoleblink;
5726 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5728 if (mainmenu == 3) {
5733 static int oldwinfreeze;
5734 if (winfreeze && !oldwinfreeze) {
5735 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5736 emit_sound_np(consolesuccesssound);
5739 oldwinfreeze = winfreeze;
5743 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5746 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5750 } else if (winfreeze) {
5758 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5761 static float talkdelay = 0;
5763 if (indialogue != -1)
5765 talkdelay -= multiplier;
5767 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5768 for (int i = 0; i < numdialogues; i++) {
5769 unsigned realdialoguetype;
5771 /* FIXME - Seems like modulo done with ifs */
5772 if (dialoguetype[i] > 49) {
5773 realdialoguetype = dialoguetype[i] - 50;
5775 } else if (dialoguetype[i] > 39) {
5776 realdialoguetype = dialoguetype[i] - 40;
5778 } else if (dialoguetype[i] > 29) {
5779 realdialoguetype = dialoguetype[i] - 30;
5781 } else if (dialoguetype[i] > 19) {
5782 realdialoguetype = dialoguetype[i] - 20;
5784 } else if (dialoguetype[i] > 9) {
5785 realdialoguetype = dialoguetype[i] - 10;
5788 realdialoguetype = dialoguetype[i];
5791 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5792 realdialoguetype < Person::players.size() &&
5793 realdialoguetype > 0 &&
5794 (dialoguegonethrough[i] == 0 || !special) &&
5795 (special || Input::isKeyPressed(attackkey))) {
5796 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5797 Person::players[realdialoguetype]->howactive >= typedead1 ||
5798 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5800 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5801 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5802 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5803 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5804 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5805 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5806 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5811 dialoguegonethrough[i]++;
5812 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5813 playdialogueboxsound();
5819 windvar += multiplier;
5820 smoketex += multiplier;
5821 tutorialstagetime += multiplier;
5824 static float hotspotvisual[40];
5828 for (int i = 0; i < numhotspots; i++)
5829 hotspotvisual[i] -= multiplier / 320;
5831 for (int i = 0; i < numhotspots; i++) {
5832 while (hotspotvisual[i] < 0) {
5834 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5835 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5836 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5837 hotspotsprite += hotspot[i];
5838 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5839 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5843 for (int i = 0; i < numhotspots; i++) {
5844 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5845 hotspot[i] = Person::players[hotspottype[i]]->coords;
5851 if (tutoriallevel) {
5856 if (tutoriallevel != 1) {
5857 if (bonustime == 0 &&
5858 bonus != solidhit &&
5859 bonus != spinecrusher &&
5860 bonus != tracheotomy &&
5861 bonus != backstab &&
5863 emit_sound_np(consolesuccesssound);
5865 } else if (bonustime == 0) {
5866 emit_sound_np(fireendsound);
5868 if (bonustime == 0) {
5869 if (bonus != solidhit &&
5870 bonus != twoxcombo &&
5871 bonus != threexcombo &&
5872 bonus != fourxcombo &&
5876 bonusnum[bonus] += 0.15;
5879 bonusvalue /= bonusnum[bonus];
5880 bonustotal += bonusvalue;
5882 bonustime += multiplier;
5885 if (environment == snowyenvironment) {
5886 precipdelay -= multiplier;
5887 while (precipdelay < 0) {
5891 XYZ footvel, footpoint;
5894 footpoint = viewer + viewerfacing * 6;
5895 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5896 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5897 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5898 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5903 doAerialAcrobatics();
5906 static XYZ oldviewer;
5909 if (indialogue == -1) {
5910 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5911 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5912 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5913 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5914 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5915 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5916 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5917 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5919 Person::players[0]->forwardkeydown = 0;
5920 Person::players[0]->leftkeydown = 0;
5921 Person::players[0]->backkeydown = 0;
5922 Person::players[0]->rightkeydown = 0;
5923 Person::players[0]->jumpkeydown = 0;
5924 Person::players[0]->crouchkeydown = 0;
5925 Person::players[0]->drawkeydown = 0;
5926 Person::players[0]->throwkeydown = 0;
5929 if (!Person::players[0]->jumpkeydown)
5930 Person::players[0]->jumpclimb = 0;
5933 if (indialogue != -1) {
5939 facing = DoRotation(facing, -pitch, 0, 0);
5940 facing = DoRotation(facing, 0, 0 - yaw, 0);
5945 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5947 if (Input::isKeyDown(forwardkey))
5948 viewer += facing * multiplier * 4;
5949 if (Input::isKeyDown(backkey))
5950 viewer -= facing * multiplier * 4;
5951 if (Input::isKeyDown(leftkey))
5952 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5953 if (Input::isKeyDown(rightkey))
5954 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5955 if (Input::isKeyDown(jumpkey))
5956 viewer.y += multiplier * 4;
5957 if (Input::isKeyDown(crouchkey))
5958 viewer.y -= multiplier * 4;
5959 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5960 Input::isKeyPressed(SDL_SCANCODE_2) ||
5961 Input::isKeyPressed(SDL_SCANCODE_3) ||
5962 Input::isKeyPressed(SDL_SCANCODE_4) ||
5963 Input::isKeyPressed(SDL_SCANCODE_5) ||
5964 Input::isKeyPressed(SDL_SCANCODE_6) ||
5965 Input::isKeyPressed(SDL_SCANCODE_7) ||
5966 Input::isKeyPressed(SDL_SCANCODE_8) ||
5967 Input::isKeyPressed(SDL_SCANCODE_9) ||
5968 Input::isKeyPressed(SDL_SCANCODE_0) ||
5969 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5971 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5972 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5973 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5974 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5975 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5976 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5977 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5978 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5979 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5980 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5981 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5983 if (whichend != -1) {
5984 participantfocus[whichdialogue][indialogue] = whichend;
5985 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5986 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5988 if (whichend == -1) {
5989 participantfocus[whichdialogue][indialogue] = -1;
5991 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5996 dialoguecamera[whichdialogue][indialogue] = viewer;
5997 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5998 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6000 if (indialogue < numdialogueboxes[whichdialogue]) {
6001 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6002 playdialogueboxsound();
6006 for (unsigned j = 0; j < Person::players.size(); j++) {
6007 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6010 //TODO: should these be KeyDown or KeyPressed?
