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 XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
102 extern bool skyboxtexture;
103 extern float skyboxr;
104 extern float skyboxg;
105 extern float skyboxb;
106 extern float skyboxlightr;
107 extern float skyboxlightg;
108 extern float skyboxlightb;
109 extern float fadestart;
110 extern float slomospeed;
111 extern float slomofreq;
112 extern int tutoriallevel;
113 extern float smoketex;
114 extern float tutorialstagetime;
115 extern int tutorialstage;
116 extern float tutorialmaxtime;
117 extern float tutorialsuccess;
118 extern bool againbonus;
119 extern bool reversaltrain;
120 extern bool canattack;
121 extern bool cananger;
122 extern float damagedealt;
124 extern int editoractive;
125 extern int editorpathtype;
127 extern float hostiletime;
129 extern bool gamestarted;
131 extern int numhotspots;
132 extern int killhotspot;
133 extern XYZ hotspot[40];
134 extern int hotspottype[40];
135 extern float hotspotsize[40];
136 extern char hotspottext[40][256];
137 extern int currenthotspot;
141 extern bool stillloading;
142 extern bool winfreeze;
144 extern bool campaign;
146 extern void toggleFullscreen();
157 std::string description;
160 0 = Immediately load next level at the end of this one.
161 1 = Go back to the world map.
162 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
164 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
165 std::vector<int> nextlevel;
167 CampaignLevel() : width(10) {
173 return 30 + 120 + location.x * 400 / 512;
176 return 30 + 30 + (512 - location.y) * 400 / 512;
179 return getStartX() + width;
182 return getStartY() + width;
186 center.x = getStartX() + width / 2;
187 center.y = getStartY() + width / 2;
193 istream& operator<< (istream& is) {
200 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
201 description.replace(pos, 1, 1, ' ');
208 for (int j = 0; j < numnext; j++) {
211 nextlevel.push_back(next - 1);
219 friend istream& operator>> (istream& is, CampaignLevel& cl) {
226 vector<CampaignLevel> campaignlevels;
229 bool winhotspot = false;
230 bool windialogue = false;
233 float cameradist = 0;
234 bool oldattackkey = 0;
236 float musicvolume[4] = {};
237 float oldmusicvolume[4] = {};
238 int musicselected = 0;
240 const char *rabbitskin[] = {
241 ":Data:Textures:Fur3.jpg",
242 ":Data:Textures:Fur.jpg",
243 ":Data:Textures:Fur2.jpg",
244 ":Data:Textures:Lynx.jpg",
245 ":Data:Textures:Otter.jpg",
246 ":Data:Textures:Opal.jpg",
247 ":Data:Textures:Sable.jpg",
248 ":Data:Textures:Chocolate.jpg",
249 ":Data:Textures:BW2.jpg",
250 ":Data:Textures:WB2.jpg"
253 const char *wolfskin[] = {
254 ":Data:Textures:Wolf.jpg",
255 ":Data:Textures:Darkwolf.jpg",
256 ":Data:Textures:Snowwolf.jpg"
259 const char **creatureskin[] = {rabbitskin, wolfskin};
261 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
262 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
266 // TODO: this is slightly incorrect
267 inline float roughDirection(XYZ vec)
270 float angle = -asin(-vec.x) * 180 / M_PI;
275 inline float roughDirectionTo(XYZ start, XYZ end)
277 return roughDirection(end - start);
279 inline float pitchOf(XYZ vec)
282 return -asin(vec.y) * 180 / M_PI;
284 inline float pitchTo(XYZ start, XYZ end)
286 return pitchOf(end - start);
288 inline float sq(float n)
292 inline float stepTowardf(float from, float to, float by)
294 if (fabs(from - to) < by)
302 void Game::playdialogueboxsound()
305 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
306 temppos = temppos - viewer;
311 switch (dialogueboxsound[whichdialogue][indialogue]) {
316 sound = consolefailsound;
319 sound = consolesuccesssound;
322 sound = firestartsound;
325 sound = fireendsound;
328 sound = rabbitchitter;
331 sound = rabbitchitter2;
334 sound = rabbitpainsound;
337 sound = rabbitpain1sound;
340 sound = rabbitattacksound;
343 sound = rabbitattack2sound;
346 sound = rabbitattack3sound;
349 sound = rabbitattack4sound;
373 sound = barkgrowlsound;
379 emit_sound_at(sound, temppos);
382 // ================================================================
384 int Game::findClosestPlayer()
387 float closestdist = std::numeric_limits<float>::max();
389 for (unsigned i = 1; i < Person::players.size(); i++) {
390 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
391 if (distance < closestdist) {
392 closestdist = distance;
399 static int findClosestObject()
402 float closestdist = std::numeric_limits<float>::max();
404 for (int i = 0; i < objects.numobjects; i++) {
405 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
406 if (distance < closestdist) {
407 closestdist = distance;
414 static void cmd_dispatch(const string cmd)
416 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
418 for (i = 0; i < n_cmds; i++)
419 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
420 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
421 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
424 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
427 /********************> Tick() <*****/
428 extern bool save_screenshot(const char * fname);
429 void Screenshot (void)
432 time_t t = time(NULL);
433 struct tm *tme = localtime(&t);
434 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
435 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
438 mkdir("Screenshots");
441 save_screenshot(filename);
444 void Game::SetUpLighting()
446 if (environment == snowyenvironment)
447 light.setColors(.65, .65, .7, .4, .4, .44);
448 if (environment == desertenvironment)
449 light.setColors(.95, .95, .95, .4, .35, .3);
450 if (environment == grassyenvironment)
451 light.setColors(.95, .95, 1, .4, .4, .44);
453 light.setColors(1, 1, 1, .4, .4, .4);
455 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
456 light.color[0] *= (skyboxlightr + average) / 2;
457 light.color[1] *= (skyboxlightg + average) / 2;
458 light.color[2] *= (skyboxlightb + average) / 2;
459 light.ambient[0] *= (skyboxlightr + average) / 2;
460 light.ambient[1] *= (skyboxlightg + average) / 2;
461 light.ambient[2] *= (skyboxlightb + average) / 2;
464 int findPathDist(int start, int end)
466 int smallestcount, count, connected;
467 int last, last2, last3, last4;
470 smallestcount = 1000;
471 for (int i = 0; i < 50; i++) {
477 while (last != end && count < 30) {
479 for (int j = 0; j < numpathpoints; j++) {
480 if (j != last && j != last2 && j != last3 && j != last4) {
482 if (numpathpointconnect[j])
483 for (int k = 0; k < numpathpointconnect[j]; k++) {
484 if (pathpointconnect[j][k] == last)connected = 1;
487 if (numpathpointconnect[last])
488 for (int k = 0; k < numpathpointconnect[last]; k++) {
489 if (pathpointconnect[last][k] == j)connected = 1;
492 if (closest == -1 || Random() % 2 == 0) {
503 if (count < smallestcount)
504 smallestcount = count;
506 return smallestcount;
509 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
511 static XYZ colpoint, colviewer, coltarget;
512 static float minx, minz, maxx, maxz, miny, maxy;
514 minx = min(startpoint.x, endpoint.x) - 1;
515 miny = min(startpoint.y, endpoint.y) - 1;
516 minz = min(startpoint.z, endpoint.z) - 1;
517 maxx = max(startpoint.x, endpoint.x) + 1;
518 maxy = max(startpoint.y, endpoint.y) + 1;
519 maxz = max(startpoint.z, endpoint.z) + 1;
521 for (int i = 0; i < objects.numobjects; i++) {
522 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
523 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
524 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
525 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
526 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
527 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
528 if ( objects.type[i] != treeleavestype &&
529 objects.type[i] != bushtype &&
530 objects.type[i] != firetype) {
531 colviewer = startpoint;
532 coltarget = endpoint;
533 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
542 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
544 static XYZ colpoint, colviewer, coltarget;
545 static float minx, minz, maxx, maxz, miny, maxy;
546 static int i; //FIXME: see below
548 minx = min(startpoint.x, endpoint.x) - 1;
549 miny = min(startpoint.y, endpoint.y) - 1;
550 minz = min(startpoint.z, endpoint.z) - 1;
551 maxx = max(startpoint.x, endpoint.x) + 1;
552 maxy = max(startpoint.y, endpoint.y) + 1;
553 maxz = max(startpoint.z, endpoint.z) + 1;
556 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
557 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
558 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
559 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
560 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
561 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
562 if ( objects.type[what] != treeleavestype &&
563 objects.type[what] != bushtype &&
564 objects.type[what] != firetype) {
565 colviewer = startpoint;
566 coltarget = endpoint;
568 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
575 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
581 void Setenvironment(int which)
585 LOG(" Setting environment...");
590 pause_sound(stream_snowtheme);
591 pause_sound(stream_grasstheme);
592 pause_sound(stream_deserttheme);
593 pause_sound(stream_wind);
594 pause_sound(stream_desertambient);
597 if (environment == snowyenvironment) {
601 emit_stream_np(stream_wind);
603 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
604 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
605 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
606 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
608 footstepsound = footstepsn1;
609 footstepsound2 = footstepsn2;
610 footstepsound3 = footstepst1;
611 footstepsound4 = footstepst2;
613 terraintexture.load(":Data:Textures:snow.jpg", 1);
614 terraintexture2.load(":Data:Textures:rock.jpg", 1);
617 temptexdetail = texdetail;
620 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
621 ":Data:Textures:Skybox(snow):Left.jpg",
622 ":Data:Textures:Skybox(snow):Back.jpg",
623 ":Data:Textures:Skybox(snow):Right.jpg",
624 ":Data:Textures:Skybox(snow):Up.jpg",
625 ":Data:Textures:Skybox(snow):Down.jpg");
630 texdetail = temptexdetail;
631 } else if (environment == desertenvironment) {
634 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
635 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
636 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
637 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
641 emit_stream_np(stream_desertambient);
643 footstepsound = footstepsn1;
644 footstepsound2 = footstepsn2;
645 footstepsound3 = footstepsn1;
646 footstepsound4 = footstepsn2;
648 terraintexture.load(":Data:Textures:sand.jpg", 1);
649 terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
652 temptexdetail = texdetail;
655 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
656 ":Data:Textures:Skybox(sand):Left.jpg",
657 ":Data:Textures:Skybox(sand):Back.jpg",
658 ":Data:Textures:Skybox(sand):Right.jpg",
659 ":Data:Textures:Skybox(sand):Up.jpg",
660 ":Data:Textures:Skybox(sand):Down.jpg");
665 texdetail = temptexdetail;
666 } else if (environment == grassyenvironment) {
669 objects.treetextureptr.load(":Data:Textures:tree.png", 0);
670 objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
671 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
672 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
675 emit_stream_np(stream_wind, 100.);
677 footstepsound = footstepgr1;
678 footstepsound2 = footstepgr2;
679 footstepsound3 = footstepst1;
680 footstepsound4 = footstepst2;
682 terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
683 terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
686 temptexdetail = texdetail;
689 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
690 ":Data:Textures:Skybox(grass):Left.jpg",
691 ":Data:Textures:Skybox(grass):Back.jpg",
692 ":Data:Textures:Skybox(grass):Right.jpg",
693 ":Data:Textures:Skybox(grass):Up.jpg",
694 ":Data:Textures:Skybox(grass):Down.jpg");
698 texdetail = temptexdetail;
700 temptexdetail = texdetail;
702 terrain.load(":Data:Textures:heightmap.png");
704 texdetail = temptexdetail;
711 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
712 if (!ipstream.good()) {
713 if (accountactive->getCurrentCampaign() == "main") {
714 cerr << "Could not found main campaign!" << endl;
717 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
718 accountactive->setCurrentCampaign("main");
719 return LoadCampaign();
721 ipstream.ignore(256, ':');
723 ipstream >> numlevels;
724 campaignlevels.clear();
725 for (int i = 0; i < numlevels; i++) {
728 campaignlevels.push_back(cl);
732 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
734 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
736 Mainmenuitems[7].load(":Data:Textures:World.png", 0);
739 if (accountactive->getCampaignChoicesMade() == 0) {
740 accountactive->setCampaignScore(0);
741 accountactive->resetFasttime();
745 vector<string> ListCampaigns()
747 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
748 struct dirent *campaign = NULL;
750 perror("Problem while loading campaigns");
751 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
754 vector<string> campaignNames;
755 while ((campaign = readdir(campaigns)) != NULL) {
756 string name(campaign->d_name);
757 if (name.length() < 5)
759 if (!name.compare(name.length() - 4, 4, ".txt")) {
760 campaignNames.push_back(name.substr(0, name.length() - 4));
764 return campaignNames;
767 void Game::Loadlevel(int which)
774 Loadlevel("tutorial");
775 } else if (which >= 0 && which <= 15) {
777 snprintf(buf, 32, "map%d", which + 1); // challenges
780 Loadlevel("mapsave");
783 void Game::Loadlevel(const char *name)
785 int indemo; // FIXME this should be removed
788 static const char *pfx = ":Data:Maps:";
791 float headprop, legprop, armprop, bodyprop;
795 LOG(std::string("Loading level...") + name);
807 if (tutoriallevel != -1)
812 if (tutoriallevel == 1)
814 if (tutorialstage == 0) {
815 tutorialstagetime = 0;
818 pause_sound(whooshsound);
819 pause_sound(stream_firesound);
821 // Change the map filename into something that is os specific
822 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
823 sprintf(buf, "%s%s", pfx, name);
824 const char *FixedFN = ConvertFileName(buf);
828 tfile = fopen( FixedFN, "rb" );
830 pause_sound(stream_firesound);
836 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
840 for (int i = 0; i < 20; i++)
841 dialoguegonethrough[i] = 0;
850 difficulty = accountactive->getDifficulty();
864 for (int i = 0; i < 100; i++)
873 numunarmedattack = 0;
884 bonustotal = startbonustotal;
889 emit_sound_np(consolesuccesssound);
894 if (!stealthloading) {
895 terrain.numdecals = 0;
896 Sprite::deleteSprites();
897 for (int i = 0; i < objects.numobjects; i++)
898 objects.model[i].numdecals = 0;
900 int j = objects.numobjects;
901 for (int i = 0; i < j; i++) {
902 objects.DeleteObject(0);
907 for (int i = 0; i < subdivision; i++)
908 for (int j = 0; j < subdivision; j++)
909 terrain.patchobjectnum[i][j] = 0;
916 funpackf(tfile, "Bi", &mapvers);
918 funpackf(tfile, "Bi", &indemo);
922 funpackf(tfile, "Bi", &maptype);
924 maptype = mapkilleveryone;
926 funpackf(tfile, "Bi", &hostile);
930 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
936 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
944 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
946 skyboxlightr = skyboxr;
947 skyboxlightg = skyboxg;
948 skyboxlightb = skyboxb;
951 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);
953 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
954 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
955 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
956 Person::players[0]->weaponids[j] = weapons.size();
958 funpackf(tfile, "Bi", &type);
959 weapons.push_back(Weapon(type, 0));
965 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
966 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
967 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
968 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
970 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
973 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
975 Person::players[0]->whichskin = 0;
976 Person::players[0]->creature = rabbittype;
979 Person::players[0]->lastattack = -1;
980 Person::players[0]->lastattack2 = -1;
981 Person::players[0]->lastattack3 = -1;
985 funpackf(tfile, "Bi", &numdialogues);
986 for (int k = 0; k < numdialogues; k++) {
987 funpackf(tfile, "Bi", &numdialogueboxes[k]);
988 funpackf(tfile, "Bi", &dialoguetype[k]);
989 for (int l = 0; l < 10; l++) {
990 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
991 funpackf(tfile, "Bf", &participantyaw[k][l]);
993 for (int l = 0; l < numdialogueboxes[k]; l++) {
994 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
995 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
996 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
997 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
998 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1000 funpackf(tfile, "Bi", &templength);
1001 if (templength > 128 || templength <= 0)
1004 for (m = 0; m < templength; m++) {
1005 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1006 if (dialoguetext[k][l][m] == '\0')
1009 dialoguetext[k][l][m] = 0;
1011 funpackf(tfile, "Bi", &templength);
1012 if (templength > 64 || templength <= 0)
1014 for (m = 0; m < templength; m++) {
1015 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1016 if (dialoguename[k][l][m] == '\0')
1019 dialoguename[k][l][m] = 0;
1020 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1021 funpackf(tfile, "Bi", &participantfocus[k][l]);
1022 funpackf(tfile, "Bi", &participantaction[k][l]);
1024 for (m = 0; m < 10; m++)
1025 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1027 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1033 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1034 funpackf(tfile, "Bi", &templength);
1035 for (int l = 0; l < templength; l++)
1036 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1037 Person::players[0]->clothes[k][templength] = '\0';
1038 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1041 funpackf(tfile, "Bi", &environment);
1043 funpackf(tfile, "Bi", &objects.numobjects);
1044 for (int i = 0; i < objects.numobjects; i++) {
1045 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]);
1046 if (objects.type[i] == treeleavestype)
1047 objects.scale[i] = objects.scale[i - 1];
1051 funpackf(tfile, "Bi", &numhotspots);
1052 for (int i = 0; i < numhotspots; i++) {
1053 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1054 funpackf(tfile, "Bi", &templength);
1056 for (int l = 0; l < templength; l++)
1057 funpackf(tfile, "Bb", &hotspottext[i][l]);
1058 hotspottext[i][templength] = '\0';
1059 if (hotspottype[i] == -111)
1068 if (!stealthloading) {
1070 for (int i = 0; i < objects.numobjects; i++)
1071 objects.center += objects.position[i];
1072 objects.center /= objects.numobjects;
1078 float maxdistance = 0;
1080 for (int i = 0; i < objects.numobjects; i++) {
1081 tempdist = distsq(&objects.center, &objects.position[i]);
1082 if (tempdist > maxdistance) {
1083 maxdistance = tempdist;
1086 objects.radius = fast_sqrt(maxdistance);
1093 funpackf(tfile, "Bi", &numplayers);
1094 int howmanyremoved = 0;
1095 bool removeanother = 0;
1096 if (numplayers > maxplayers) {
1097 cout << "Warning: this level contains more players than allowed" << endl;
1099 if (numplayers > 1) {
1100 for (int i = 1; i < numplayers; i++) {
1101 Person::players.push_back(shared_ptr<Person>(new Person()));
1106 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);