6011 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6012 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6013 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6014 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6015 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6016 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6017 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6018 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6019 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6020 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6022 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6023 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6024 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6025 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6026 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6027 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6028 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6029 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6030 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6031 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6032 participantfacing[whichdialogue][indialogue][whichend] = facing;
6034 if (indialogue >= numdialogueboxes[whichdialogue]) {
6041 pause_sound(whooshsound);
6042 viewer = dialoguecamera[whichdialogue][indialogue];
6043 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6044 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6045 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6046 if (dialoguetime > 0.5)
6047 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6048 Input::isKeyPressed(SDL_SCANCODE_2) ||
6049 Input::isKeyPressed(SDL_SCANCODE_3) ||
6050 Input::isKeyPressed(SDL_SCANCODE_4) ||
6051 Input::isKeyPressed(SDL_SCANCODE_5) ||
6052 Input::isKeyPressed(SDL_SCANCODE_6) ||
6053 Input::isKeyPressed(SDL_SCANCODE_7) ||
6054 Input::isKeyPressed(SDL_SCANCODE_8) ||
6055 Input::isKeyPressed(SDL_SCANCODE_9) ||
6056 Input::isKeyPressed(SDL_SCANCODE_0) ||
6057 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6058 Input::isKeyPressed(attackkey)) {
6060 if (indialogue < numdialogueboxes[whichdialogue]) {
6061 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6062 playdialogueboxsound();
6063 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6064 hotspot[numhotspots] = Person::players[0]->coords;
6065 hotspotsize[numhotspots] = 10;
6066 hotspottype[numhotspots] = -1;
6070 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6074 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6082 if (indialogue >= numdialogueboxes[whichdialogue]) {
6086 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6089 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6092 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6094 for (unsigned i = 1; i < Person::players.size(); i++) {
6095 Person::players[i]->aitype = attacktypecutoff;
6102 if (!Person::players[0]->jumpkeydown) {
6103 Person::players[0]->jumptogglekeydown = 0;
6105 if (Person::players[0]->jumpkeydown &&
6106 Person::players[0]->animTarget != jumpupanim &&
6107 Person::players[0]->animTarget != jumpdownanim &&
6108 !Person::players[0]->isFlip())
6109 Person::players[0]->jumptogglekeydown = 1;
6112 dialoguetime += multiplier;
6113 hawkyaw += multiplier * 25;
6115 realhawkcoords.x = 25;
6116 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6117 hawkcalldelay -= multiplier / 2;
6119 if (hawkcalldelay <= 0) {
6120 emit_sound_at(hawksound, realhawkcoords);
6122 hawkcalldelay = 16 + abs(Random() % 8);
6129 doPlayerCollisions();
6133 for (unsigned k = 0; k < Person::players.size(); k++)
6134 if (k != 0 && Person::players[k]->immobile)
6135 Person::players[k]->coords = Person::players[k]->realoldcoords;
6137 for (unsigned k = 0; k < Person::players.size(); k++) {
6138 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6139 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6140 Person::players[k]->DoDamage(1000);
6146 static bool respawnkeydown;
6147 if (!editorenabled &&
6148 (whichlevel != -2 &&
6149 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6150 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6152 (Input::isKeyDown(jumpkey) &&
6155 Person::players[0]->dead))) {
6156 targetlevel = whichlevel;
6160 if (!Input::isKeyDown(jumpkey))
6162 if (Input::isKeyDown(jumpkey))
6168 static bool movekey;
6171 for (unsigned i = 0; i < Person::players.size(); i++) {
6172 static float oldtargetyaw;
6173 if (!Person::players[i]->skeleton.free) {
6174 oldtargetyaw = Person::players[i]->targetyaw;
6175 if (i == 0 && indialogue == -1) {
6176 //TODO: refactor repetitive code
6177 if (!animation[Person::players[0]->animTarget].attack &&
6178 Person::players[0]->animTarget != staggerbackhighanim &&
6179 Person::players[0]->animTarget != staggerbackhardanim &&
6180 Person::players[0]->animTarget != crouchremoveknifeanim &&
6181 Person::players[0]->animTarget != removeknifeanim &&
6182 Person::players[0]->animTarget != backhandspringanim &&
6183 Person::players[0]->animTarget != dodgebackanim &&
6184 Person::players[0]->animTarget != walljumprightkickanim &&
6185 Person::players[0]->animTarget != walljumpleftkickanim) {
6187 Person::players[0]->targetyaw = 0;
6189 Person::players[0]->targetyaw = -yaw + 180;
6195 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6197 facing = flatfacing;
6199 facing = DoRotation(facing, -pitch, 0, 0);
6200 facing = DoRotation(facing, 0, 0 - yaw, 0);
6203 Person::players[0]->lookyaw = -yaw;
6205 Person::players[i]->targetheadyaw = yaw;
6206 Person::players[i]->targetheadpitch = pitch;
6208 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6209 if (!animation[Person::players[i]->animTarget].attack &&
6210 Person::players[i]->animTarget != staggerbackhighanim &&
6211 Person::players[i]->animTarget != staggerbackhardanim &&
6212 Person::players[i]->animTarget != crouchremoveknifeanim &&
6213 Person::players[i]->animTarget != removeknifeanim &&
6214 Person::players[i]->animTarget != backhandspringanim &&
6215 Person::players[i]->animTarget != dodgebackanim &&
6216 Person::players[i]->animTarget != walljumprightkickanim &&
6217 Person::players[i]->animTarget != walljumpleftkickanim) {
6218 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6224 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6226 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6227 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6229 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6230 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6232 if (indialogue != -1) {
6233 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6234 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6240 Person::players[i]->avoidsomething = 0;
6242 //avoid flaming things
6243 for (int j = 0; j < objects.numobjects; j++)
6244 if (objects.onfire[j])
6245 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6246 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6247 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6248 Person::players[i]->collided = 0;
6249 Person::players[i]->avoidcollided = 1;
6250 if (Person::players[i]->avoidsomething == 0 ||
6251 distsq(&Person::players[i]->coords, &objects.position[j]) <
6252 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6253 Person::players[i]->avoidwhere = objects.position[j];
6254 Person::players[i]->avoidsomething = 1;
6258 //avoid flaming players
6259 for (unsigned j = 0; j < Person::players.size(); j++)
6260 if (Person::players[j]->onfire)
6261 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6262 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6263 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6264 Person::players[i]->collided = 0;
6265 Person::players[i]->avoidcollided = 1;
6266 if (Person::players[i]->avoidsomething == 0 ||
6267 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6268 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6269 Person::players[i]->avoidwhere = Person::players[j]->coords;
6270 Person::players[i]->avoidsomething = 1;
6274 if (Person::players[i]->collided > .8)
6275 Person::players[i]->avoidcollided = 0;
6279 if (animation[Person::players[i]->animTarget].attack == reversed) {
6280 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6281 Person::players[i]->forwardkeydown = 0;
6282 Person::players[i]->leftkeydown = 0;
6283 Person::players[i]->backkeydown = 0;
6284 Person::players[i]->rightkeydown = 0;
6285 Person::players[i]->jumpkeydown = 0;
6286 Person::players[i]->attackkeydown = 0;
6287 //Person::players[i]->crouchkeydown=0;
6288 Person::players[i]->throwkeydown = 0;
6291 if (indialogue != -1) {
6292 Person::players[i]->forwardkeydown = 0;
6293 Person::players[i]->leftkeydown = 0;
6294 Person::players[i]->backkeydown = 0;
6295 Person::players[i]->rightkeydown = 0;
6296 Person::players[i]->jumpkeydown = 0;
6297 Person::players[i]->crouchkeydown = 0;
6298 Person::players[i]->drawkeydown = 0;
6299 Person::players[i]->throwkeydown = 0;
6302 if (Person::players[i]->collided < -.3)
6303 Person::players[i]->collided = -.3;
6304 if (Person::players[i]->collided > 1)
6305 Person::players[i]->collided = 1;
6306 Person::players[i]->collided -= multiplier * 4;
6307 Person::players[i]->whichdirectiondelay -= multiplier;
6308 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6309 Person::players[i]->avoidcollided = -.3;
6310 Person::players[i]->whichdirection = abs(Random() % 2);
6311 Person::players[i]->whichdirectiondelay = .4;
6313 if (Person::players[i]->avoidcollided > 1)
6314 Person::players[i]->avoidcollided = 1;
6315 Person::players[i]->avoidcollided -= multiplier / 4;
6316 if (!Person::players[i]->skeleton.free) {
6317 Person::players[i]->stunned -= multiplier;
6318 Person::players[i]->surprised -= multiplier;
6320 if (i != 0 && Person::players[i]->surprised <= 0 &&
6321 Person::players[i]->aitype == attacktypecutoff &&
6322 !Person::players[i]->dead &&
6323 !Person::players[i]->skeleton.free &&
6324 animation[Person::players[i]->animTarget].attack == neutral)
6327 if (!Person::players[i]->throwkeydown)
6328 Person::players[i]->throwtogglekeydown = 0;
6331 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6332 if (Person::players[i]->weaponactive == -1 &&
6333 Person::players[i]->num_weapons < 2 &&
6334 (Person::players[i]->isIdle() ||
6335 Person::players[i]->isCrouch() ||
6336 Person::players[i]->animTarget == sneakanim ||
6337 Person::players[i]->animTarget == rollanim ||
6338 Person::players[i]->animTarget == backhandspringanim ||
6339 Person::players[i]->isFlip() ||
6340 Person::players[i]->aitype != playercontrolled)) {
6341 for (unsigned j = 0; j < weapons.size(); j++) {
6342 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6343 Person::players[i]->aitype == playercontrolled) &&
6344 weapons[j].owner == -1 &&
6345 Person::players[i]->weaponactive == -1)
6346 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6347 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6348 if (Person::players[i]->isCrouch() ||
6349 Person::players[i]->animTarget == sneakanim ||
6350 Person::players[i]->isRun() ||
6351 Person::players[i]->isIdle() ||
6352 Person::players[i]->aitype != playercontrolled) {
6353 Person::players[i]->throwtogglekeydown = 1;
6354 Person::players[i]->setAnimation(crouchremoveknifeanim);
6355 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6356 Person::players[i]->hasvictim = 0;
6358 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6359 Person::players[i]->throwtogglekeydown = 1;
6360 Person::players[i]->hasvictim = 0;
6362 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6363 Person::players[i]->aitype == playercontrolled) &&
6364 weapons[j].owner == -1 ||
6365 Person::players[i]->victim &&
6366 weapons[j].owner == int(Person::players[i]->victim->id))
6367 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6368 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6369 if (weapons[j].getType() != staff)
6370 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6372 Person::players[i]->takeWeapon(j);
6375 } else if ((Person::players[i]->isIdle() ||
6376 Person::players[i]->isFlip() ||
6377 Person::players[i]->aitype != playercontrolled) &&
6378 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6379 Person::players[i]->coords.y < weapons[j].position.y) {
6380 if (!Person::players[i]->isFlip()) {
6381 Person::players[i]->throwtogglekeydown = 1;
6382 Person::players[i]->setAnimation(removeknifeanim);
6383 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6385 if (Person::players[i]->isFlip()) {
6386 Person::players[i]->throwtogglekeydown = 1;
6387 Person::players[i]->hasvictim = 0;
6389 for (unsigned k = 0; k < weapons.size(); k++) {
6390 if (Person::players[i]->weaponactive == -1)
6391 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6392 Person::players[i]->aitype == playercontrolled) &&
6393 weapons[k].owner == -1 ||
6394 Person::players[i]->victim &&
6395 weapons[k].owner == int(Person::players[i]->victim->id))
6396 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6397 Person::players[i]->weaponactive == -1) {
6398 if (weapons[k].getType() != staff)
6399 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6401 Person::players[i]->takeWeapon(k);