1108 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1110 Person::players[i - howmanyremoved]->howactive = typeactive;
1112 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1114 Person::players[i - howmanyremoved]->scale = -1;
1116 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1118 Person::players[i - howmanyremoved]->immobile = 0;
1120 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1122 Person::players[i - howmanyremoved]->yaw = 0;
1123 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1124 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1128 if (!removeanother) {
1129 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1130 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1131 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1133 funpackf(tfile, "Bi", &type);
1134 weapons.push_back(Weapon(type, i));
1137 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1138 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1139 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1140 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1141 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1143 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1145 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1148 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1149 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1150 Person::players[i - howmanyremoved]->waypoint = 0;
1152 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1153 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1154 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1155 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1158 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1165 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1166 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1167 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1168 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1169 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1172 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1173 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1174 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1175 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1176 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1177 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1180 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1181 if (Person::players[i - howmanyremoved]->numclothes) {
1182 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1184 funpackf(tfile, "Bi", &templength);
1185 for (int l = 0; l < templength; l++)
1186 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1187 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1188 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1197 numplayers -= howmanyremoved;
1198 Person::players.resize(numplayers);
1200 funpackf(tfile, "Bi", &numpathpoints);
1201 if (numpathpoints > 30 || numpathpoints < 0)
1203 for (int j = 0; j < numpathpoints; j++) {
1204 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1205 for (int k = 0; k < numpathpointconnect[j]; k++) {
1206 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1212 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1215 if (environment != oldenvironment)
1216 Setenvironment(environment);
1217 oldenvironment = environment;
1219 if (!stealthloading) {
1220 int j = objects.numobjects;
1221 objects.numobjects = 0;
1222 for (int i = 0; i < j; i++) {
1223 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1228 terrain.DoShadows();
1231 objects.DoShadows();
1238 for (unsigned i = 0; i < Person::players.size(); i++) {
1241 Person::players[i]->burnt = 0;
1242 Person::players[i]->bled = 0;
1243 Person::players[i]->onfire = 0;
1244 if (i == 0 || Person::players[i]->scale < 0)
1245 Person::players[i]->scale = .2;
1246 Person::players[i]->skeleton.free = 0;
1247 Person::players[i]->skeleton.id = i;
1248 if (i == 0 && mapvers < 9)
1249 Person::players[i]->creature = rabbittype;
1250 if (Person::players[i]->creature != wolftype) {
1251 Person::players[i]->skeleton.Load(
1252 (char *)":Data:Skeleton:Basic Figure",
1253 (char *)":Data:Skeleton:Basic Figurelow",
1254 (char *)":Data:Skeleton:Rabbitbelt",
1255 (char *)":Data:Models:Body.solid",
1256 (char *)":Data:Models:Body2.solid",
1257 (char *)":Data:Models:Body3.solid",
1258 (char *)":Data:Models:Body4.solid",
1259 (char *)":Data:Models:Body5.solid",
1260 (char *)":Data:Models:Body6.solid",
1261 (char *)":Data:Models:Body7.solid",
1262 (char *)":Data:Models:Bodylow.solid",
1263 (char *)":Data:Models:Belt.solid", 0);
1265 if (Person::players[i]->creature != wolftype) {
1266 Person::players[i]->skeleton.Load(
1267 (char *)":Data:Skeleton:Basic Figure",
1268 (char *)":Data:Skeleton:Basic Figurelow",
1269 (char *)":Data:Skeleton:Rabbitbelt",
1270 (char *)":Data:Models:Body.solid",
1271 (char *)":Data:Models:Body2.solid",
1272 (char *)":Data:Models:Body3.solid",
1273 (char *)":Data:Models:Body4.solid",
1274 (char *)":Data:Models:Body5.solid",
1275 (char *)":Data:Models:Body6.solid",
1276 (char *)":Data:Models:Body7.solid",
1277 (char *)":Data:Models:Bodylow.solid",
1278 (char *)":Data:Models:Belt.solid", 1);
1279 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
1281 if (Person::players[i]->creature == wolftype) {
1282 Person::players[i]->skeleton.Load(
1283 (char *)":Data:Skeleton:Basic Figure Wolf",
1284 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1285 (char *)":Data:Skeleton:Rabbitbelt",
1286 (char *)":Data:Models:Wolf.solid",
1287 (char *)":Data:Models:Wolf2.solid",
1288 (char *)":Data:Models:Wolf3.solid",
1289 (char *)":Data:Models:Wolf4.solid",
1290 (char *)":Data:Models:Wolf5.solid",
1291 (char *)":Data:Models:Wolf6.solid",
1292 (char *)":Data:Models:Wolf7.solid",
1293 (char *)":Data:Models:Wolflow.solid",
1294 (char *)":Data:Models:Belt.solid", 0);
1298 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);
1300 Person::players[i]->addClothes();
1302 Person::players[i]->animCurrent = bounceidleanim;
1303 Person::players[i]->animTarget = bounceidleanim;
1304 Person::players[i]->frameCurrent = 0;
1305 Person::players[i]->frameTarget = 1;
1306 Person::players[i]->target = 0;
1307 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1308 if (difficulty == 0)
1309 Person::players[i]->speed -= .2;
1310 if (difficulty == 1)
1311 Person::players[i]->speed -= .1;
1313 Person::players[i]->velocity = 0;
1314 Person::players[i]->oldcoords = Person::players[i]->coords;
1315 Person::players[i]->realoldcoords = Person::players[i]->coords;
1317 Person::players[i]->id = i;
1318 Person::players[i]->skeleton.id = i;
1319 Person::players[i]->updatedelay = 0;
1320 Person::players[i]->normalsupdatedelay = 0;
1322 Person::players[i]->aitype = passivetype;
1325 Person::players[i]->proportionhead = 1.2;
1326 Person::players[i]->proportionbody = 1.05;
1327 Person::players[i]->proportionarms = 1.00;
1328 Person::players[i]->proportionlegs = 1.1;
1329 Person::players[i]->proportionlegs.y = 1.05;
1331 Person::players[i]->headless = 0;
1332 Person::players[i]->currentoffset = 0;
1333 Person::players[i]->targetoffset = 0;
1335 Person::players[i]->damagetolerance = 200;
1337 if (Person::players[i]->creature == wolftype) {
1338 if (i == 0 || Person::players[i]->scale < 0)
1339 Person::players[i]->scale = .23;
1340 Person::players[i]->damagetolerance = 300;
1346 Person::players[i]->proportionhead.z = 0;
1347 Person::players[i]->proportionbody.z = 0;
1348 Person::players[i]->proportionarms.z = 0;
1349 Person::players[i]->proportionlegs.z = 0;
1352 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1354 Person::players[i]->headmorphness = 0;
1355 Person::players[i]->targetheadmorphness = 1;
1356 Person::players[i]->headmorphstart = 0;
1357 Person::players[i]->headmorphend = 0;
1359 Person::players[i]->pausetime = 0;
1361 Person::players[i]->dead = 0;
1362 Person::players[i]->jumppower = 5;
1363 Person::players[i]->damage = 0;
1364 Person::players[i]->permanentdamage = 0;
1365 Person::players[i]->superpermanentdamage = 0;
1367 Person::players[i]->forwardkeydown = 0;
1368 Person::players[i]->leftkeydown = 0;
1369 Person::players[i]->backkeydown = 0;
1370 Person::players[i]->rightkeydown = 0;
1371 Person::players[i]->jumpkeydown = 0;
1372 Person::players[i]->crouchkeydown = 0;
1373 Person::players[i]->throwkeydown = 0;
1375 Person::players[i]->collided = -10;
1376 Person::players[i]->loaded = 1;
1377 Person::players[i]->bloodloss = 0;
1378 Person::players[i]->weaponactive = -1;
1379 Person::players[i]->weaponstuck = -1;
1380 Person::players[i]->bleeding = 0;
1381 Person::players[i]->deathbleeding = 0;
1382 Person::players[i]->stunned = 0;
1383 Person::players[i]->hasvictim = 0;
1384 Person::players[i]->wentforweapon = 0;
1387 Person::players[0]->aitype = playercontrolled;
1388 Person::players[0]->weaponactive = -1;
1390 if (difficulty == 1) {
1391 Person::players[0]->power = 1 / .9;
1392 Person::players[0]->damagetolerance = 250;
1393 } else if (difficulty == 0) {
1394 Person::players[0]->power = 1 / .8;
1395 Person::players[0]->damagetolerance = 300;
1396 Person::players[0]->armorhead *= 1.5;
1397 Person::players[0]->armorhigh *= 1.5;
1398 Person::players[0]->armorlow *= 1.5;
1401 cameraloc = Person::players[0]->coords;
1403 yaw = Person::players[0]->yaw;
1405 hawkcoords = Person::players[0]->coords;
1411 LOG("Starting background music...");
1413 OPENAL_StopSound(OPENAL_ALL);
1415 if (environment == snowyenvironment) {
1416 emit_stream_np(stream_wind);
1417 } else if (environment == desertenvironment) {
1418 emit_stream_np(stream_desertambient);
1419 } else if (environment == grassyenvironment) {
1420 emit_stream_np(stream_wind, 100.);
1423 oldmusicvolume[0] = 0;
1424 oldmusicvolume[1] = 0;
1425 oldmusicvolume[2] = 0;
1426 oldmusicvolume[3] = 0;
1439 if (tutorialstagetime > tutorialmaxtime) {
1441 tutorialsuccess = 0;
1442 if (tutorialstage <= 1) {
1447 switch (tutorialstage) {
1449 tutorialmaxtime = 5;
1452 tutorialmaxtime = 2;
1455 tutorialmaxtime = 600;
1458 tutorialmaxtime = 1000;
1461 tutorialmaxtime = 600;
1464 tutorialmaxtime = 600;
1467 tutorialmaxtime = 600;
1470 tutorialmaxtime = 600;
1473 tutorialmaxtime = 600;
1476 tutorialmaxtime = 2;
1479 tutorialmaxtime = 1000;
1482 tutorialmaxtime = 1000;
1485 tutorialmaxtime = 2;
1488 tutorialmaxtime = 3;
1499 Person::players[1]->coords = (temp + temp2) / 2;
1501 emit_sound_at(fireendsound, Person::players[1]->coords);
1503 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1504 if (Random() % 2 == 0) {
1505 if (!Person::players[1]->skeleton.free)
1506 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1507 if (Person::players[1]->skeleton.free)
1508 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1509 if (!Person::players[1]->skeleton.free)
1510 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;
1511 if (Person::players[1]->skeleton.free)
1512 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1513 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1519 tutorialmaxtime = 500;
1522 tutorialmaxtime = 500;
1525 tutorialmaxtime = 500;
1528 tutorialmaxtime = 500;
1534 tutorialmaxtime = 500;
1537 tutorialmaxtime = 500;
1538 if (bonus == cannon) {
1545 tutorialmaxtime = 500;
1548 tutorialmaxtime = 500;
1551 tutorialmaxtime = 500;
1554 tutorialmaxtime = 500;
1557 tutorialmaxtime = 2;
1560 tutorialmaxtime = 4;
1563 Person::players[1]->aitype = attacktypecutoff;
1566 tutorialmaxtime = 400;
1569 tutorialmaxtime = 400;
1570 Person::players[0]->escapednum = 0;
1573 tutorialmaxtime = 4;
1576 Person::players[1]->aitype = passivetype;
1579 tutorialmaxtime = 13;
1582 tutorialmaxtime = 8;
1585 tutorialmaxtime = 400;
1588 Person::players[1]->aitype = attacktypecutoff;
1591 tutorialmaxtime = 400;
1594 tutorialmaxtime = 400;
1597 tutorialmaxtime = 2;
1600 Person::players[1]->aitype = passivetype;
1605 tutorialmaxtime = 50;
1608 Person::players[1]->aitype = attacktypecutoff;
1611 tutorialmaxtime = 4;
1614 Person::players[1]->aitype = passivetype;
1626 Weapon w(knife, -1);
1627 w.position = (temp + temp2) / 2;
1628 w.tippoint = (temp + temp2) / 2;
1631 w.tipvelocity = 0.1;
1638 weapons.push_back(w);
1642 tutorialmaxtime = 300;
1645 tutorialmaxtime = 300;
1648 tutorialmaxtime = 8;
1651 tutorialmaxtime = 300;
1654 weapons[0].owner = 1;
1655 Person::players[0]->weaponactive = -1;
1656 Person::players[0]->num_weapons = 0;
1657 Person::players[1]->weaponactive = 0;
1658 Person::players[1]->num_weapons = 1;
1659 Person::players[1]->weaponids[0] = 0;
1663 Person::players[1]->aitype = attacktypecutoff;
1665 tutorialmaxtime = 300;
1668 weapons[0].owner = 1;
1669 Person::players[0]->weaponactive = -1;
1670 Person::players[0]->num_weapons = 0;
1671 Person::players[1]->weaponactive = 0;
1672 Person::players[1]->num_weapons = 1;
1673 Person::players[1]->weaponids[0] = 0;
1675 tutorialmaxtime = 300;
1678 weapons[0].owner = 1;
1679 Person::players[0]->weaponactive = -1;
1680 Person::players[0]->num_weapons = 0;
1681 Person::players[1]->weaponactive = 0;
1682 Person::players[1]->num_weapons = 1;
1683 Person::players[1]->weaponids[0] = 0;
1685 weapons[0].setType(sword);
1687 tutorialmaxtime = 300;
1690 tutorialmaxtime = 10;
1701 Weapon w(sword, -1);
1702 w.position = (temp + temp2) / 2;
1703 w.tippoint = (temp + temp2) / 2;
1706 w.tipvelocity = 0.1;
1713 weapons.push_back(w);
1715 weapons[0].owner = 1;
1716 weapons[1].owner = 0;
1717 Person::players[0]->weaponactive = 0;
1718 Person::players[0]->num_weapons = 1;
1719 Person::players[0]->weaponids[0] = 1;
1720 Person::players[1]->weaponactive = 0;
1721 Person::players[1]->num_weapons = 1;
1722 Person::players[1]->weaponids[0] = 0;
1729 Person::players[1]->aitype = passivetype;
1731 tutorialmaxtime = 15;
1733 weapons[0].owner = 1;
1734 weapons[1].owner = 0;
1735 Person::players[0]->weaponactive = 0;
1736 Person::players[0]->num_weapons = 1;
1737 Person::players[0]->weaponids[0] = 1;
1738 Person::players[1]->weaponactive = 0;
1739 Person::players[1]->num_weapons = 1;
1740 Person::players[1]->weaponids[0] = 0;
1742 if (Person::players[0]->weaponactive != -1)
1743 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1745 weapons[0].setType(staff);
1750 Person::players[1]->aitype = passivetype;
1752 tutorialmaxtime = 200;
1754 weapons[1].position = 1000;
1755 weapons[1].tippoint = 1000;
1757 weapons[0].setType(knife);
1759 weapons[0].owner = 0;
1760 Person::players[1]->weaponactive = -1;
1761 Person::players[1]->num_weapons = 0;
1762 Person::players[0]->weaponactive = 0;
1763 Person::players[0]->num_weapons = 1;
1764 Person::players[0]->weaponids[0] = 0;
1768 tutorialmaxtime = 8;
1771 emit_sound_at(fireendsound, Person::players[1]->coords);
1773 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1774 if (Random() % 2 == 0) {
1775 if (!Person::players[1]->skeleton.free)
1776 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1777 if (Person::players[1]->skeleton.free)
1778 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1779 if (!Person::players[1]->skeleton.free)
1780 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;
1781 if (Person::players[1]->skeleton.free)
1782 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1783 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1787 Person::players[1]->num_weapons = 0;
1788 Person::players[1]->weaponstuck = -1;
1789 Person::players[1]->weaponactive = -1;
1795 tutorialmaxtime = 80000;
1800 if (tutorialstage <= 51)
1801 tutorialstagetime = 0;
1805 if (tutorialstagetime < tutorialmaxtime - 3) {
1806 switch (tutorialstage) {
1808 if (deltah || deltav)
1809 tutorialsuccess += multiplier;
1812 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1813 tutorialsuccess += multiplier;
1816 if (Person::players[0]->jumpkeydown)
1817 tutorialsuccess = 1;
1820 if (Person::players[0]->isCrouch())
1821 tutorialsuccess = 1;
1824 if (Person::players[0]->animTarget == rollanim)
1825 tutorialsuccess = 1;
1828 if (Person::players[0]->animTarget == sneakanim)
1829 tutorialsuccess += multiplier;
1832 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1833 tutorialsuccess += multiplier;
1836 if (Person::players[0]->isWallJump())
1837 tutorialsuccess = 1;
1840 if (Person::players[0]->animTarget == flipanim)
1841 tutorialsuccess = 1;
1844 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1845 tutorialsuccess = 1;
1848 if (Person::players[0]->animTarget == winduppunchanim)
1849 tutorialsuccess = 1;
1852 if (Person::players[0]->animTarget == spinkickanim)
1853 tutorialsuccess = 1;
1856 if (Person::players[0]->animTarget == sweepanim)
1857 tutorialsuccess = 1;
1860 if (Person::players[0]->animTarget == dropkickanim)
1861 tutorialsuccess = 1;
1864 if (Person::players[0]->animTarget == rabbitkickanim)
1865 tutorialsuccess = 1;
1868 if (bonus == cannon)
1869 tutorialsuccess = 1;
1872 if (bonus == spinecrusher)
1873 tutorialsuccess = 1;
1876 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1877 tutorialsuccess = 1;
1880 if (Person::players[0]->animTarget == rabbittacklinganim)
1881 tutorialsuccess = 1;
1884 if (Person::players[0]->animTarget == backhandspringanim)
1885 tutorialsuccess = 1;
1888 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1889 tutorialsuccess = 1;
1892 if (Person::players[0]->escapednum == 2) {
1893 tutorialsuccess = 1;
1896 Person::players[1]->aitype = passivetype;
1900 if (animation[Person::players[0]->animTarget].attack == reversal)
1901 tutorialsuccess = 1;
1904 if (animation[Person::players[0]->animTarget].attack == reversal)
1905 tutorialsuccess = 1;
1908 if (animation[Person::players[0]->animTarget].attack == reversal) {
1909 tutorialsuccess = 1;
1912 Person::players[1]->aitype = passivetype;
1916 if (Person::players[0]->num_weapons > 0)
1917 tutorialsuccess = 1;
1920 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1921 tutorialsuccess = 1;
1924 if (Person::players[0]->animTarget == knifeslashstartanim)
1925 tutorialsuccess = 1;
1928 if (animation[Person::players[0]->animTarget].attack == reversal)
1929 tutorialsuccess = 1;
1932 if (animation[Person::players[0]->animTarget].attack == reversal)
1933 tutorialsuccess = 1;
1936 if (animation[Person::players[0]->animTarget].attack == reversal)
1937 tutorialsuccess = 1;
1940 if (Person::players[1]->weaponstuck != -1)
1941 tutorialsuccess = 1;
1946 if (tutorialsuccess >= 1)
1947 tutorialstagetime = tutorialmaxtime - 3;
1950 if (tutorialstagetime == tutorialmaxtime - 3) {
1951 emit_sound_np(consolesuccesssound);
1954 if (tutorialsuccess >= 1) {
1955 if (tutorialstage == 34 || tutorialstage == 35)
1956 tutorialstagetime = tutorialmaxtime - 1;
1960 if (tutorialstage < 14 || tutorialstage >= 50) {
1961 Person::players[1]->coords.y = 300;
1962 Person::players[1]->velocity = 0;
1968 float headprop, bodyprop, armprop, legprop;
1970 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1971 Person::players[0]->damagetolerance = 200000;
1972 Person::players[0]->damage = 0;
1973 Person::players[0]->burnt = 0;
1974 Person::players[0]->permanentdamage = 0;
1975 Person::players[0]->superpermanentdamage = 0;
1978 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1980 if (environment > 2)
1982 Setenvironment(environment);
1985 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1986 cameramode = !cameramode;
1989 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1990 if (Person::players[0]->num_weapons > 0) {
1991 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1992 weapons[Person::players[0]->weaponids[0]].setType(staff);
1993 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1994 weapons[Person::players[0]->weaponids[0]].setType(knife);