6408 if (Person::players[i]->isCrouch() ||
6409 Person::players[i]->animTarget == sneakanim ||
6410 Person::players[i]->isRun() ||
6411 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6412 Person::players[i]->animTarget == backhandspringanim) {
6413 if (Person::players.size() > 1)
6414 for (unsigned j = 0; j < Person::players.size(); j++) {
6415 if (Person::players[i]->weaponactive == -1)
6417 if (Person::players[j]->num_weapons &&
6418 Person::players[j]->skeleton.free &&
6419 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6420 (((Person::players[j]->skeleton.forward.y < 0 &&
6421 Person::players[j]->weaponstuckwhere == 0) ||
6422 (Person::players[j]->skeleton.forward.y > 0 &&
6423 Person::players[j]->weaponstuckwhere == 1)) ||
6424 Person::players[j]->weaponstuck == -1 ||
6425 Person::players[j]->num_weapons > 1)) {
6426 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6427 Person::players[i]->throwtogglekeydown = 1;
6428 Person::players[i]->victim = Person::players[j];
6429 Person::players[i]->hasvictim = 1;
6430 Person::players[i]->setAnimation(crouchremoveknifeanim);
6431 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6433 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6434 Person::players[i]->throwtogglekeydown = 1;
6435 Person::players[i]->victim = Person::players[j];
6436 Person::players[i]->hasvictim = 1;
6437 int k = Person::players[j]->weaponids[0];
6438 if (Person::players[i]->hasvictim) {
6441 if (Person::players[i]->victim->weaponstuck != -1) {
6442 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6447 if (weapons[k].getType() != staff)
6448 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6451 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6453 if (weapons[k].owner != -1) {
6454 if (Person::players[i]->victim->num_weapons == 1)
6455 Person::players[i]->victim->num_weapons = 0;
6457 Person::players[i]->victim->num_weapons = 1;
6459 Person::players[i]->victim->skeleton.longdead = 0;
6460 Person::players[i]->victim->skeleton.free = 1;
6461 Person::players[i]->victim->skeleton.broken = 0;
6463 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6464 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6465 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6471 Normalise(&relative);
6472 XYZ footvel, footpoint;
6474 footpoint = weapons[k].position;
6475 if (Person::players[i]->victim->weaponstuck != -1) {
6476 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6478 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6479 weapons[k].bloody = 2;
6480 weapons[k].blooddrip = 5;
6481 Person::players[i]->victim->weaponstuck = -1;
6482 Person::players[i]->victim->bloodloss += 2000;
6483 Person::players[i]->victim->DoDamage(2000);
6486 if (Person::players[i]->victim->num_weapons > 0) {
6487 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6488 Person::players[i]->victim->weaponstuck = 0;
6489 if (Person::players[i]->victim->weaponids[0] == k)
6490 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6493 Person::players[i]->victim->weaponactive = -1;
6495 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6496 Person::players[i]->victim->jointVel(neck) += relative * 6;
6497 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6498 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6500 Person::players[i]->takeWeapon(k);
6507 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6508 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6509 if (Person::players[i]->isIdle() ||
6510 Person::players[i]->isRun() ||
6511 Person::players[i]->isCrouch() ||
6512 Person::players[i]->animTarget == sneakanim ||
6513 Person::players[i]->isFlip())
6514 if (Person::players.size() > 1)
6515 for (unsigned j = 0; j < Person::players.size(); j++) {
6517 if (tutoriallevel != 1 || tutorialstage == 49)
6519 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6520 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6521 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6522 !Person::players[j]->skeleton.free &&
6523 -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)) {
6524 if (!Person::players[i]->isFlip()) {
6525 Person::players[i]->throwtogglekeydown = 1;
6526 Person::players[i]->victim = Person::players[j];
6527 Person::players[i]->setAnimation(knifethrowanim);
6528 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6529 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6531 if (Person::players[i]->isFlip()) {
6532 if (Person::players[i]->weaponactive != -1) {
6533 Person::players[i]->throwtogglekeydown = 1;
6534 Person::players[i]->victim = Person::players[j];
6536 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);
6539 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6541 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6542 Person::players[i]->num_weapons--;
6543 if (Person::players[i]->num_weapons) {
6544 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6546 Person::players[i]->weaponactive = -1;
6553 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6554 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6555 Person::players[i]->throwtogglekeydown = 1;
6556 XYZ tempVelocity = Person::players[i]->velocity * .2;
6557 if (tempVelocity.x == 0)
6558 tempVelocity.x = .1;
6559 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6560 Person::players[i]->num_weapons--;
6561 if (Person::players[i]->num_weapons) {
6562 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6563 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6564 Person::players[i]->weaponstuck = 0;
6567 Person::players[i]->weaponactive = -1;
6568 for (unsigned j = 0; j < Person::players.size(); j++) {
6569 Person::players[j]->wentforweapon = 0;
6577 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6578 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6579 (Person::players[i]->num_weapons == 2) &&
6580 (Person::players[i]->weaponactive == -1) &&
6581 Person::players[i]->isIdle() ||
6582 Person::players[0]->dead &&
6583 (Person::players[i]->weaponactive != -1) &&
6586 if (Person::players[i]->weaponactive != -1)
6587 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6589 if (isgood && Person::players[i]->creature != wolftype) {
6590 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6591 Person::players[i]->setAnimation(drawrightanim);
6592 Person::players[i]->drawtogglekeydown = 1;
6594 if ((Person::players[i]->isIdle() ||
6595 (Person::players[i]->aitype != playercontrolled &&
6596 Person::players[0]->weaponactive != -1 &&
6597 Person::players[i]->isRun())) &&