1996 weapons[Person::players[0]->weaponids[0]].setType(sword);
2000 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2001 int closest = findClosestPlayer();
2003 if (Person::players[closest]->num_weapons) {
2004 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2005 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2006 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2007 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2009 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2011 if (!Person::players[closest]->num_weapons) {
2012 Person::players[closest]->weaponids[0] = weapons.size();
2014 weapons.push_back(Weapon(knife, closest));
2016 Person::players[closest]->num_weapons = 1;
2021 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2022 int closest = findClosestPlayer();
2024 Person::players[closest]->yaw += multiplier * 50;
2025 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2030 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2031 int closest = findClosestPlayer();
2032 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2036 Person::players[closest]->whichskin++;
2037 if (Person::players[closest]->whichskin > 9)
2038 Person::players[closest]->whichskin = 0;
2039 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2040 Person::players[closest]->whichskin = 0;
2042 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2043 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2046 Person::players[closest]->addClothes();
2049 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2050 int closest = findClosestPlayer();
2052 if (Person::players[closest]->creature == wolftype) {
2053 headprop = Person::players[closest]->proportionhead.x / 1.1;
2054 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2055 armprop = Person::players[closest]->proportionarms.x / 1.1;
2056 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2059 if (Person::players[closest]->creature == rabbittype) {
2060 headprop = Person::players[closest]->proportionhead.x / 1.2;
2061 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2062 armprop = Person::players[closest]->proportionarms.x / 1.00;
2063 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2067 if (Person::players[closest]->creature == rabbittype) {
2068 Person::players[closest]->skeleton.id = closest;
2069 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);
2070 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2071 Person::players[closest]->whichskin = 0;
2072 Person::players[closest]->creature = wolftype;
2074 Person::players[closest]->proportionhead = 1.1;
2075 Person::players[closest]->proportionbody = 1.1;
2076 Person::players[closest]->proportionarms = 1.1;
2077 Person::players[closest]->proportionlegs = 1.1;
2078 Person::players[closest]->proportionlegs.y = 1.1;
2079 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2081 Person::players[closest]->damagetolerance = 300;
2083 Person::players[closest]->skeleton.id = closest;
2084 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);
2085 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2086 Person::players[closest]->whichskin = 0;
2087 Person::players[closest]->creature = rabbittype;
2089 Person::players[closest]->proportionhead = 1.2;
2090 Person::players[closest]->proportionbody = 1.05;
2091 Person::players[closest]->proportionarms = 1.00;
2092 Person::players[closest]->proportionlegs = 1.1;
2093 Person::players[closest]->proportionlegs.y = 1.05;
2094 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2096 Person::players[closest]->damagetolerance = 200;
2099 if (Person::players[closest]->creature == wolftype) {
2100 Person::players[closest]->proportionhead = 1.1 * headprop;
2101 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2102 Person::players[closest]->proportionarms = 1.1 * armprop;
2103 Person::players[closest]->proportionlegs = 1.1 * legprop;
2106 if (Person::players[closest]->creature == rabbittype) {
2107 Person::players[closest]->proportionhead = 1.2 * headprop;
2108 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2109 Person::players[closest]->proportionarms = 1.00 * armprop;
2110 Person::players[closest]->proportionlegs = 1.1 * legprop;
2111 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2117 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2123 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2125 float closestdist = std::numeric_limits<float>::max();
2127 for (unsigned i = 1; i < Person::players.size(); i++) {
2128 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2129 if (!Person::players[i]->headless)
2130 if (distance < closestdist) {
2131 closestdist = distance;
2136 XYZ flatfacing2, flatvelocity2;
2138 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2139 blah = Person::players[closest]->coords;
2140 XYZ headspurtdirection;
2141 //int i = Person::players[closest]->skeleton.jointlabels[head];
2142 Joint& headjoint = Person::players[closest]->joint(head);
2143 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2144 if (!Person::players[closest]->skeleton.free)
2145 flatvelocity2 = Person::players[closest]->velocity;
2146 if (Person::players[closest]->skeleton.free)
2147 flatvelocity2 = headjoint.velocity;
2148 if (!Person::players[closest]->skeleton.free)
2149 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;
2150 if (Person::players[closest]->skeleton.free)
2151 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2152 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2153 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2154 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2155 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2156 Normalise(&headspurtdirection);
2157 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2158 flatvelocity2 += headspurtdirection * 8;
2159 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2161 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2163 emit_sound_at(splattersound, blah);
2164 emit_sound_at(breaksound2, blah, 100.);
2166 if (Person::players[closest]->skeleton.free == 2)
2167 Person::players[closest]->skeleton.free = 0;
2168 Person::players[closest]->RagDoll(0);
2169 Person::players[closest]->dead = 2;
2170 Person::players[closest]->headless = 1;
2171 Person::players[closest]->DoBloodBig(3, 165);
2177 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2178 int closest = findClosestPlayer();
2179 XYZ flatfacing2, flatvelocity2;
2181 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2182 blah = Person::players[closest]->coords;
2183 emit_sound_at(splattersound, blah);
2184 emit_sound_at(breaksound2, blah);
2186 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2187 if (!Person::players[closest]->skeleton.free)
2188 flatvelocity2 = Person::players[closest]->velocity;
2189 if (Person::players[closest]->skeleton.free)
2190 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2191 if (!Person::players[closest]->skeleton.free)
2192 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;
2193 if (Person::players[closest]->skeleton.free)
2194 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2195 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2196 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2197 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2198 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2199 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2200 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2203 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2204 if (!Person::players[closest]->skeleton.free)
2205 flatvelocity2 = Person::players[closest]->velocity;
2206 if (Person::players[closest]->skeleton.free)
2207 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2208 if (!Person::players[closest]->skeleton.free)
2209 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;
2210 if (Person::players[closest]->skeleton.free)
2211 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2212 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2213 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2214 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2215 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2216 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2219 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2220 if (!Person::players[closest]->skeleton.free)
2221 flatvelocity2 = Person::players[closest]->velocity;
2222 if (Person::players[closest]->skeleton.free)
2223 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2224 if (!Person::players[closest]->skeleton.free)
2225 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;
2226 if (Person::players[closest]->skeleton.free)
2227 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2228 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2229 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2230 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2231 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2232 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2235 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2236 if (!Person::players[closest]->skeleton.free)
2237 flatvelocity2 = Person::players[closest]->velocity;
2238 if (Person::players[closest]->skeleton.free)
2239 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2240 if (!Person::players[closest]->skeleton.free)
2241 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;
2242 if (Person::players[closest]->skeleton.free)
2243 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2244 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2245 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2246 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2247 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2248 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2252 for (unsigned j = 0; j < Person::players.size(); j++) {
2253 if (int(j) != closest) {
2254 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2255 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2256 if (Person::players[j]->skeleton.free == 2)
2257 Person::players[j]->skeleton.free = 1;
2258 Person::players[j]->skeleton.longdead = 0;
2259 Person::players[j]->RagDoll(0);
2260 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2261 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2262 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2263 flatvelocity2 = temppos - Person::players[closest]->coords;
2264 Normalise(&flatvelocity2);
2265 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2272 Person::players[closest]->DoDamage(10000);
2273 Person::players[closest]->RagDoll(0);
2274 Person::players[closest]->dead = 2;
2275 Person::players[closest]->coords = 20;
2276 Person::players[closest]->skeleton.free = 2;
2283 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2284 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2285 if (Person::players[0]->onfire) {
2286 Person::players[0]->CatchFire();
2288 if (!Person::players[0]->onfire) {
2289 emit_sound_at(fireendsound, Person::players[0]->coords);
2290 pause_sound(stream_firesound);
2294 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2295 Person::players[0]->RagDoll(0);
2297 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2300 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2301 for (int i = 0; i < objects.numobjects; i++) {
2302 if (objects.type[i] == treeleavestype) {
2303 objects.scale[i] *= .9;
2308 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2309 editorenabled = !editorenabled;
2310 if (editorenabled) {
2311 Person::players[0]->damagetolerance = 100000;
2313 Person::players[0]->damagetolerance = 200;
2315 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2316 Person::players[0]->permanentdamage = 0;
2317 Person::players[0]->superpermanentdamage = 0;
2318 Person::players[0]->bloodloss = 0;
2319 Person::players[0]->deathbleeding = 0;
2323 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2325 if (targetlevel > numchallengelevels - 1)
2331 if (editorenabled) {
2332 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2333 int closest = findClosestPlayer();
2335 Person::players.erase(Person::players.begin()+closest);
2339 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2340 int closest = findClosestObject();
2342 objects.position[closest].y -= 500;
2345 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2346 if (objects.numobjects < max_objects - 1) {
2348 boxcoords.x = Person::players[0]->coords.x;
2349 boxcoords.z = Person::players[0]->coords.z;
2350 boxcoords.y = Person::players[0]->coords.y - 3;
2351 if (editortype == bushtype)
2352 boxcoords.y = Person::players[0]->coords.y - .5;
2353 if (editortype == firetype)
2354 boxcoords.y = Person::players[0]->coords.y - .5;
2355 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2356 float temprotat, temprotat2;
2357 temprotat = editoryaw;
2358 temprotat2 = editorpitch;
2359 if (temprotat < 0 || editortype == bushtype)
2360 temprotat = Random() % 360;
2362 temprotat2 = Random() % 360;
2364 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2365 if (editortype == treetrunktype)
2366 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2370 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2371 Person::players.push_back(shared_ptr<Person>(new Person()));
2373 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2374 Person::players.back()->creature = rabbittype;
2375 Person::players.back()->howactive = editoractive;
2376 Person::players.back()->skeleton.id = Person::players.size()-1;
2377 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);
2379 int k = abs(Random() % 2) + 1;
2381 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2382 Person::players.back()->whichskin = 0;
2383 } else if (k == 1) {
2384 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2385 Person::players.back()->whichskin = 1;
2387 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2388 Person::players.back()->whichskin = 2;
2391 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
2392 Person::players.back()->power = 1;
2393 Person::players.back()->speedmult = 1;
2394 Person::players.back()->animCurrent = bounceidleanim;
2395 Person::players.back()->animTarget = bounceidleanim;
2396 Person::players.back()->frameCurrent = 0;
2397 Person::players.back()->frameTarget = 1;
2398 Person::players.back()->target = 0;
2399 Person::players.back()->bled = 0;
2400 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2402 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2403 Person::players.back()->yaw = Person::players[0]->yaw;
2405 Person::players.back()->velocity = 0;
2406 Person::players.back()->coords = Person::players[0]->coords;
2407 Person::players.back()->oldcoords = Person::players.back()->coords;
2408 Person::players.back()->realoldcoords = Person::players.back()->coords;
2410 Person::players.back()->id = Person::players.size()-1;
2411 Person::players.back()->updatedelay = 0;
2412 Person::players.back()->normalsupdatedelay = 0;
2414 Person::players.back()->aitype = passivetype;
2416 if (Person::players[0]->creature == wolftype) {
2417 headprop = Person::players[0]->proportionhead.x / 1.1;
2418 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2419 armprop = Person::players[0]->proportionarms.x / 1.1;
2420 legprop = Person::players[0]->proportionlegs.x / 1.1;
2423 if (Person::players[0]->creature == rabbittype) {
2424 headprop = Person::players[0]->proportionhead.x / 1.2;
2425 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2426 armprop = Person::players[0]->proportionarms.x / 1.00;
2427 legprop = Person::players[0]->proportionlegs.x / 1.1;
2430 if (Person::players.back()->creature == wolftype) {
2431 Person::players.back()->proportionhead = 1.1 * headprop;
2432 Person::players.back()->proportionbody = 1.1 * bodyprop;
2433 Person::players.back()->proportionarms = 1.1 * armprop;
2434 Person::players.back()->proportionlegs = 1.1 * legprop;
2437 if (Person::players.back()->creature == rabbittype) {
2438 Person::players.back()->proportionhead = 1.2 * headprop;
2439 Person::players.back()->proportionbody = 1.05 * bodyprop;
2440 Person::players.back()->proportionarms = 1.00 * armprop;
2441 Person::players.back()->proportionlegs = 1.1 * legprop;
2442 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2445 Person::players.back()->headless = 0;
2446 Person::players.back()->onfire = 0;
2449 Person::players.back()->proportionhead.z = 0;
2450 Person::players.back()->proportionbody.z = 0;
2451 Person::players.back()->proportionarms.z = 0;
2452 Person::players.back()->proportionlegs.z = 0;
2455 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2457 Person::players.back()->damagetolerance = 200;
2459 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2460 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2461 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2462 Person::players.back()->armorhead = Person::players[0]->armorhead;
2463 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2464 Person::players.back()->armorlow = Person::players[0]->armorlow;
2465 Person::players.back()->metalhead = Person::players[0]->metalhead;
2466 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2467 Person::players.back()->metallow = Person::players[0]->metallow;
2469 Person::players.back()->immobile = Person::players[0]->immobile;
2471 Person::players.back()->numclothes = Person::players[0]->numclothes;
2472 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2473 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2474 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2475 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2476 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2478 Person::players.back()->addClothes();
2480 Person::players.back()->power = Person::players[0]->power;
2481 Person::players.back()->speedmult = Person::players[0]->speedmult;
2483 Person::players.back()->damage = 0;
2484 Person::players.back()->permanentdamage = 0;
2485 Person::players.back()->superpermanentdamage = 0;
2486 Person::players.back()->deathbleeding = 0;
2487 Person::players.back()->bleeding = 0;
2488 Person::players.back()->numwaypoints = 0;
2489 Person::players.back()->waypoint = 0;
2490 Person::players.back()->weaponstuck = -1;
2491 Person::players.back()->weaponactive = -1;
2492 Person::players.back()->num_weapons = 0;
2493 Person::players.back()->bloodloss = 0;
2494 Person::players.back()->dead = 0;
2496 Person::players.back()->loaded = 1;
2499 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2500 if (Person::players.back()->numwaypoints < 90) {
2501 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2502 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2503 Person::players.back()->numwaypoints++;
2507 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2508 if (numpathpoints < 30) {
2509 bool connected, alreadyconnected;
2511 if (numpathpoints > 1)
2512 for (int i = 0; i < numpathpoints; i++) {
2513 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2514 alreadyconnected = 0;
2515 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2516 if (pathpointconnect[pathpointselected][j] == i)
2517 alreadyconnected = 1;
2519 if (!alreadyconnected) {
2520 numpathpointconnect[pathpointselected]++;
2522 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2528 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2529 numpathpointconnect[numpathpoints - 1] = 0;
2530 if (numpathpoints > 1 && pathpointselected != -1) {
2531 numpathpointconnect[pathpointselected]++;
2532 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2534 pathpointselected = numpathpoints - 1;