6598 Person::players[i]->num_weapons &&
6599 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6600 Person::players[i]->setAnimation(drawleftanim);
6601 Person::players[i]->drawtogglekeydown = 1;
6603 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6604 Person::players[i]->setAnimation(crouchdrawrightanim);
6605 Person::players[i]->drawtogglekeydown = 1;
6612 if (Person::players[i]->weaponactive != -1) {
6613 if (Person::players[i]->isCrouch() &&
6614 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6616 Person::players[i]->onterrain &&
6617 Person::players[i]->num_weapons &&
6618 Person::players[i]->attackkeydown &&
6619 musictype != stream_fighttheme) {
6620 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6621 Person::players[i]->setAnimation(crouchstabanim);
6622 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6623 Person::players[i]->setAnimation(swordgroundstabanim);
6624 Person::players[i]->hasvictim = 0;
6628 if (!Person::players[i]->drawkeydown)
6629 Person::players[i]->drawtogglekeydown = 0;
6634 absflatfacing.z = -1;
6636 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6638 absflatfacing = flatfacing;
6640 if (indialogue != -1) {
6641 Person::players[i]->forwardkeydown = 0;
6642 Person::players[i]->leftkeydown = 0;
6643 Person::players[i]->backkeydown = 0;
6644 Person::players[i]->rightkeydown = 0;
6645 Person::players[i]->jumpkeydown = 0;
6646 Person::players[i]->crouchkeydown = 0;
6647 Person::players[i]->drawkeydown = 0;
6648 Person::players[i]->throwkeydown = 0;
6652 if (!animation[Person::players[i]->animTarget].attack &&
6653 Person::players[i]->animTarget != staggerbackhighanim &&
6654 Person::players[i]->animTarget != staggerbackhardanim &&
6655 Person::players[i]->animTarget != backhandspringanim &&
6656 Person::players[i]->animTarget != dodgebackanim) {
6657 if (!Person::players[i]->forwardkeydown)
6658 Person::players[i]->forwardstogglekeydown = 0;
6659 if (Person::players[i]->crouchkeydown) {
6663 Person::players[i]->superruntoggle = 1;
6664 if (Person::players.size() > 1)
6665 for (unsigned j = 0; j < Person::players.size(); j++)
6666 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6667 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6668 Person::players[i]->superruntoggle = 0;
6671 if (Person::players.size() > 1)
6672 for (unsigned j = 0; j < Person::players.size(); j++) {
6673 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6674 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6675 Person::players[j]->victim == Person::players[i] &&
6676 (Person::players[j]->animTarget == sweepanim ||
6677 Person::players[j]->animTarget == upunchanim ||
6678 Person::players[j]->animTarget == wolfslapanim ||
6679 ((Person::players[j]->animTarget == swordslashanim ||
6680 Person::players[j]->animTarget == knifeslashstartanim ||
6681 Person::players[j]->animTarget == staffhitanim ||
6682 Person::players[j]->animTarget == staffspinhitanim) &&
6683 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6692 Person::players[target]->Reverse();
6693 Person::players[i]->lowreversaldelay = .5;
6695 if (Person::players[i]->isIdle()) {
6696 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6697 Person::players[i]->transspeed = 10;
6699 if (Person::players[i]->isRun() ||
6700 (Person::players[i]->isStop() &&
6701 (Person::players[i]->leftkeydown ||
6702 Person::players[i]->rightkeydown ||
6703 Person::players[i]->forwardkeydown ||
6704 Person::players[i]->backkeydown))) {
6705 Person::players[i]->setAnimation(rollanim);
6706 Person::players[i]->transspeed = 20;
6709 if (!Person::players[i]->crouchkeydown) {
6711 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6712 Person::players[i]->superruntoggle = 0;
6714 if (Person::players[i]->isCrouch()) {
6715 if (Person::players.size() > 1)
6716 for (unsigned j = 0; j < Person::players.size(); j++) {
6718 !Person::players[j]->skeleton.free &&
6719 Person::players[j]->victim &&
6720 Person::players[i]->highreversaldelay <= 0) {
6721 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6722 Person::players[j]->victim == Person::players[i] &&
6723 (Person::players[j]->animTarget == spinkickanim) &&
6724 Person::players[i]->isCrouch()) {
6733 Person::players[target]->Reverse();
6734 Person::players[i]->highreversaldelay = .5;
6736 if (Person::players[i]->isCrouch()) {
6737 if (!Person::players[i]->wasCrouch()) {
6738 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6739 Person::players[i]->frameCurrent = 0;
6741 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6742 Person::players[i]->transspeed = 10;
6745 if (Person::players[i]->animTarget == sneakanim) {
6746 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6747 Person::players[i]->transspeed = 10;
6750 if (Person::players[i]->forwardkeydown) {
6751 if (Person::players[i]->isIdle() ||
6752 (Person::players[i]->isStop() &&
6753 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6754 (Person::players[i]->isLanding() &&
6755 Person::players[i]->frameTarget > 0 &&
6756 !Person::players[i]->jumpkeydown) ||
6757 (Person::players[i]->isLandhard() &&
6758 Person::players[i]->frameTarget > 0 &&
6759 !Person::players[i]->jumpkeydown &&
6760 Person::players[i]->crouchkeydown)) {
6761 if (Person::players[i]->aitype == passivetype)
6762 Person::players[i]->setAnimation(walkanim);
6764 Person::players[i]->setAnimation(Person::players[i]->getRun());
6766 if (Person::players[i]->isCrouch()) {
6767 Person::players[i]->animTarget = sneakanim;
6768 if (Person::players[i]->wasCrouch())
6769 Person::players[i]->target = 0;
6770 Person::players[i]->frameTarget = 0;
6772 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6773 Person::players[i]->setAnimation(climbanim);
6774 Person::players[i]->frameTarget = 1;
6775 Person::players[i]->jumpclimb = 1;
6777 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6778 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6780 Person::players[i]->forwardstogglekeydown = 1;
6783 if (Person::players[i]->rightkeydown) {
6784 if (Person::players[i]->isIdle() ||
6785 (Person::players[i]->isStop() &&
6786 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6787 (Person::players[i]->isLanding() &&
6788 Person::players[i]->frameTarget > 0 &&
6789 !Person::players[i]->jumpkeydown) ||
6790 (Person::players[i]->isLandhard() &&
6791 Person::players[i]->frameTarget > 0 &&
6792 !Person::players[i]->jumpkeydown &&
6793 Person::players[i]->crouchkeydown)) {
6794 Person::players[i]->setAnimation(Person::players[i]->getRun());
6796 if (Person::players[i]->isCrouch()) {
6797 Person::players[i]->animTarget = sneakanim;