2539 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2540 pathpointselected++;
2541 if (pathpointselected >= numpathpoints)
2542 pathpointselected = -1;
2544 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2545 pathpointselected--;
2546 if (pathpointselected <= -2)
2547 pathpointselected = numpathpoints - 1;
2549 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2550 if (pathpointselected != -1) {
2552 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2553 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2554 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2555 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2557 for (int i = 0; i < numpathpoints; i++) {
2558 for (int j = 0; j < numpathpointconnect[i]; j++) {
2559 if (pathpointconnect[i][j] == pathpointselected) {
2560 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2561 numpathpointconnect[i]--;
2563 if (pathpointconnect[i][j] == numpathpoints) {
2564 pathpointconnect[i][j] = pathpointselected;
2568 pathpointselected = numpathpoints - 1;
2572 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2574 if (editortype == treeleavestype || editortype == 10)
2577 editortype = firetype;
2580 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2582 if (editortype == treeleavestype || editortype == 10)
2584 if (editortype > firetype)
2588 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2589 editoryaw -= multiplier * 100;
2590 if (editoryaw < -.01)
2594 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2595 editoryaw += multiplier * 100;
2598 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2599 editorsize += multiplier;
2602 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2603 editorsize -= multiplier;
2604 if (editorsize < .1)
2609 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2610 mapradius -= multiplier * 10;
2613 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2614 mapradius += multiplier * 10;
2616 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2617 editorpitch += multiplier * 100;
2620 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621 editorpitch -= multiplier * 100;
2622 if (editorpitch < -.01)
2625 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2626 int closest = findClosestObject();
2628 objects.DeleteObject(closest);
2634 void doJumpReversals()
2636 for (unsigned k = 0; k < Person::players.size(); k++)
2637 for (unsigned i = k; i < Person::players.size(); i++) {
2640 if ( Person::players[k]->skeleton.free == 0 &&
2641 Person::players[i]->skeleton.oldfree == 0 &&
2642 (Person::players[i]->animTarget == jumpupanim ||
2643 Person::players[k]->animTarget == jumpupanim) &&
2644 (Person::players[i]->aitype == playercontrolled ||
2645 Person::players[k]->aitype == playercontrolled) &&
2646 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2647 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2648 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2649 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2650 //TODO: refactor two huge similar ifs
2651 if (Person::players[i]->animTarget == jumpupanim &&
2652 Person::players[k]->animTarget != getupfrombackanim &&
2653 Person::players[k]->animTarget != getupfromfrontanim &&
2654 animation[Person::players[k]->animTarget].height == middleheight &&
2655 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2656 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2657 Person::players[k]->aitype != playercontrolled)) {
2658 Person::players[i]->victim = Person::players[k];
2659 Person::players[i]->velocity = 0;
2660 Person::players[i]->animCurrent = jumpreversedanim;
2661 Person::players[i]->animTarget = jumpreversedanim;
2662 Person::players[i]->frameCurrent = 0;
2663 Person::players[i]->frameTarget = 1;
2664 Person::players[i]->targettilt2 = 0;
2665 Person::players[k]->victim = Person::players[i];
2666 Person::players[k]->velocity = 0;
2667 Person::players[k]->animCurrent = jumpreversalanim;
2668 Person::players[k]->animTarget = jumpreversalanim;
2669 Person::players[k]->frameCurrent = 0;
2670 Person::players[k]->frameTarget = 1;
2671 Person::players[k]->targettilt2 = 0;
2672 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2673 Person::players[i]->animCurrent = rabbitkickreversedanim;
2674 Person::players[i]->animTarget = rabbitkickreversedanim;
2675 Person::players[i]->frameCurrent = 1;
2676 Person::players[i]->frameTarget = 2;
2677 Person::players[k]->animCurrent = rabbitkickreversalanim;
2678 Person::players[k]->animTarget = rabbitkickreversalanim;
2679 Person::players[k]->frameCurrent = 1;
2680 Person::players[k]->frameTarget = 2;
2682 Person::players[i]->target = 0;
2683 Person::players[k]->oldcoords = Person::players[k]->coords;
2684 Person::players[i]->coords = Person::players[k]->coords;
2685 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2686 Person::players[k]->yaw = Person::players[i]->targetyaw;
2687 if (Person::players[k]->aitype == attacktypecutoff)
2688 Person::players[k]->stunned = .5;
2690 if (Person::players[k]->animTarget == jumpupanim &&
2691 Person::players[i]->animTarget != getupfrombackanim &&
2692 Person::players[i]->animTarget != getupfromfrontanim &&
2693 animation[Person::players[i]->animTarget].height == middleheight &&
2694 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2695 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2696 Person::players[i]->aitype != playercontrolled)) {
2697 Person::players[k]->victim = Person::players[i];
2698 Person::players[k]->velocity = 0;
2699 Person::players[k]->animCurrent = jumpreversedanim;
2700 Person::players[k]->animTarget = jumpreversedanim;
2701 Person::players[k]->frameCurrent = 0;
2702 Person::players[k]->frameTarget = 1;
2703 Person::players[k]->targettilt2 = 0;
2704 Person::players[i]->victim = Person::players[k];
2705 Person::players[i]->velocity = 0;
2706 Person::players[i]->animCurrent = jumpreversalanim;
2707 Person::players[i]->animTarget = jumpreversalanim;
2708 Person::players[i]->frameCurrent = 0;
2709 Person::players[i]->frameTarget = 1;
2710 Person::players[i]->targettilt2 = 0;
2711 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2712 Person::players[k]->animTarget = rabbitkickreversedanim;
2713 Person::players[k]->animCurrent = rabbitkickreversedanim;
2714 Person::players[i]->animCurrent = rabbitkickreversalanim;
2715 Person::players[i]->animTarget = rabbitkickreversalanim;
2716 Person::players[k]->frameCurrent = 1;
2717 Person::players[k]->frameTarget = 2;
2718 Person::players[i]->frameCurrent = 1;
2719 Person::players[i]->frameTarget = 2;
2721 Person::players[k]->target = 0;
2722 Person::players[i]->oldcoords = Person::players[i]->coords;
2723 Person::players[k]->coords = Person::players[i]->coords;
2724 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2725 Person::players[i]->yaw = Person::players[k]->targetyaw;
2726 if (Person::players[i]->aitype == attacktypecutoff)
2727 Person::players[i]->stunned = .5;
2734 void doAerialAcrobatics()
2736 static XYZ facing, flatfacing;
2737 for (unsigned k = 0; k < Person::players.size(); k++) {
2738 Person::players[k]->turnspeed = 500;
2740 if ((Person::players[k]->isRun() &&
2741 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2742 Person::players[k]->targetyaw != wolfrunninganim) ||
2743 Person::players[k]->frameTarget == 4)) ||
2744 Person::players[k]->animTarget == removeknifeanim ||
2745 Person::players[k]->animTarget == crouchremoveknifeanim ||
2746 Person::players[k]->animTarget == flipanim ||
2747 Person::players[k]->animTarget == fightsidestep ||
2748 Person::players[k]->animTarget == walkanim) {
2749 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2753 if (Person::players[k]->isStop() ||
2754 Person::players[k]->isLanding() ||
2755 Person::players[k]->animTarget == staggerbackhighanim ||
2756 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2757 Person::players[k]->animTarget == staggerbackhardanim ||
2758 Person::players[k]->animTarget == backhandspringanim ||
2759 Person::players[k]->animTarget == dodgebackanim ||
2760 Person::players[k]->animTarget == rollanim ||
2761 (animation[Person::players[k]->animTarget].attack &&
2762 Person::players[k]->animTarget != rabbitkickanim &&
2763 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2764 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2765 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2768 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2769 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2772 Person::players[k]->DoStuff();
2773 if (Person::players[k]->immobile && k != 0)
2774 Person::players[k]->coords = Person::players[k]->realoldcoords;
2776 //if player's position has changed (?)
2777 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2778 !Person::players[k]->skeleton.free &&
2779 Person::players[k]->animTarget != climbanim &&
2780 Person::players[k]->animTarget != hanganim) {
2781 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2783 bool tempcollide = 0;
2785 if (Person::players[k]->collide < -.3)
2786 Person::players[k]->collide = -.3;
2787 if (Person::players[k]->collide > 1)
2788 Person::players[k]->collide = 1;
2789 Person::players[k]->collide -= multiplier * 30;
2792 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2794 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2795 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2796 if (objects.type[i] != rocktype ||
2797 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2798 objects.position[i].y > Person::players[k]->coords.y) {
2799 lowpoint = Person::players[k]->coords;
2800 if (Person::players[k]->animTarget != jumpupanim &&
2801 Person::players[k]->animTarget != jumpdownanim &&
2802 !Person::players[k]->isFlip())
2806 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2807 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2808 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2809 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2810 flatfacing = lowpoint - Person::players[k]->coords;
2811 Person::players[k]->coords = lowpoint;
2812 Person::players[k]->coords.y -= 1.3;
2813 Person::players[k]->collide = 1;
2816 //TODO: refactor four similar blocks
2817 if (Person::players[k]->aitype == playercontrolled &&
2818 (Person::players[k]->animTarget == jumpupanim ||
2819 Person::players[k]->animTarget == jumpdownanim ||
2820 Person::players[k]->isFlip()) &&
2821 !Person::players[k]->jumptogglekeydown &&
2822 Person::players[k]->jumpkeydown) {
2823 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2824 XYZ tempcoords1 = lowpoint;
2825 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2826 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2827 Person::players[k]->setAnimation(walljumpleftanim);
2828 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2830 pause_sound(whooshsound);
2832 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2833 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2834 if (lowpointtarget.z < 0)
2835 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2836 Person::players[k]->targetyaw = Person::players[k]->yaw;
2837 Person::players[k]->lowyaw = Person::players[k]->yaw;
2841 lowpoint = tempcoords1;
2842 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2843 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2844 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2845 Person::players[k]->setAnimation(walljumprightanim);
2846 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2848 pause_sound(whooshsound);
2850 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2851 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2852 if (lowpointtarget.z < 0)
2853 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2854 Person::players[k]->targetyaw = Person::players[k]->yaw;
2855 Person::players[k]->lowyaw = Person::players[k]->yaw;
2859 lowpoint = tempcoords1;
2860 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2861 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2862 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2863 Person::players[k]->setAnimation(walljumpbackanim);
2864 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2866 pause_sound(whooshsound);
2868 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2869 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2870 if (lowpointtarget.z < 0)
2871 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2872 Person::players[k]->targetyaw = Person::players[k]->yaw;
2873 Person::players[k]->lowyaw = Person::players[k]->yaw;
2877 lowpoint = tempcoords1;
2878 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2879 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2880 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2881 Person::players[k]->setAnimation(walljumpfrontanim);
2882 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2884 pause_sound(whooshsound);
2886 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2887 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2888 if (lowpointtarget.z < 0)
2889 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2890 Person::players[k]->yaw += 180;
2891 Person::players[k]->targetyaw = Person::players[k]->yaw;
2892 Person::players[k]->lowyaw = Person::players[k]->yaw;
2901 } else if (objects.type[i] == rocktype) {
2902 lowpoint2 = Person::players[k]->coords;
2903 lowpoint = Person::players[k]->coords;
2905 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2906 Person::players[k]->coords = colpoint;
2907 Person::players[k]->collide = 1;
2910 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2911 //flipped into a rock
2912 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2913 Person::players[k]->RagDoll(0);
2915 if (Person::players[k]->animTarget == jumpupanim) {
2916 Person::players[k]->jumppower = -4;
2917 Person::players[k]->animTarget = Person::players[k]->getIdle();
2919 Person::players[k]->target = 0;
2920 Person::players[k]->frameTarget = 0;
2921 Person::players[k]->onterrain = 1;
2923 if (Person::players[k]->id == 0) {
2924 pause_sound(whooshsound);
2925 OPENAL_SetVolume(channels[whooshsound], 0);
2929 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2930 if (Person::players[k]->isFlip())
2931 Person::players[k]->jumppower = -4;
2932 Person::players[k]->animTarget = Person::players[k]->getLanding();
2933 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2935 addEnvSound(Person::players[k]->coords);
2944 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2945 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2946 lowpoint = Person::players[k]->coords;
2948 if (objects.type[i] != rocktype)
2949 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2950 if (Person::players[k]->animTarget != jumpupanim &&
2951 Person::players[k]->animTarget != jumpdownanim &&
2952 Person::players[k]->onterrain)
2953 Person::players[k]->avoidcollided = 1;
2954 Person::players[k]->coords = lowpoint;
2955 Person::players[k]->coords.y -= 1.35;
2956 Person::players[k]->collide = 1;
2958 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2959 (Person::players[k]->animCurrent != climbanim &&
2960 Person::players[k]->animCurrent != hanganim &&
2961 !Person::players[k]->isWallJump() ||
2962 Person::players[k]->animTarget == jumpupanim ||
2963 Person::players[k]->animTarget == jumpdownanim)) {
2964 lowpoint = Person::players[k]->coords;
2965 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2966 lowpoint = Person::players[k]->coords;
2970 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2971 lowpointtarget = lowpoint + facing * 1.4;
2972 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2973 if (whichhit != -1) {
2974 lowpoint = Person::players[k]->coords;
2976 lowpointtarget = lowpoint + facing * 1.4;
2977 lowpoint2 = lowpoint;
2978 lowpointtarget2 = lowpointtarget;
2979 lowpoint3 = lowpoint;
2980 lowpointtarget3 = lowpointtarget;
2981 lowpoint4 = lowpoint;
2982 lowpointtarget4 = lowpointtarget;
2983 lowpoint5 = lowpoint;
2984 lowpointtarget5 = lowpointtarget;
2985 lowpoint6 = lowpoint;
2986 lowpointtarget6 = lowpointtarget;
2987 lowpoint7 = lowpoint;
2988 lowpointtarget7 = lowpoint;
2990 lowpointtarget2.x += .1;
2992 lowpointtarget3.z += .1;
2994 lowpointtarget4.x -= .1;
2996 lowpointtarget5.z -= .1;
2997 lowpoint6.y += 45 / 13;
2998 lowpointtarget6.y += 45 / 13;
2999 lowpointtarget6 += facing * .6;
3000 lowpointtarget7.y += 90 / 13;
3001 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3002 if (objects.friction[i] > .5)
3003 if (whichhit != -1) {
3004 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3005 Person::players[k]->collided = 1;
3006 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3007 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3008 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3009 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3010 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3011 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3012 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3013 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3014 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3015 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3016 for (int j = 0; j < 45; j++) {
3017 lowpoint = Person::players[k]->coords;
3018 lowpoint.y += (float)j / 13;
3019 lowpointtarget = lowpoint + facing * 1.4;
3020 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3021 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3022 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3024 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3025 lowpoint = Person::players[k]->coords;
3026 lowpoint.y += (float)j / 13;
3027 lowpointtarget = lowpoint + facing * 1.3;
3028 flatfacing = Person::players[k]->coords;
3029 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3030 Person::players[k]->coords.y = lowpointtarget.y - .07;
3031 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3033 if (j > 10 || !Person::players[k]->isRun()) {
3034 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3036 pause_sound(whooshsound);
3038 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3040 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3041 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3042 if (lowpointtarget.z < 0)
3043 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3044 Person::players[k]->targetyaw = Person::players[k]->yaw;
3045 Person::players[k]->lowyaw = Person::players[k]->yaw;
3047 //Person::players[k]->velocity=lowpointtarget*.03;
3048 Person::players[k]->velocity = 0;
3051 if (Person::players[k]->animTarget == jumpupanim) {
3052 Person::players[k]->animTarget = climbanim;
3053 Person::players[k]->jumppower = 0;
3054 Person::players[k]->jumpclimb = 1;
3056 Person::players[k]->transspeed = 6;
3057 Person::players[k]->target = 0;
3058 Person::players[k]->frameTarget = 1;
3061 Person::players[k]->setAnimation(hanganim);
3062 Person::players[k]->jumppower = 0;
3074 if (Person::players[k]->collide <= 0) {
3076 if (!Person::players[k]->onterrain &&
3077 Person::players[k]->animTarget != jumpupanim &&
3078 Person::players[k]->animTarget != jumpdownanim &&
3079 Person::players[k]->animTarget != climbanim &&
3080 Person::players[k]->animTarget != hanganim &&
3081 !Person::players[k]->isWallJump() &&
3082 !Person::players[k]->isFlip()) {
3083 if (Person::players[k]->animCurrent != climbanim &&
3084 Person::players[k]->animCurrent != tempanim &&
3085 Person::players[k]->animTarget != backhandspringanim &&
3086 (Person::players[k]->animTarget != rollanim ||
3087 Person::players[k]->frameTarget < 2 ||
3088 Person::players[k]->frameTarget > 6)) {
3089 //stagger off ledge (?)
3090 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3091 Person::players[k]->RagDoll(0);
3092 Person::players[k]->setAnimation(jumpdownanim);
3095 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3098 Person::players[k]->velocity.y += gravity;
3102 Person::players[k]->realoldcoords = Person::players[k]->coords;
3108 static int randattack;
3109 static bool playerrealattackkeydown = 0;
3111 if (!Input::isKeyDown(attackkey))
3114 Person::players[0]->attackkeydown = 0;
3116 playerrealattackkeydown = 0;
3118 playerrealattackkeydown = Input::isKeyDown(attackkey);
3119 if ((Person::players[0]->parriedrecently <= 0 ||
3120 Person::players[0]->weaponactive == -1) &&
3123 Person::players[0]->lastattack != swordslashanim &&
3124 Person::players[0]->lastattack != knifeslashstartanim &&
3125 Person::players[0]->lastattack != staffhitanim &&
3126 Person::players[0]->lastattack != staffspinhitanim)))
3127 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3128 if (Input::isKeyDown(attackkey) &&
3130 !Person::players[0]->backkeydown) {
3131 for (unsigned k = 0; k < Person::players.size(); k++) {
3132 if ((Person::players[k]->animTarget == swordslashanim ||
3133 Person::players[k]->animTarget == staffhitanim ||
3134 Person::players[k]->animTarget == staffspinhitanim) &&
3135 Person::players[0]->animCurrent != dodgebackanim &&
3136 !Person::players[k]->skeleton.free)
3137 Person::players[k]->Reverse();
3141 if (!hostile || indialogue != -1)
3142 Person::players[0]->attackkeydown = 0;
3144 for (unsigned k = 0; k < Person::players.size(); k++) {
3145 if (indialogue != -1)
3146 Person::players[k]->attackkeydown = 0;
3147 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3148 if (Person::players[k]->aitype != playercontrolled)
3149 Person::players[k]->victim = Person::players[0];
3150 //attack key pressed
3151 if (Person::players[k]->attackkeydown) {
3153 if (Person::players[k]->backkeydown &&
3154 Person::players[k]->animTarget != backhandspringanim &&
3155 (Person::players[k]->isIdle() ||
3156 Person::players[k]->isStop() ||
3157 Person::players[k]->isRun() ||
3158 Person::players[k]->animTarget == walkanim)) {
3159 if (Person::players[k]->jumppower <= 1) {
3160 Person::players[k]->jumppower -= 2;
3162 for (unsigned i = 0; i < Person::players.size(); i++) {
3165 if (Person::players[i]->animTarget == swordslashanim ||
3166 Person::players[i]->animTarget == knifeslashstartanim ||
3167 Person::players[i]->animTarget == staffhitanim ||
3168 Person::players[i]->animTarget == staffspinhitanim)
3169 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3170 Person::players[k]->setAnimation(dodgebackanim);
3171 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3172 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3175 if (Person::players[k]->animTarget != dodgebackanim) {
3178 Person::players[k]->setAnimation(backhandspringanim);
3179 Person::players[k]->targetyaw = -yaw + 180;
3180 if (Person::players[k]->leftkeydown)
3181 Person::players[k]->targetyaw -= 45;
3182 if (Person::players[k]->rightkeydown)
3183 Person::players[k]->targetyaw += 45;
3184 Person::players[k]->yaw = Person::players[k]->targetyaw;
3185 Person::players[k]->jumppower -= 2;
3190 if (!animation[Person::players[k]->animTarget].attack &&
3191 !Person::players[k]->backkeydown &&
3192 (Person::players[k]->isIdle() ||
3193 Person::players[k]->isRun() ||
3194 Person::players[k]->animTarget == walkanim ||
3195 Person::players[k]->animTarget == sneakanim ||
3196 Person::players[k]->isCrouch())) {
3197 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3198 //normal attacks (?)
3199 Person::players[k]->hasvictim = 0;
3200 if (Person::players.size() > 1)
3201 for (unsigned i = 0; i < Person::players.size(); i++) {
3202 if (i == k || !(k == 0 || i == 0))
3204 if (!Person::players[k]->hasvictim)
3205 if (animation[Person::players[k]->animTarget].attack != reversal) {
3207 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3208 if (distance < 4.5 &&
3209 !Person::players[i]->skeleton.free &&
3210 Person::players[i]->howactive < typedead1 &&
3211 Person::players[i]->animTarget != jumpreversedanim &&
3212 Person::players[i]->animTarget != rabbitkickreversedanim &&
3213 Person::players[i]->animTarget != rabbitkickanim &&
3214 Person::players[k]->animTarget != rabbitkickanim &&
3215 Person::players[i]->animTarget != getupfrombackanim &&
3216 (Person::players[i]->animTarget != staggerbackhighanim &&
3217 (Person::players[i]->animTarget != staggerbackhardanim ||
3218 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3219 Person::players[i]->animTarget != jumpdownanim &&
3220 Person::players[i]->animTarget != jumpupanim &&
3221 Person::players[i]->animTarget != getupfromfrontanim) {
3222 Person::players[k]->victim = Person::players[i];
3223 Person::players[k]->hasvictim = 1;
3224 if (Person::players[k]->aitype == playercontrolled) { //human player
3226 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3227 Person::players[k]->crouchkeydown &&
3228 animation[Person::players[i]->animTarget].height != lowheight)
3229 Person::players[k]->animTarget = sweepanim;
3231 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3232 animation[Person::players[i]->animTarget].height != lowheight &&
3233 !Person::players[k]->forwardkeydown &&
3234 !Person::players[k]->leftkeydown &&
3235 !Person::players[k]->rightkeydown &&
3236 !Person::players[k]->crouchkeydown &&
3239 Person::players[k]->animTarget = winduppunchanim;
3241 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3242 animation[Person::players[i]->animTarget].height != lowheight &&
3243 !Person::players[k]->forwardkeydown &&
3244 !Person::players[k]->leftkeydown &&
3245 !Person::players[k]->rightkeydown &&
3246 !Person::players[k]->crouchkeydown &&
3248 Person::players[k]->animTarget = upunchanim;
3250 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3251 Person::players[i]->staggerdelay > 0 &&
3252 attackweapon == knife &&
3253 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3254 Person::players[k]->animTarget = knifefollowanim;
3256 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3257 animation[Person::players[i]->animTarget].height != lowheight &&
3258 !Person::players[k]->forwardkeydown &&
3259 !Person::players[k]->leftkeydown &&
3260 !Person::players[k]->rightkeydown &&
3261 !Person::players[k]->crouchkeydown &&
3262 attackweapon == knife &&
3263 Person::players[k]->weaponmissdelay <= 0)
3264 Person::players[k]->animTarget = knifeslashstartanim;
3266 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3267 animation[Person::players[i]->animTarget].height != lowheight &&
3268 !Person::players[k]->crouchkeydown &&
3269 attackweapon == sword &&
3270 Person::players[k]->weaponmissdelay <= 0)
3271 Person::players[k]->animTarget = swordslashanim;
3273 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3274 animation[Person::players[i]->animTarget].height != lowheight &&
3275 !Person::players[k]->crouchkeydown &&
3276 attackweapon == staff &&
3277 Person::players[k]->weaponmissdelay <= 0 &&
3278 !Person::players[k]->leftkeydown &&
3279 !Person::players[k]->rightkeydown &&
3280 !Person::players[k]->forwardkeydown)
3281 Person::players[k]->animTarget = staffhitanim;
3283 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3284 animation[Person::players[i]->animTarget].height != lowheight &&
3285 !Person::players[k]->crouchkeydown &&
3286 attackweapon == staff &&
3287 Person::players[k]->weaponmissdelay <= 0)
3288 Person::players[k]->animTarget = staffspinhitanim;
3290 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3291 animation[Person::players[i]->animTarget].height != lowheight)
3292 Person::players[k]->animTarget = spinkickanim;
3294 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3295 animation[Person::players[i]->animTarget].height == lowheight &&
3296 animation[Person::players[k]->animTarget].attack != normalattack)
3297 Person::players[k]->animTarget = lowkickanim;
3298 } else { //AI player
3299 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3300 randattack = abs(Random() % 5);
3301 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3303 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3304 Person::players[k]->animTarget = sweepanim;
3306 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3308 Person::players[k]->animTarget = upunchanim;
3310 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3311 Person::players[k]->animTarget = spinkickanim;
3313 else if (animation[Person::players[i]->animTarget].height == lowheight)
3314 Person::players[k]->animTarget = lowkickanim;
3318 if ((tutoriallevel != 1 || !attackweapon) &&
3319 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3321 animation[Person::players[i]->animTarget].height != lowheight)
3322 Person::players[k]->animTarget = sweepanim;
3324 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3325 attackweapon == knife &&
3326 Person::players[k]->weaponmissdelay <= 0)
3327 Person::players[k]->animTarget = knifeslashstartanim;
3329 else if (!(Person::players[0]->victim == Person::players[i] &&
3330 Person::players[0]->hasvictim &&
3331 Person::players[0]->animTarget == swordslashanim) &&
3332 attackweapon == sword &&
3333 Person::players[k]->weaponmissdelay <= 0)
3334 Person::players[k]->animTarget = swordslashanim;
3336 else if (!(Person::players[0]->victim == Person::players[i] &&
3337 Person::players[0]->hasvictim &&
3338 Person::players[0]->animTarget == swordslashanim) &&
3339 attackweapon == staff &&
3340 Person::players[k]->weaponmissdelay <= 0 &&
3342 Person::players[k]->animTarget = staffhitanim;
3344 else if (!(Person::players[0]->victim == Person::players[i] &&
3345 Person::players[0]->hasvictim &&
3346 Person::players[0]->animTarget == swordslashanim) &&
3347 attackweapon == staff &&
3348 Person::players[k]->weaponmissdelay <= 0 &&
3350 Person::players[k]->animTarget = staffspinhitanim;
3352 else if ((tutoriallevel != 1 || !attackweapon) &&
3353 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3355 animation[Person::players[i]->animTarget].height != lowheight)
3356 Person::players[k]->animTarget = spinkickanim;
3358 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3359 animation[Person::players[i]->animTarget].height == lowheight &&
3360 animation[Person::players[k]->animTarget].attack != normalattack)
3361 Person::players[k]->animTarget = lowkickanim;
3365 //upunch becomes wolfslap
3366 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3367 Person::players[k]->animTarget = wolfslapanim;
3370 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3371 Person::players[i]->howactive < typedead1 &&
3372 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3373 !Person::players[i]->skeleton.free &&
3374 Person::players[i]->animTarget != getupfrombackanim &&
3375 Person::players[i]->animTarget != getupfromfrontanim &&
3376 (Person::players[i]->surprised > 0 ||
3377 Person::players[i]->aitype == passivetype ||
3378 attackweapon && Person::players[i]->stunned > 0) &&
3379 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3381 if (!attackweapon) {
3382 Person::players[k]->animCurrent = sneakattackanim;
3383 Person::players[k]->animTarget = sneakattackanim;
3384 Person::players[i]->animCurrent = sneakattackedanim;
3385 Person::players[i]->animTarget = sneakattackedanim;
3386 Person::players[k]->oldcoords = Person::players[k]->coords;
3387 Person::players[k]->coords = Person::players[i]->coords;
3390 if (attackweapon == knife) {
3391 Person::players[k]->animCurrent = knifesneakattackanim;
3392 Person::players[k]->animTarget = knifesneakattackanim;
3393 Person::players[i]->animCurrent = knifesneakattackedanim;
3394 Person::players[i]->animTarget = knifesneakattackedanim;
3395 Person::players[i]->oldcoords = Person::players[i]->coords;
3396 Person::players[i]->coords = Person::players[k]->coords;
3399 if (attackweapon == sword) {
3400 Person::players[k]->animCurrent = swordsneakattackanim;
3401 Person::players[k]->animTarget = swordsneakattackanim;
3402 Person::players[i]->animCurrent = swordsneakattackedanim;
3403 Person::players[i]->animTarget = swordsneakattackedanim;
3404 Person::players[i]->oldcoords = Person::players[i]->coords;
3405 Person::players[i]->coords = Person::players[k]->coords;
3407 if (attackweapon != staff) {
3408 Person::players[k]->victim = Person::players[i];
3409 Person::players[k]->hasvictim = 1;
3410 Person::players[i]->targettilt2 = 0;
3411 Person::players[i]->frameTarget = 1;
3412 Person::players[i]->frameCurrent = 0;
3413 Person::players[i]->target = 0;
3414 Person::players[i]->velocity = 0;
3415 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3416 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3417 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3418 Person::players[k]->target = Person::players[i]->target;
3419 Person::players[k]->velocity = 0;
3420 Person::players[k]->targetyaw = Person::players[i]->yaw;
3421 Person::players[k]->yaw = Person::players[i]->yaw;
3422 Person::players[i]->targetyaw = Person::players[i]->yaw;
3425 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3426 Person::players[k]->victim == Person::players[i] &&
3427 (!Person::players[i]->skeleton.free)) {
3429 Person::players[k]->frameTarget = 0;
3430 Person::players[k]->target = 0;
3432 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3433 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3434 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3435 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3436 Person::players[k]->lastattack = Person::players[k]->animTarget;
3438 if (Person::players[k]->animTarget == knifefollowanim &&
3439 Person::players[k]->victim == Person::players[i]) {
3441 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3442 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3443 Person::players[k]->victim = Person::players[i];
3444 Person::players[k]->hasvictim = 1;
3445 Person::players[i]->animTarget = knifefollowedanim;
3446 Person::players[i]->animCurrent = knifefollowedanim;
3447 Person::players[i]->targettilt2 = 0;
3448 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3449 Person::players[i]->frameTarget = 1;
3450 Person::players[i]->frameCurrent = 0;
3451 Person::players[i]->target = 0;
3452 Person::players[i]->velocity = 0;
3453 Person::players[k]->animCurrent = knifefollowanim;
3454 Person::players[k]->animTarget = knifefollowanim;
3455 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3456 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3457 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3458 Person::players[k]->target = Person::players[i]->target;
3459 Person::players[k]->velocity = 0;
3460 Person::players[k]->oldcoords = Person::players[k]->coords;
3461 Person::players[i]->coords = Person::players[k]->coords;
3462 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3463 Person::players[i]->yaw = Person::players[k]->targetyaw;
3464 Person::players[k]->yaw = Person::players[k]->targetyaw;
3465 Person::players[i]->yaw = Person::players[k]->targetyaw;
3469 const bool hasstaff = attackweapon == staff;
3470 if (k == 0 && Person::players.size() > 1)
3471 for (unsigned i = 0; i < Person::players.size(); i++) {
3474 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3475 animation[Person::players[k]->animTarget].attack == neutral) {
3476 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3477 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3478 if (Person::players[i]->skeleton.free)
3479 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3480 (Person::players[i]->dead ||
3481 Person::players[i]->skeleton.longdead > 1000 ||
3482 Person::players[k]->isRun() ||
3485 (Person::players[i]->skeleton.longdead > 2000 ||
3486 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3487 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3488 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3489 Person::players[k]->victim = Person::players[i];
3490 Person::players[k]->hasvictim = 1;
3491 if (attackweapon && tutoriallevel != 1) {
3493 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3494 Person::players[k]->animTarget = crouchstabanim;
3496 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3497 Person::players[k]->animTarget = swordgroundstabanim;
3499 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3500 Person::players[k]->animTarget = staffgroundsmashanim;
3502 if (distance < 2.5 &&
3503 Person::players[k]->crouchkeydown &&
3504 Person::players[k]->animTarget != crouchstabanim &&
3506 Person::players[i]->dead &&
3507 Person::players[i]->skeleton.free &&
3508 Person::players[i]->skeleton.longdead > 1000) {
3509 Person::players[k]->animTarget = killanim;
3510 //TODO: refactor this out, what does it do?