6798 if (Person::players[i]->wasCrouch())
6799 Person::players[i]->target = 0;
6800 Person::players[i]->frameTarget = 0;
6802 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6803 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6805 Person::players[i]->targetyaw -= 90;
6806 if (Person::players[i]->forwardkeydown)
6807 Person::players[i]->targetyaw += 45;
6808 if (Person::players[i]->backkeydown)
6809 Person::players[i]->targetyaw -= 45;
6812 if ( Person::players[i]->leftkeydown) {
6813 if (Person::players[i]->isIdle() ||
6814 (Person::players[i]->isStop() &&
6815 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6816 (Person::players[i]->isLanding() &&
6817 Person::players[i]->frameTarget > 0 &&
6818 !Person::players[i]->jumpkeydown) ||
6819 (Person::players[i]->isLandhard() &&
6820 Person::players[i]->frameTarget > 0 &&
6821 !Person::players[i]->jumpkeydown &&
6822 Person::players[i]->crouchkeydown)) {
6823 Person::players[i]->setAnimation(Person::players[i]->getRun());
6825 if (Person::players[i]->isCrouch()) {
6826 Person::players[i]->animTarget = sneakanim;
6827 if (Person::players[i]->wasCrouch())
6828 Person::players[i]->target = 0;
6829 Person::players[i]->frameTarget = 0;
6831 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6832 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6834 Person::players[i]->targetyaw += 90;
6835 if (Person::players[i]->forwardkeydown)
6836 Person::players[i]->targetyaw -= 45;
6837 if (Person::players[i]->backkeydown)
6838 Person::players[i]->targetyaw += 45;
6841 if (Person::players[i]->backkeydown) {
6842 if (Person::players[i]->isIdle() ||
6843 (Person::players[i]->isStop() &&
6844 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6845 (Person::players[i]->isLanding() &&
6846 Person::players[i]->frameTarget > 0 &&
6847 !Person::players[i]->jumpkeydown) ||
6848 (Person::players[i]->isLandhard() &&
6849 Person::players[i]->frameTarget > 0 &&
6850 !Person::players[i]->jumpkeydown &&
6851 Person::players[i]->crouchkeydown)) {
6852 Person::players[i]->setAnimation(Person::players[i]->getRun());
6854 if (Person::players[i]->isCrouch()) {
6855 Person::players[i]->animTarget = sneakanim;
6856 if (Person::players[i]->wasCrouch())
6857 Person::players[i]->target = 0;
6858 Person::players[i]->frameTarget = 0;
6860 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6861 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6863 if (Person::players[i]->animTarget == hanganim) {
6864 Person::players[i]->animCurrent = jumpdownanim;
6865 Person::players[i]->animTarget = jumpdownanim;
6866 Person::players[i]->target = 0;
6867 Person::players[i]->frameCurrent = 0;
6868 Person::players[i]->frameTarget = 1;
6869 Person::players[i]->velocity = 0;
6870 Person::players[i]->velocity.y += gravity;
6871 Person::players[i]->coords.y -= 1.4;
6872 Person::players[i]->grabdelay = 1;
6874 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6875 Person::players[i]->targetyaw += 180;
6878 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6879 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6880 Person::players[i]->isRun() ||
6881 Person::players[i]->animTarget == walkanim ||
6882 Person::players[i]->isCrouch() ||
6883 Person::players[i]->animTarget == sneakanim) &&
6884 Person::players[i]->jumppower > 1) &&
6885 ((Person::players[i]->animTarget != rabbitrunninganim &&
6886 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6887 Person::players[i]->jumpstart = 0;
6888 Person::players[i]->setAnimation(jumpupanim);
6889 Person::players[i]->yaw = Person::players[i]->targetyaw;
6890 Person::players[i]->transspeed = 20;
6891 Person::players[i]->FootLand(0, 1);
6892 Person::players[i]->FootLand(1, 1);
6896 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6899 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6901 Person::players[i]->velocity = 0;
6905 if (Person::players.size() > 1)
6906 for (unsigned j = 0; j < Person::players.size(); j++) {
6907 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6908 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6909 (Person::players[j]->victim == Person::players[i]) &&
6910 (Person::players[j]->animTarget == sweepanim)) {
6919 Person::players[i]->velocity.y = 1;
6921 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6922 Person::players[i]->velocity.y = 7;
6923 Person::players[i]->crouchtogglekeydown = 1;
6924 } else Person::players[i]->velocity.y = 5;
6926 if (mousejump && i == 0 && debugmode) {
6927 if (!Person::players[i]->isLanding())
6928 Person::players[i]->tempdeltav = deltav;
6929 if (Person::players[i]->tempdeltav < 0)
6930 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6933 Person::players[i]->coords.y += .2;
6934 Person::players[i]->jumppower -= 1;
6937 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6939 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6941 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6942 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6943 Person::players[i]->frameTarget = 2;
6944 Person::players[i]->landhard = 0;
6945 Person::players[i]->jumpstart = 1;
6946 Person::players[i]->tempdeltav = deltav;
6948 if (Person::players[i]->animTarget == jumpupanim &&
6952 Person::players[i]->aitype != playercontrolled)) {
6953 if (Person::players[i]->jumppower > multiplier * 6) {
6954 Person::players[i]->velocity.y += multiplier * 6;
6955 Person::players[i]->jumppower -= multiplier * 6;
6957 if (Person::players[i]->jumppower <= multiplier * 6) {
6958 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6959 Person::players[i]->jumppower = 0;
6962 if (((floatjump || editorenabled) && debugmode) && i == 0)
6963 Person::players[i]->velocity.y += multiplier * 30;
6967 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6968 Person::players[i]->setAnimation(Person::players[i]->getStop());
6969 if (Person::players[i]->animTarget == sneakanim) {
6970 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6971 if (Person::players[i]->animCurrent == sneakanim)
6972 Person::players[i]->target = 0;
6973 Person::players[i]->frameTarget = 0;
6976 if (Person::players[i]->animTarget == walkanim &&
6977 (Person::players[i]->aitype == attacktypecutoff ||
6978 Person::players[i]->aitype == searchtype ||
6979 (Person::players[i]->aitype == passivetype &&
6980 Person::players[i]->numwaypoints <= 1)))
6981 Person::players[i]->setAnimation(Person::players[i]->getStop());
6982 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6983 Person::players[i]->setAnimation(Person::players[i]->getStop());
6986 if (Person::players[i]->animTarget == rollanim)
6987 Person::players[i]->targetyaw = oldtargetyaw;