3511 for (int j = 0; j < terrain.numdecals; j++) {
3512 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3513 terrain.decalalivetime[j] < 2)
3514 terrain.DeleteDecal(j);
3516 for (int l = 0; l < objects.numobjects; l++) {
3517 if (objects.model[l].type == decalstype)
3518 for (int j = 0; j < objects.model[l].numdecals; j++) {
3519 if ((objects.model[l].decaltype[j] == blooddecal ||
3520 objects.model[l].decaltype[j] == blooddecalslow) &&
3521 objects.model[l].decalalivetime[j] < 2)
3522 objects.model[l].DeleteDecal(j);
3526 if (!Person::players[i]->dead || musictype != 2)
3527 if (distance < 3.5 &&
3528 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3529 Person::players[k]->staggerdelay <= 0 &&
3530 (Person::players[i]->dead ||
3531 Person::players[i]->skeleton.longdead < 300 &&
3532 Person::players[k]->lastattack != spinkickanim &&
3533 Person::players[i]->skeleton.free) &&
3534 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3535 Person::players[k]->animTarget = dropkickanim;
3536 for (int j = 0; j < terrain.numdecals; j++) {
3537 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3538 terrain.decalalivetime[j] < 2) {
3539 terrain.DeleteDecal(j);
3542 for (int l = 0; l < objects.numobjects; l++) {
3543 if (objects.model[l].type == decalstype)
3544 for (int j = 0; j < objects.model[l].numdecals; j++) {
3545 if ((objects.model[l].decaltype[j] == blooddecal ||
3546 objects.model[l].decaltype[j] == blooddecalslow) &&
3547 objects.model[l].decalalivetime[j] < 2) {
3548 objects.model[l].DeleteDecal(j);
3554 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3555 Person::players[k]->victim == Person::players[i] &&
3556 (!Person::players[i]->skeleton.free ||
3557 Person::players[k]->animTarget == killanim ||
3558 Person::players[k]->animTarget == crouchstabanim ||
3559 Person::players[k]->animTarget == swordgroundstabanim ||
3560 Person::players[k]->animTarget == staffgroundsmashanim ||
3561 Person::players[k]->animTarget == dropkickanim)) {
3563 Person::players[k]->frameTarget = 0;
3564 Person::players[k]->target = 0;
3566 XYZ targetpoint = Person::players[i]->coords;
3567 if (Person::players[k]->animTarget == crouchstabanim ||
3568 Person::players[k]->animTarget == swordgroundstabanim ||
3569 Person::players[k]->animTarget == staffgroundsmashanim) {
3570 targetpoint += (Person::players[i]->jointPos(abdomen) +
3571 Person::players[i]->jointPos(neck)) / 2 *
3572 Person::players[i]->scale;
3574 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3575 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3577 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3578 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3581 if (Person::players[k]->animTarget == staffgroundsmashanim)
3582 Person::players[k]->targettilt2 += 10;
3584 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3585 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3586 Person::players[k]->lastattack = Person::players[k]->animTarget;
3588 if (Person::players[k]->animTarget == swordgroundstabanim) {
3589 Person::players[k]->targetyaw += 30;
3594 if (!Person::players[k]->hasvictim) {
3596 for (unsigned i = 0; i < Person::players.size(); i++) {
3597 if (i == k || !(i == 0 || k == 0))
3599 if (!Person::players[i]->skeleton.free) {
3600 if (Person::players[k]->hasvictim) {
3601 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3602 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3603 Person::players[k]->victim = Person::players[i];
3605 Person::players[k]->victim = Person::players[i];
3606 Person::players[k]->hasvictim = 1;
3611 if (Person::players[k]->aitype == playercontrolled)
3613 if (Person::players[k]->attackkeydown &&
3614 Person::players[k]->isRun() &&
3615 Person::players[k]->wasRun() &&
3616 ((Person::players[k]->hasvictim &&
3617 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3618 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3619 !Person::players[k]->victim->skeleton.free &&
3620 Person::players[k]->victim->animTarget != getupfrombackanim &&
3621 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3622 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3623 Person::players[k]->aitype != playercontrolled && //wat???
3624 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3625 Person::players[k]->rabbitkickenabled) ||
3626 Person::players[k]->jumpkeydown)) {
3628 Person::players[k]->setAnimation(rabbitkickanim);
3631 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3633 switch (attackweapon) {
3654 void doPlayerCollisions()
3656 static XYZ rotatetarget;
3657 static float collisionradius;
3658 if (Person::players.size() > 1)
3659 for (unsigned k = 0; k < Person::players.size(); k++)
3660 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3661 //neither player is part of a reversal
3662 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3663 animation[Person::players[i]->animTarget].attack != reversal &&
3664 animation[Person::players[k]->animTarget].attack != reversed &&
3665 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3666 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3667 animation[Person::players[i]->animCurrent].attack != reversal &&
3668 animation[Person::players[k]->animCurrent].attack != reversed &&
3669 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3670 //neither is sleeping
3671 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3672 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3673 //in same patch, neither is climbing
3674 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3675 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3676 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3677 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3678 Person::players[i]->animTarget != climbanim &&
3679 Person::players[i]->animTarget != hanganim &&
3680 Person::players[k]->animTarget != climbanim &&
3681 Person::players[k]->animTarget != hanganim)
3682 //players are close (bounding box test)
3683 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3684 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3685 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3686 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3687 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3688 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3689 //spread fire from player to player
3690 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3691 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3692 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3693 if (!Person::players[i]->onfire)
3694 Person::players[i]->CatchFire();
3695 if (!Person::players[k]->onfire)
3696 Person::players[k]->CatchFire();
3700 XYZ tempcoords1 = Person::players[i]->coords;
3701 XYZ tempcoords2 = Person::players[k]->coords;
3702 if (!Person::players[i]->skeleton.oldfree)
3703 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3704 if (!Person::players[k]->skeleton.oldfree)
3705 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3706 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3707 if (Person::players[0]->hasvictim)
3708 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3709 collisionradius = 3;
3710 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3711 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3712 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3713 //jump down on a dead body
3714 if (k == 0 || i == 0) {
3716 if (Person::players[0]->animTarget == jumpdownanim &&
3717 !Person::players[0]->skeleton.oldfree &&
3718 !Person::players[0]->skeleton.free &&
3719 Person::players[l]->skeleton.oldfree &&
3720 Person::players[l]->skeleton.free &&
3721 Person::players[l]->dead &&
3722 Person::players[0]->lastcollide <= 0 &&
3723 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3724 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3725 Person::players[0]->coords.y = Person::players[l]->coords.y;
3726 Person::players[l]->velocity = Person::players[0]->velocity;
3727 Person::players[l]->skeleton.free = 0;
3728 Person::players[l]->yaw = 0;
3729 Person::players[l]->RagDoll(0);
3730 Person::players[l]->DoDamage(20);
3732 Person::players[l]->skeleton.longdead = 0;
3733 Person::players[0]->lastcollide = 1;
3737 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3738 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3739 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3740 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3741 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3742 Person::players[i]->skeleton.free) &&
3743 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3744 Person::players[k]->skeleton.free))
3745 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3746 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3747 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3749 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3750 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3751 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3752 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3753 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3755 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3756 (k != 0 || Person::players[k]->skeleton.free) ||
3757 (animation[Person::players[i]->animTarget].height == highheight &&
3758 animation[Person::players[k]->animTarget].height == highheight)) {
3759 if (tutoriallevel != 1) {
3760 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3763 Person::players[i]->RagDoll(0);
3764 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3765 award_bonus(0, aimbonus);
3767 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3768 Person::players[k]->RagDoll(0);
3769 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3770 award_bonus(0, aimbonus); // Huh, again?
3772 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3774 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3775 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3777 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3778 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3783 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3784 animation[Person::players[i]->animTarget].attack == normalattack) &&
3785 (animation[Person::players[k]->animTarget].attack == neutral ||
3786 animation[Person::players[k]->animTarget].attack == normalattack)) {
3788 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3789 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3790 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3791 Normalise(&rotatetarget);
3792 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3793 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3794 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3795 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3796 if (Person::players[k]->howactive == typeactive || hostile)
3797 if (Person::players[k]->isIdle()) {
3798 if (Person::players[k]->howactive < typesleeping)
3799 Person::players[k]->setAnimation(Person::players[k]->getStop());
3800 else if (Person::players[k]->howactive == typesleeping)
3801 Person::players[k]->setAnimation(getupfromfrontanim);
3803 Person::players[k]->howactive = typeactive;
3805 if (Person::players[i]->howactive == typeactive || hostile)
3806 if (Person::players[i]->isIdle()) {
3807 if (Person::players[i]->howactive < typesleeping)
3808 Person::players[i]->setAnimation(Person::players[k]->getStop());
3810 Person::players[i]->setAnimation(getupfromfrontanim);
3812 Person::players[i]->howactive = typeactive;
3815 //jump down on player
3817 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3818 !Person::players[i]->isCrouch() &&
3819 Person::players[i]->animTarget != rollanim &&
3820 !Person::players[k]->skeleton.oldfree && !