6991 for (unsigned k = 0; k < Person::players.size(); k++) {
6992 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6993 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6994 Person::players[k]->yaw -= 360;
6996 Person::players[k]->yaw += 360;
6999 //stop to turn in right direction
7000 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7001 Person::players[k]->setAnimation(Person::players[k]->getStop());
7003 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7004 Person::players[k]->targettilt = 0;
7006 if (Person::players[k]->animTarget != jumpupanim &&
7007 Person::players[k]->animTarget != backhandspringanim &&
7008 Person::players[k]->animTarget != jumpdownanim &&
7009 !Person::players[k]->isFlip()) {
7010 Person::players[k]->targettilt = 0;
7011 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7012 Person::players[k]->jumppower = 0;
7013 Person::players[k]->jumppower += multiplier * 7;
7014 if (Person::players[k]->isCrouch())
7015 Person::players[k]->jumppower += multiplier * 7;
7016 if (Person::players[k]->jumppower > 5)
7017 Person::players[k]->jumppower = 5;
7020 if (Person::players[k]->isRun())
7021 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7023 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7024 Person::players[k]->grabdelay -= multiplier;
7028 for (unsigned k = 0; k < Person::players.size(); k++) {
7029 Person::players[k]->DoAnimations();
7030 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7031 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7037 for (int j = numenvsounds - 1; j >= 0; j--) {
7038 envsoundlife[j] -= multiplier;
7039 if (envsoundlife[j] < 0) {
7041 envsoundlife[j] = envsoundlife[numenvsounds];
7042 envsound[j] = envsound[numenvsounds];
7046 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7048 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7050 if (tutoriallevel == 1) {
7067 if (tutorialstage >= 51)
7068 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7069 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7070 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7072 emit_stream_np(stream_menutheme);
7081 if (tutorialstage < 51)
7082 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7083 emit_sound_at(fireendsound, Person::players[0]->coords);
7085 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7089 if (tutorialstage >= 14 && tutorialstage < 50)
7090 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7091 emit_sound_at(fireendsound, Person::players[1]->coords);
7093 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7094 if (Random() % 2 == 0) {
7095 if (!Person::players[1]->skeleton.free)
7096 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7097 if (Person::players[1]->skeleton.free)
7098 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7099 if (!Person::players[1]->skeleton.free)
7100 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;
7101 if (Person::players[1]->skeleton.free)
7102 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7103 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7107 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7108 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7109 Person::players[1]->skeleton.joints[i].velocity = 0;
7110 if (Random() % 2 == 0) {
7111 if (!Person::players[1]->skeleton.free)
7112 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7113 if (Person::players[1]->skeleton.free)
7114 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7115 if (!Person::players[1]->skeleton.free)
7116 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;
7117 if (Person::players[1]->skeleton.free)
7118 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7119 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7127 static float gLoc[3];
7131 static float vel[3];
7132 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7133 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7134 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7136 //Set orientation with forward and up vectors
7137 static XYZ upvector;
7141 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7142 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7147 facing = DoRotation(facing, -pitch, 0, 0);
7148 facing = DoRotation(facing, 0, 0 - yaw, 0);
7151 static float ori[6];
7155 ori[3] = -upvector.x;
7156 ori[4] = upvector.y;
7157 ori[5] = -upvector.z;
7159 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7166 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7170 void Game::TickOnce()
7173 yaw += multiplier * 5;
7174 else if (directing || indialogue == -1) {
7177 pitch += deltav * .7;
7179 pitch -= deltav * .7;
7187 void Game::TickOnceAfter()
7189 static XYZ colviewer;
7190 static XYZ coltarget;
7194 static float changedelay;
7195 static bool alldead;
7196 static float unseendelay;
7197 static float cameraspeed;
7200 static int oldmusictype = musictype;
7202 if (environment == snowyenvironment)
7203 leveltheme = stream_snowtheme;
7204 if (environment == grassyenvironment)
7205 leveltheme = stream_grasstheme;
7206 if (environment == desertenvironment)
7207 leveltheme = stream_deserttheme;
7211 musictype = leveltheme;
7212 for (unsigned i = 0; i < Person::players.size(); i++) {
7213 if ((Person::players[i]->aitype == attacktypecutoff ||
7214 Person::players[i]->aitype == getweapontype ||
7215 Person::players[i]->aitype == gethelptype ||
7216 Person::players[i]->aitype == searchtype) &&
7217 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7218 (Person::players[i]->animTarget != sneakattackedanim &&
7219 Person::players[i]->animTarget != knifesneakattackedanim &&
7220 Person::players[i]->animTarget != swordsneakattackedanim)) {
7221 musictype = stream_fighttheme;
7225 if (Person::players[0]->dead)
7226 musictype = stream_menutheme;
7229 if (musictype == stream_fighttheme)
7232 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7233 unseendelay -= multiplier;
7234 if (unseendelay > 0)
7235 musictype = stream_fighttheme;
7240 musictype = stream_menutheme;
7241 musicvolume[2] = 512;
7248 if (musictype != oldmusictype && musictype == stream_fighttheme)
7249 emit_sound_np(alarmsound);
7250 musicselected = musictype;
7252 if (musicselected == leveltheme)
7253 musicvolume[0] += multiplier * 450;
7255 musicvolume[0] -= multiplier * 450;
7256 if (musicselected == stream_fighttheme)
7257 musicvolume[1] += multiplier * 450;
7259 musicvolume[1] -= multiplier * 450;
7260 if (musicselected == stream_menutheme)
7261 musicvolume[2] += multiplier * 450;
7263 musicvolume[2] -= multiplier * 450;
7265 for (int i = 0; i < 3; i++) {