3821 Person::players[k]->skeleton.free &&
3822 Person::players[k]->lastcollide <= 0 &&
3823 Person::players[k]->velocity.y < -10) {
3824 Person::players[i]->velocity = Person::players[k]->velocity;
3825 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3826 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3827 Person::players[i]->DoDamage(20);
3828 Person::players[i]->RagDoll(0);
3829 Person::players[k]->lastcollide = 1;
3830 award_bonus(k, AboveBonus);
3832 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3833 !Person::players[k]->isCrouch() &&
3834 Person::players[k]->animTarget != rollanim &&
3835 !Person::players[i]->skeleton.oldfree &&
3836 !Person::players[i]->skeleton.free &&
3837 Person::players[i]->lastcollide <= 0 &&
3838 Person::players[i]->velocity.y < -10) {
3839 Person::players[k]->velocity = Person::players[i]->velocity;
3840 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3841 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3842 Person::players[k]->DoDamage(20);
3843 Person::players[k]->RagDoll(0);
3844 Person::players[i]->lastcollide = 1;
3845 award_bonus(i, AboveBonus);
3851 Person::players[i]->CheckKick();
3852 Person::players[k]->CheckKick();
3858 void doAI(unsigned i)
3860 static bool connected;
3861 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3862 Person::players[i]->jumpclimb = 0;
3863 //disable movement in editor
3865 Person::players[i]->stunned = 1;
3867 Person::players[i]->pause = 0;
3868 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3869 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3870 !Person::players[0]->onterrain)
3871 Person::players[i]->pause = 1;
3874 if (Person::players[i]->aitype == pathfindtype) {
3875 if (Person::players[i]->finalpathfindpoint == -1) {
3876 float closestdistance;
3881 closestdistance = -1;
3882 for (int j = 0; j < numpathpoints; j++)
3883 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3884 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3886 Person::players[i]->finaltarget = pathpoint[j];
3888 Person::players[i]->finalpathfindpoint = closest;
3889 for (int j = 0; j < numpathpoints; j++)
3890 for (int k = 0; k < numpathpointconnect[j]; k++) {
3891 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3892 if (sq(tempdist) < closestdistance)
3893 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3894 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3895 closestdistance = sq(tempdist);
3897 Person::players[i]->finaltarget = colpoint;
3900 Person::players[i]->finalpathfindpoint = closest;
3903 if (Person::players[i]->targetpathfindpoint == -1) {
3904 float closestdistance;
3909 closestdistance = -1;
3910 if (Person::players[i]->lastpathfindpoint == -1) {
3911 for (int j = 0; j < numpathpoints; j++) {
3912 if (j != Person::players[i]->lastpathfindpoint)
3913 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3914 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3918 Person::players[i]->targetpathfindpoint = closest;
3919 for (int j = 0; j < numpathpoints; j++)
3920 if (j != Person::players[i]->lastpathfindpoint)
3921 for (int k = 0; k < numpathpointconnect[j]; k++) {
3922 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3923 if (sq(tempdist) < closestdistance) {
3924 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3925 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3926 closestdistance = sq(tempdist);
3931 Person::players[i]->targetpathfindpoint = closest;
3933 for (int j = 0; j < numpathpoints; j++)
3934 if (j != Person::players[i]->lastpathfindpoint &&
3935 j != Person::players[i]->lastpathfindpoint2 &&
3936 j != Person::players[i]->lastpathfindpoint3 &&
3937 j != Person::players[i]->lastpathfindpoint4) {
3939 if (numpathpointconnect[j])
3940 for (int k = 0; k < numpathpointconnect[j]; k++)
3941 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3944 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3945 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3946 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3949 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3950 if (closest == -1 || tempdist < closestdistance) {
3951 closestdistance = tempdist;
3956 Person::players[i]->targetpathfindpoint = closest;
3959 Person::players[i]->losupdatedelay -= multiplier;
3961 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3962 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3964 //reached target point
3965 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3966 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3967 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3968 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3969 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3970 if (Person::players[i]->lastpathfindpoint2 == -1)
3971 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3972 if (Person::players[i]->lastpathfindpoint3 == -1)
3973 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3974 if (Person::players[i]->lastpathfindpoint4 == -1)
3975 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3976 Person::players[i]->targetpathfindpoint = -1;
3978 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3979 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3980 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3981 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3982 Person::players[i]->aitype = passivetype;
3985 Person::players[i]->forwardkeydown = 1;
3986 Person::players[i]->leftkeydown = 0;
3987 Person::players[i]->backkeydown = 0;
3988 Person::players[i]->rightkeydown = 0;
3989 Person::players[i]->crouchkeydown = 0;
3990 Person::players[i]->attackkeydown = 0;
3991 Person::players[i]->throwkeydown = 0;
3993 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3994 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3996 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3997 Person::players[i]->jumpkeydown = 0;
3998 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3999 Person::players[i]->jumpkeydown = 1;
4001 if ((tutoriallevel != 1 || cananger) &&
4003 !Person::players[0]->dead &&
4004 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4005 Person::players[i]->occluded < 25) {
4006 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4007 animation[Person::players[0]->animTarget].height != lowheight &&
4009 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4010 Person::players[i]->aitype = attacktypecutoff;
4011 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4012 animation[Person::players[0]->animTarget].height == highheight &&
4014 Person::players[i]->aitype = attacktypecutoff;
4016 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4017 Person::players[i]->losupdatedelay = .2;
4018 for (unsigned j = 0; j < Person::players.size(); j++)
4019 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4020 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4021 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4022 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4023 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4024 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4025 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4026 *Person::players[i]->scale + Person::players[i]->coords,
4027 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4028 *Person::players[j]->scale + Person::players[j]->coords) ||
4029 (Person::players[j]->animTarget == hanganim &&
4030 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4031 Person::players[i]->aitype = searchtype;
4032 Person::players[i]->lastchecktime = 12;
4033 Person::players[i]->lastseen = Person::players[j]->coords;
4034 Person::players[i]->lastseentime = 12;
4038 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4039 if (Person::players[i]->creature != wolftype) {
4040 Person::players[i]->stunned = .6;
4041 Person::players[i]->surprised = .6;
4045 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4046 Person::players[i]->howactive = typeactive;
4048 if (Person::players[i]->aitype == passivetype) {
4049 Person::players[i]->aiupdatedelay -= multiplier;
4050 Person::players[i]->losupdatedelay -= multiplier;
4051 Person::players[i]->lastseentime += multiplier;
4052 Person::players[i]->pausetime -= multiplier;
4053 if (Person::players[i]->lastseentime > 1)
4054 Person::players[i]->lastseentime = 1;
4056 if (Person::players[i]->aiupdatedelay < 0) {
4057 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4058 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4059 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4060 Person::players[i]->aiupdatedelay = .05;
4062 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4063 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4064 Person::players[i]->pausetime = 4;
4065 Person::players[i]->waypoint++;
4066 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4067 Person::players[i]->waypoint = 0;
4072 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4073 Person::players[i]->forwardkeydown = 1;
4075 Person::players[i]->forwardkeydown = 0;
4076 Person::players[i]->leftkeydown = 0;
4077 Person::players[i]->backkeydown = 0;
4078 Person::players[i]->rightkeydown = 0;
4079 Person::players[i]->crouchkeydown = 0;
4080 Person::players[i]->attackkeydown = 0;
4081 Person::players[i]->throwkeydown = 0;
4083 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4084 if (!Person::players[i]->avoidsomething)
4085 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4087 XYZ leftpos, rightpos;
4088 float leftdist, rightdist;
4089 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4090 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4091 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4092 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4093 if (leftdist < rightdist)
4094 Person::players[i]->targetyaw += 90;
4096 Person::players[i]->targetyaw -= 90;
4100 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4101 Person::players[i]->jumpkeydown = 0;
4102 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4103 Person::players[i]->jumpkeydown = 1;
4107 if (!editorenabled) {
4108 if (Person::players[i]->howactive <= typesleeping)
4109 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4110 for (int j = 0; j < numenvsounds; j++) {
4111 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4112 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4113 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4114 Person::players[i]->aitype = attacktypecutoff;
4117 if (Person::players[i]->aitype != passivetype) {
4118 if (Person::players[i]->howactive == typesleeping)
4119 Person::players[i]->setAnimation(getupfromfrontanim);
4120 Person::players[i]->howactive = typeactive;
4124 if (Person::players[i]->howactive < typesleeping &&
4125 ((tutoriallevel != 1 || cananger) && hostile) &&
4126 !Person::players[0]->dead &&
4127 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4128 Person::players[i]->occluded < 25) {
4129 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4130 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4131 Person::players[i]->aitype = attacktypecutoff;
4132 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4133 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4134 Person::players[i]->aitype = attacktypecutoff;
4137 if (Person::players[i]->creature == wolftype) {
4139 for (unsigned j = 0; j < Person::players.size(); j++) {
4140 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4141 float smelldistance = 50;
4142 if (j == 0 && Person::players[j]->num_weapons > 0) {
4143 if (weapons[Person::players[j]->weaponids[0]].bloody)
4144 smelldistance = 100;
4145 if (Person::players[j]->num_weapons == 2)
4146 if (weapons[Person::players[j]->weaponids[1]].bloody)
4147 smelldistance = 100;
4150 smelldistance = 100;
4151 windsmell = windvector;
4152 Normalise(&windsmell);
4153 windsmell = windsmell * 2 + Person::players[j]->coords;
4154 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4155 Person::players[i]->aitype = attacktypecutoff;
4160 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4161 Person::players[i]->losupdatedelay = .2;
4162 for (unsigned j = 0; j < Person::players.size(); j++) {
4163 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4164 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4165 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4166 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4167 if ((-1 == checkcollide(
4168 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4169 Person::players[i]->scale + Person::players[i]->coords,
4170 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4171 Person::players[j]->scale + Person::players[j]->coords) &&
4172 !Person::players[j]->isWallJump()) ||
4173 (Person::players[j]->animTarget == hanganim &&
4174 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4175 Person::players[i]->lastseentime -= .2;
4176 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4177 Person::players[i]->lastseentime -= .4;
4179 Person::players[i]->lastseentime -= .6;
4181 if (Person::players[i]->lastseentime <= 0) {
4182 Person::players[i]->aitype = searchtype;
4183 Person::players[i]->lastchecktime = 12;
4184 Person::players[i]->lastseen = Person::players[j]->coords;
4185 Person::players[i]->lastseentime = 12;
4192 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4193 if (Person::players[i]->creature != wolftype) {
4194 Person::players[i]->stunned = .6;
4195 Person::players[i]->surprised = .6;
4197 if (Person::players[i]->creature == wolftype) {
4198 Person::players[i]->stunned = .47;
4199 Person::players[i]->surprised = .47;
4207 if (Person::players[i]->aitype == searchtype) {
4208 Person::players[i]->aiupdatedelay -= multiplier;
4209 Person::players[i]->losupdatedelay -= multiplier;
4210 if (!Person::players[i]->pause)
4211 Person::players[i]->lastseentime -= multiplier;
4212 Person::players[i]->lastchecktime -= multiplier;
4214 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4215 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4216 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4218 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4220 j = checkcollide(test2, test, Person::players[i]->laststanding);
4222 j = checkcollide(test2, test);
4224 Person::players[i]->velocity = 0;
4225 Person::players[i]->setAnimation(Person::players[i]->getStop());
4226 Person::players[i]->targetyaw += 180;
4227 Person::players[i]->stunned = .5;
4228 //Person::players[i]->aitype=passivetype;
4229 Person::players[i]->aitype = pathfindtype;
4230 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4231 Person::players[i]->finalpathfindpoint = -1;
4232 Person::players[i]->targetpathfindpoint = -1;
4233 Person::players[i]->lastpathfindpoint = -1;
4234 Person::players[i]->lastpathfindpoint2 = -1;
4235 Person::players[i]->lastpathfindpoint3 = -1;
4236 Person::players[i]->lastpathfindpoint4 = -1;
4238 Person::players[i]->laststanding = j;
4241 //check out last seen location
4242 if (Person::players[i]->aiupdatedelay < 0) {
4243 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4244 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4245 Person::players[i]->aiupdatedelay = .05;
4246 Person::players[i]->forwardkeydown = 1;
4248 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4249 Person::players[i]->forwardkeydown = 0;
4250 Person::players[i]->aiupdatedelay = 1;
4251 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4252 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4253 Person::players[i]->lastchecktime = 3;
4256 Person::players[i]->leftkeydown = 0;
4257 Person::players[i]->backkeydown = 0;
4258 Person::players[i]->rightkeydown = 0;
4259 Person::players[i]->crouchkeydown = 0;
4260 Person::players[i]->attackkeydown = 0;
4261 Person::players[i]->throwkeydown = 0;
4263 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4264 if (!Person::players[i]->avoidsomething)
4265 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4267 XYZ leftpos, rightpos;
4268 float leftdist, rightdist;
4269 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4270 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4271 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4272 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4273 if (leftdist < rightdist)
4274 Person::players[i]->targetyaw += 90;
4276 Person::players[i]->targetyaw -= 90;
4280 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4281 Person::players[i]->jumpkeydown = 0;
4282 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4283 Person::players[i]->jumpkeydown = 1;
4285 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4286 for (int k = 0; k < numenvsounds; k++) {
4287 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4288 Person::players[i]->aitype = attacktypecutoff;
4292 if (!Person::players[0]->dead &&
4293 Person::players[i]->losupdatedelay < 0 &&
4295 Person::players[i]->occluded < 2 &&
4296 ((tutoriallevel != 1 || cananger) && hostile)) {
4297 Person::players[i]->losupdatedelay = .2;
4298 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4299 Person::players[i]->aitype = attacktypecutoff;
4300 Person::players[i]->lastseentime = 1;
4302 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4303 //TODO: factor out canSeePlayer()
4304 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4305 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4307 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4308 Person::players[i]->scale + Person::players[i]->coords,
4309 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4310 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4311 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4312 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4313 /* //TODO: changed j to 0 on a whim, make sure this is correct
4314 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4315 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4317 Person::players[i]->aitype = attacktypecutoff;
4318 Person::players[i]->lastseentime = 1;
4322 if (Person::players[i]->lastseentime < 0) {
4323 //Person::players[i]->aitype=passivetype;
4325 Person::players[i]->aitype = pathfindtype;
4326 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4327 Person::players[i]->finalpathfindpoint = -1;
4328 Person::players[i]->targetpathfindpoint = -1;
4329 Person::players[i]->lastpathfindpoint = -1;
4330 Person::players[i]->lastpathfindpoint2 = -1;
4331 Person::players[i]->lastpathfindpoint3 = -1;
4332 Person::players[i]->lastpathfindpoint4 = -1;
4336 if (Person::players[i]->aitype != gethelptype)
4337 Person::players[i]->runninghowlong = 0;
4339 //get help from buddies
4340 if (Person::players[i]->aitype == gethelptype) {
4341 Person::players[i]->runninghowlong += multiplier;
4342 Person::players[i]->aiupdatedelay -= multiplier;
4344 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4345 Person::players[i]->aiupdatedelay = .2;
4348 //TODO: factor out closest search somehow
4349 if (!Person::players[i]->ally) {
4351 float closestdist = -1;
4352 for (unsigned k = 0; k < Person::players.size(); k++) {
4353 if (k != i && k != 0 && !Person::players[k]->dead &&
4354 Person::players[k]->howactive < typedead1 &&
4355 !Person::players[k]->skeleton.free &&
4356 Person::players[k]->aitype == passivetype) {
4357 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4358 if (closestdist == -1 || distance < closestdist) {
4359 closestdist = distance;
4366 Person::players[i]->ally = closest;
4368 Person::players[i]->ally = 0;
4369 Person::players[i]->lastseen = Person::players[0]->coords;
4370 Person::players[i]->lastseentime = 12;
4374 Person::players[i]->lastchecktime = 12;
4376 XYZ facing = Person::players[i]->coords;
4377 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4378 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4379 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4380 if (-1 != checkcollide(facing, flatfacing))
4381 Person::players[i]->lastseentime -= .1;
4383 //no available ally, run back to player
4384 if (Person::players[i]->ally <= 0 ||
4385 Person::players[Person::players[i]->ally]->skeleton.free ||
4386 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4387 Person::players[i]->lastseentime <= 0) {
4388 Person::players[i]->aitype = searchtype;
4389 Person::players[i]->lastseentime = 12;
4393 if (Person::players[i]->ally > 0) {
4394 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4395 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4396 Person::players[i]->aiupdatedelay = .05;
4397 Person::players[i]->forwardkeydown = 1;
4399 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4400 Person::players[i]->aitype = searchtype;
4401 Person::players[i]->lastseentime = 12;
4402 Person::players[Person::players[i]->ally]->aitype = searchtype;
4403 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4404 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4405 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4406 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4410 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4411 if (!Person::players[i]->avoidsomething)
4412 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4414 XYZ leftpos, rightpos;
4415 float leftdist, rightdist;
4416 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4417 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4418 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4419 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4420 if (leftdist < rightdist)
4421 Person::players[i]->targetyaw += 90;
4423 Person::players[i]->targetyaw -= 90;
4428 Person::players[i]->leftkeydown = 0;
4429 Person::players[i]->backkeydown = 0;
4430 Person::players[i]->rightkeydown = 0;
4431 Person::players[i]->crouchkeydown = 0;
4432 Person::players[i]->attackkeydown = 0;
4434 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4435 Person::players[i]->jumpkeydown = 0;
4436 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4437 Person::players[i]->jumpkeydown = 1;
4440 //retreiving a weapon on the ground
4441 if (Person::players[i]->aitype == getweapontype) {
4442 Person::players[i]->aiupdatedelay -= multiplier;
4443 Person::players[i]->lastchecktime -= multiplier;
4445 if (Person::players[i]->aiupdatedelay < 0) {
4446 Person::players[i]->aiupdatedelay = .2;
4449 if (Person::players[i]->ally < 0) {
4451 float closestdist = -1;
4452 for (unsigned k = 0; k < weapons.size(); k++)
4453 if (weapons[k].owner == -1) {
4454 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4455 if (closestdist == -1 || distance < closestdist) {
4456 closestdist = distance;
4462 Person::players[i]->ally = closest;
4464 Person::players[i]->ally = -1;
4467 Person::players[i]->lastseentime = 12;
4469 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4470 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4471 Person::players[i]->aitype = attacktypecutoff;
4472 Person::players[i]->lastseentime = 1;
4474 if (!Person::players[0]->dead)
4475 if (Person::players[i]->ally >= 0) {
4476 if (weapons[Person::players[i]->ally].owner != -1 ||
4477 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4478 Person::players[i]->aitype = attacktypecutoff;
4479 Person::players[i]->lastseentime = 1;
4481 //TODO: factor these out as moveToward()
4482 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4483 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4484 Person::players[i]->aiupdatedelay = .05;
4485 Person::players[i]->forwardkeydown = 1;
4488 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4489 if (!Person::players[i]->avoidsomething)
4490 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4492 XYZ leftpos, rightpos;
4493 float leftdist, rightdist;
4494 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4495 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4496 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4497 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4498 if (leftdist < rightdist)
4499 Person::players[i]->targetyaw += 90;
4501 Person::players[i]->targetyaw -= 90;
4506 Person::players[i]->leftkeydown = 0;
4507 Person::players[i]->backkeydown = 0;
4508 Person::players[i]->rightkeydown = 0;
4509 Person::players[i]->attackkeydown = 0;
4510 Person::players[i]->throwkeydown = 1;
4511 Person::players[i]->crouchkeydown = 0;
4512 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4513 Person::players[i]->animTarget != removeknifeanim)
4514 Person::players[i]->throwtogglekeydown = 0;
4515 Person::players[i]->drawkeydown = 0;
4517 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4518 Person::players[i]->jumpkeydown = 0;
4519 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4520 Person::players[i]->jumpkeydown = 1;
4523 if (Person::players[i]->aitype == attacktypecutoff) {
4524 Person::players[i]->aiupdatedelay -= multiplier;
4525 //dodge or reverse rabbit kicks, knife throws, flips
4526 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4527 if ((Person::players[0]->animTarget == rabbitkickanim ||
4528 Person::players[0]->animTarget == knifethrowanim ||
4529 (Person::players[0]->isFlip() &&
4530 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4531 !Person::players[0]->skeleton.free &&
4532 (Person::players[i]->aiupdatedelay < .1)) {
4533 Person::players[i]->attackkeydown = 0;
4534 if (Person::players[i]->isIdle())
4535 Person::players[i]->crouchkeydown = 1;
4536 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4537 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4538 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4539 if (abs(Random() % 2) == 0)
4540 Person::players[i]->setAnimation(backhandspringanim);
4542 Person::players[i]->setAnimation(rollanim);
4543 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4544 Person::players[i]->wentforweapon = 0;
4546 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4547 Person::players[i]->setAnimation(flipanim);
4550 Person::players[i]->forwardkeydown = 0;
4551 Person::players[i]->aiupdatedelay = .02;
4553 //get confused by flips
4554 if (Person::players[0]->isFlip() &&
4555 !Person::players[0]->skeleton.free &&
4556 Person::players[0]->animTarget != walljumprightkickanim &&
4557 Person::players[0]->animTarget != walljumpleftkickanim) {
4558 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4559 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4560 Person::players[i]->stunned = 1;
4562 //go for weapon on the ground
4563 if (Person::players[i]->wentforweapon < 3)
4564 for (unsigned k = 0; k < weapons.size(); k++)
4565 if (Person::players[i]->creature != wolftype)
4566 if (Person::players[i]->num_weapons == 0 &&
4567 weapons[k].owner == -1 &&
4568 weapons[i].velocity.x == 0 &&
4569 weapons[i].velocity.z == 0 &&
4570 weapons[i].velocity.y == 0) {
4571 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4572 Person::players[i]->wentforweapon++;
4573 Person::players[i]->lastchecktime = 6;
4574 Person::players[i]->aitype = getweapontype;
4575 Person::players[i]->ally = -1;
4578 //dodge/reverse walljump kicks
4579 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4580 if (animation[Person::players[i]->animTarget].height != highheight)
4581 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4582 ((Person::players[0]->animTarget == walljumprightkickanim ||
4583 Person::players[0]->animTarget == walljumpleftkickanim) &&
4584 ((Person::players[i]->aiupdatedelay < .15 &&
4586 (Person::players[i]->aiupdatedelay < .08 &&
4587 difficulty != 2)))) {
4588 Person::players[i]->crouchkeydown = 1;
4590 //walked off a ledge (?)