7266 if (musicvolume[i] < 0)
7268 if (musicvolume[i] > 512)
7269 musicvolume[i] = 512;
7272 if (musicvolume[2] > 128 && !loading && !mainmenu)
7273 musicvolume[2] = 128;
7276 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7277 emit_stream_np(leveltheme, musicvolume[0]);
7278 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7279 emit_stream_np(stream_fighttheme, musicvolume[1]);
7280 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7281 emit_stream_np(stream_menutheme, musicvolume[2]);
7282 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7283 pause_sound(leveltheme);
7284 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7285 pause_sound(stream_fighttheme);
7286 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7287 pause_sound(stream_menutheme);
7289 if (musicvolume[0] != oldmusicvolume[0])
7290 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7291 if (musicvolume[1] != oldmusicvolume[1])
7292 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7293 if (musicvolume[2] != oldmusicvolume[2])
7294 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7296 for (int i = 0; i < 3; i++)
7297 oldmusicvolume[i] = musicvolume[i];
7299 pause_sound(leveltheme);
7300 pause_sound(stream_fighttheme);
7301 pause_sound(stream_menutheme);
7303 for (int i = 0; i < 4; i++) {
7304 oldmusicvolume[i] = 0;
7310 for (int i = 0; i < numhotspots; i++) {
7311 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7312 if (Person::players[hotspottype[i] - 10]->dead == 0)
7314 else if (killhotspot == 2)
7318 if (killhotspot == 2)
7323 for (int i = 0; i < numhotspots; i++)
7324 if (hotspottype[i] == -1)
7325 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7329 for (unsigned i = 1; i < Person::players.size(); i++)
7330 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7332 if (numalarmed > maxalarmed)
7333 maxalarmed = numalarmed;
7335 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7336 if (Person::players[0]->dead && changedelay <= 0) {
7338 targetlevel = whichlevel;
7341 for (unsigned i = 1; i < Person::players.size(); i++) {
7342 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7349 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7351 targetlevel = whichlevel + 1;
7352 if (targetlevel > numchallengelevels - 1)
7355 if (winhotspot || windialogue) {
7357 targetlevel = whichlevel + 1;
7358 if (targetlevel > numchallengelevels - 1)
7365 targetlevel = whichlevel + 1;
7366 if (targetlevel > numchallengelevels - 1)
7370 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7371 //high scores, awards, win
7373 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7376 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7384 if (leveltime < 1) {
7392 if (!editorenabled && gameon && !mainmenu) {
7393 if (changedelay != -999)
7394 changedelay -= multiplier / 7;
7395 if (Person::players[0]->dead)
7396 targetlevel = whichlevel;
7397 if (loading == 2 && !campaign) {
7400 fireSound(firestartsound);
7402 if (!Person::players[0]->dead && targetlevel != whichlevel)
7403 startbonustotal = bonustotal;
7404 if (Person::players[0]->dead)
7405 Loadlevel(whichlevel);
7407 Loadlevel(targetlevel);
7413 if (loading == 2 && targetlevel == whichlevel) {
7417 fireSound(firestartsound);
7419 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7425 if (changedelay <= -999 &&
7428 (Person::players[0]->dead ||
7429 (alldead && maptype == mapkilleveryone) ||
7433 if ((Person::players[0]->dead ||
7434 (alldead && maptype == mapkilleveryone) ||
7439 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7443 if (Person::players[0]->dead)
7449 // campaignchoosenext determines what to do when the level is complete:
7450 // 0 = load next level
7451 // 1 = go back to level select screen
7452 // 2 = stealthload next level
7453 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7454 if (campaignlevels[actuallevel].nextlevel.empty())
7456 } else if (mainmenu == 0 && winfreeze) {
7457 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7459 if (!stealthloading) {
7460 fireSound(firestartsound);
7465 startbonustotal = 0;
7475 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7478 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7482 pause_sound(stream_menutheme);
7493 oldmusictype = musictype;
7499 facing = DoRotation(facing, -pitch, 0, 0);
7500 facing = DoRotation(facing, 0, 0 - yaw, 0);
7501 viewerfacing = facing;
7504 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7505 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;
7507 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;
7509 if (Person::players[0]->skeleton.free) {
7510 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7511 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7512 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7516 if (Person::players[0]->skeleton.free != 2) {
7518 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7519 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7521 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7523 coltarget = target - cameraloc;
7524 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7527 Normalise(&coltarget);
7528 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7529 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7531 cameraloc = cameraloc + coltarget * multiplier * 8;
7535 cameradist += multiplier * 5;
7536 if (cameradist > 2.3)
7538 viewer = cameraloc - facing * cameradist;
7540 coltarget = cameraloc;
7541 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7542 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7543 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7544 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7546 coltarget = cameraloc;
7547 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7550 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7551 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7552 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7554 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7558 cameradist = findDistance(&viewer, &target);
7559 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7560 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7561 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7564 if (camerashake > .8)
7566 woozy += multiplier;
7567 if (Person::players[0]->dead)
7569 if (Person::players[0]->dead)
7571 camerashake -= multiplier * 2;
7572 blackout -= multiplier * 2;
7573 if (camerashake < 0)
7578 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7579 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7580 viewer.z += (float)(Random() % 100) * .0005 * camerashake;