4591 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4592 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4593 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4595 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4597 j = checkcollide(test2, test, Person::players[i]->laststanding);
4599 j = checkcollide(test2, test);
4601 Person::players[i]->velocity = 0;
4602 Person::players[i]->setAnimation(Person::players[i]->getStop());
4603 Person::players[i]->targetyaw += 180;
4604 Person::players[i]->stunned = .5;
4605 Person::players[i]->aitype = pathfindtype;
4606 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4607 Person::players[i]->finalpathfindpoint = -1;
4608 Person::players[i]->targetpathfindpoint = -1;
4609 Person::players[i]->lastpathfindpoint = -1;
4610 Person::players[i]->lastpathfindpoint2 = -1;
4611 Person::players[i]->lastpathfindpoint3 = -1;
4612 Person::players[i]->lastpathfindpoint4 = -1;
4614 Person::players[i]->laststanding = j;
4616 //lose sight of player in the air (?)
4617 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4618 animation[Person::players[0]->animTarget].height != highheight &&
4619 !Person::players[0]->onterrain) {
4620 Person::players[i]->aitype = pathfindtype;
4621 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4622 Person::players[i]->finalpathfindpoint = -1;
4623 Person::players[i]->targetpathfindpoint = -1;
4624 Person::players[i]->lastpathfindpoint = -1;
4625 Person::players[i]->lastpathfindpoint2 = -1;
4626 Person::players[i]->lastpathfindpoint3 = -1;
4627 Person::players[i]->lastpathfindpoint4 = -1;
4629 //it's time to think (?)
4630 if (Person::players[i]->aiupdatedelay < 0 &&
4631 !animation[Person::players[i]->animTarget].attack &&
4632 Person::players[i]->animTarget != staggerbackhighanim &&
4633 Person::players[i]->animTarget != staggerbackhardanim &&
4634 Person::players[i]->animTarget != backhandspringanim &&
4635 Person::players[i]->animTarget != dodgebackanim) {
4637 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4638 Person::players[i]->drawkeydown = Random() % 2;
4640 Person::players[i]->drawkeydown = 0;
4641 Person::players[i]->rabbitkickenabled = Random() % 2;
4643 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4644 XYZ targetpoint = Person::players[0]->coords;
4645 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4646 distsq(&rotatetarget, &Person::players[i]->coords))
4647 targetpoint += Person::players[0]->velocity *
4648 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4649 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4650 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4651 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4653 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4654 Person::players[i]->forwardkeydown = 1;
4655 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4656 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4657 Person::players[0]->weaponactive != -1)
4658 Person::players[i]->forwardkeydown = 1;
4659 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4660 Person::players[i]->forwardkeydown = 1;
4662 Person::players[i]->forwardkeydown = 0;
4663 //chill out around the corpse
4664 if (Person::players[0]->dead) {
4665 Person::players[i]->forwardkeydown = 0;
4666 if (Random() % 10 == 0)
4667 Person::players[i]->forwardkeydown = 1;
4668 if (Random() % 100 == 0) {
4669 Person::players[i]->aitype = pathfindtype;
4670 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4671 Person::players[i]->finalpathfindpoint = -1;
4672 Person::players[i]->targetpathfindpoint = -1;
4673 Person::players[i]->lastpathfindpoint = -1;
4674 Person::players[i]->lastpathfindpoint2 = -1;
4675 Person::players[i]->lastpathfindpoint3 = -1;
4676 Person::players[i]->lastpathfindpoint4 = -1;
4679 Person::players[i]->leftkeydown = 0;
4680 Person::players[i]->backkeydown = 0;
4681 Person::players[i]->rightkeydown = 0;
4682 Person::players[i]->crouchkeydown = 0;
4683 Person::players[i]->throwkeydown = 0;
4685 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4686 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4688 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4689 Person::players[i]->attackkeydown = 1;
4691 Person::players[i]->attackkeydown = 0;
4692 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4693 Person::players[i]->attackkeydown = 0;
4696 if (Person::players[i]->aitype != playercontrolled &&
4697 (Person::players[i]->isIdle() ||
4698 Person::players[i]->isCrouch() ||
4699 Person::players[i]->isRun())) {
4701 for (unsigned j = 0; j < Person::players.size(); j++)
4702 if (j != i && !Person::players[j]->skeleton.free &&
4703 Person::players[j]->hasvictim &&
4704 (tutoriallevel == 1 && reversaltrain ||
4705 Random() % 2 == 0 && difficulty == 2 ||
4706 Random() % 4 == 0 && difficulty == 1 ||
4707 Random() % 8 == 0 && difficulty == 0 ||
4708 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4709 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4710 (Random() % 2 == 0 || difficulty == 2) ||
4711 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4712 Person::players[j]->weaponactive != -1 ||
4713 Person::players[j]->animTarget == swordslashanim &&
4714 Person::players[i]->weaponactive != -1 ||
4715 Person::players[j]->animTarget == staffhitanim ||
4716 Person::players[j]->animTarget == staffspinhitanim))
4717 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4718 Person::players[j]->victim == Person::players[i] &&
4719 (Person::players[j]->animTarget == sweepanim ||
4720 Person::players[j]->animTarget == spinkickanim ||
4721 Person::players[j]->animTarget == staffhitanim ||
4722 Person::players[j]->animTarget == staffspinhitanim ||
4723 Person::players[j]->animTarget == winduppunchanim ||
4724 Person::players[j]->animTarget == upunchanim ||
4725 Person::players[j]->animTarget == wolfslapanim ||
4726 Person::players[j]->animTarget == knifeslashstartanim ||
4727 Person::players[j]->animTarget == swordslashanim &&
4728 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4729 Person::players[i]->weaponactive != -1))) {
4736 Person::players[target]->Reverse();
4739 if (Person::players[i]->collided < 1)
4740 Person::players[i]->jumpkeydown = 0;
4741 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4742 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4743 Person::players[i]->onterrain &&
4744 Person::players[i]->creature == rabbittype)
4745 Person::players[i]->jumpkeydown = 1;
4746 //TODO: why are we controlling the human?
4747 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4748 Person::players[0]->jumpkeydown = 0;
4749 if (Person::players[0]->animTarget == jumpdownanim &&
4750 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4751 Person::players[i]->crouchkeydown = 1;
4752 if (Person::players[i]->jumpkeydown)
4753 Person::players[i]->attackkeydown = 0;
4755 if (tutoriallevel == 1)
4757 Person::players[i]->attackkeydown = 0;
4760 XYZ facing = Person::players[i]->coords;
4761 XYZ flatfacing = Person::players[0]->coords;
4762 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4763 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4764 if (Person::players[i]->occluded >= 2)
4765 if (-1 != checkcollide(facing, flatfacing)) {
4766 if (!Person::players[i]->pause)
4767 Person::players[i]->lastseentime -= .2;
4768 if (Person::players[i]->lastseentime <= 0 &&
4769 (Person::players[i]->creature != wolftype ||
4770 Person::players[i]->weaponstuck == -1)) {
4771 Person::players[i]->aitype = searchtype;
4772 Person::players[i]->lastchecktime = 12;
4773 Person::players[i]->lastseen = Person::players[0]->coords;
4774 Person::players[i]->lastseentime = 12;
4777 Person::players[i]->lastseentime = 1;
4780 if (animation[Person::players[0]->animTarget].height == highheight &&
4781 (Person::players[i]->aitype == attacktypecutoff ||
4782 Person::players[i]->aitype == searchtype))
4783 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4784 XYZ test = Person::players[0]->coords;
4786 if (-1 == checkcollide(Person::players[0]->coords, test))
4787 Person::players[i]->stunned = 1;
4790 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4791 Person::players[i]->stunned > 0 ||
4792 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4793 if (Person::players[i]->pause)
4794 Person::players[i]->lastseentime = 1;
4795 Person::players[i]->targetyaw = Person::players[i]->yaw;
4796 Person::players[i]->forwardkeydown = 0;
4797 Person::players[i]->leftkeydown = 0;
4798 Person::players[i]->backkeydown = 0;
4799 Person::players[i]->rightkeydown = 0;
4800 Person::players[i]->jumpkeydown = 0;
4801 Person::players[i]->attackkeydown = 0;
4802 Person::players[i]->crouchkeydown = 0;
4803 Person::players[i]->throwkeydown = 0;
4811 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4812 facing = flatfacing;
4814 if (Person::players[i]->aitype == attacktypecutoff) {
4815 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4816 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4817 } else if (Person::players[i]->howactive >= typesleeping) {
4818 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4819 Person::players[i]->targetheadpitch = 0;
4821 if (Person::players[i]->interestdelay <= 0) {
4822 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4823 Person::players[i]->headtarget = Person::players[i]->coords;
4824 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4825 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4826 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4827 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4829 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4830 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4837 void updateSettingsMenu()
4840 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4841 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4843 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4844 Menu::setText(0, sbuf);
4845 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4846 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4847 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4848 if (newdetail == 2) Menu::setText(1, "Detail: High");
4849 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4850 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4851 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4852 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4853 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4854 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4855 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4856 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4857 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4858 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4859 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4860 Menu::setText(10, sbuf);
4861 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4862 Menu::setText(11, sbuf);
4863 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4864 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4865 sprintf (sbuf, "Back");
4867 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4868 Menu::setText(8, sbuf);
4871 void updateStereoConfigMenu()
4874 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4875 Menu::setText(0, sbuf);
4876 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4877 Menu::setText(1, sbuf);
4878 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4879 Menu::setText(2, sbuf);
4882 void updateControlsMenu()
4884 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4885 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4886 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4887 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4888 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4889 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4890 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4891 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4892 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4894 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4898 Values of mainmenu :
4900 2 Menu pause (resume/end game)
4902 4 Controls configuration menu
4903 5 Main game menu (choose level or challenge)
4904 6 Deleting user menu
4905 7 User managment menu (select/add)
4906 8 Choose difficulty menu
4907 9 Challenge level selection menu
4908 10 End of the campaign congratulation (is that really a menu?)
4909 11 Same that 9 ??? => unused
4910 18 stereo configuration
4913 void Game::LoadMenu()
4919 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4920 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4921 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4922 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4925 Menu::addButton( 0, "", 10 + 20, 440);
4926 Menu::addButton(14, "", 10 + 400, 440);
4927 Menu::addButton( 1, "", 10 + 60, 405);
4928 Menu::addButton( 2, "", 10 + 70, 370);
4929 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4930 Menu::addButton( 4, "", 10 , 335);
4931 Menu::addButton( 5, "", 10 + 60, 300);
4932 Menu::addButton( 6, "", 10 + 70, 265);
4933 Menu::addButton( 9, "", 10 , 230);
4934 Menu::addButton(10, "", 20 , 195);
4935 Menu::addButton(11, "", 10 + 60, 160);
4936 Menu::addButton(13, "", 30 , 125);
4937 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4938 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4939 Menu::addButton(8, "Back", 10, 10);
4940 updateSettingsMenu();
4943 Menu::addButton(0, "", 10 , 400);
4944 Menu::addButton(1, "", 10 + 40, 360);
4945 Menu::addButton(2, "", 10 + 40, 320);
4946 Menu::addButton(3, "", 10 + 30, 280);
4947 Menu::addButton(4, "", 10 + 20, 240);
4948 Menu::addButton(5, "", 10 + 40, 200);
4949 Menu::addButton(6, "", 10 + 40, 160);
4950 Menu::addButton(7, "", 10 + 30, 120);
4951 Menu::addButton(8, "", 10 + 20, 80);
4953 Menu::addButton(9, "", 10 + 10, 40);
4954 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4955 updateControlsMenu();
4959 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4960 Menu::addButton(1, "Tutorial", 5, 300);
4961 Menu::addButton(2, "Challenge", 5, 240);
4962 Menu::addButton(3, "Delete User", 400, 10);
4963 Menu::addButton(4, "Main Menu", 5, 10);
4964 Menu::addButton(5, "Change User", 5, 180);
4965 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4968 //with (2,-5) offset from old code
4969 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4971 int numlevels = accountactive->getCampaignChoicesMade();
4972 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4973 for (int i = 0; i < numlevels; i++) {
4974 XYZ midpoint = campaignlevels[i].getCenter();
4975 float itemsize = campaignlevels[i].getWidth();
4976 const bool active = i >= accountactive->getCampaignChoicesMade();
4981 XYZ start = campaignlevels[i - 1].getCenter();
4982 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);
4984 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4985 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4988 Menu::addMapLabel(-2, campaignlevels[i].description,
4989 campaignlevels[i].getStartX() + 10,
4990 campaignlevels[i].getStartY() - 4);
4996 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4997 Menu::addButton(1, "Yes", 10, 360);
4998 Menu::addButton(2, "No", 10, 320);
5001 if (Account::getNbAccounts() < 8)
5002 Menu::addButton(0, "New User", 10, 400);
5004 Menu::addLabel(0, "No More Users", 10, 400);
5005 Menu::addLabel(-2, "", 20, 400);
5006 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5007 for (int i = 0; i < Account::getNbAccounts(); i++)
5008 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5011 Menu::addButton(0, "Easier", 10, 400);
5012 Menu::addButton(1, "Difficult", 10, 360);
5013 Menu::addButton(2, "Insane", 10, 320);
5016 for (int i = 0; i < numchallengelevels; i++) {
5019 sprintf (temp, "Level %d", i + 1);
5020 for (int j = strlen(temp); j < 17; j++)
5023 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5024 for (int j = strlen(temp); j < (32 - 17); j++)
5027 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5028 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5031 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5034 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5037 Menu::addButton(-1, " High Score Best Time", 10, 440);
5038 Menu::addButton(numchallengelevels, "Back", 10, 10);
5041 Menu::addLabel(0, "Congratulations!", 220, 330);
5042 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5043 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5044 Menu::addButton(3, "Back", 10, 10);
5046 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5047 Menu::addLabel(4, sbuf, 190, 200);
5048 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5049 Menu::addLabel(5, sbuf, 190, 180);
5053 Menu::addButton(0, "", 70, 400);
5054 Menu::addButton(1, "", 10, 360);
5055 Menu::addButton(2, "", 40, 320);
5056 Menu::addButton(3, "Back", 10, 10);
5057 updateStereoConfigMenu();
5062 extern set<pair<int,int>> resolutions;
5067 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5069 // some specific case where we do something even if the left mouse button is not pressed.
5070 if ((mainmenu == 5) && (endgame == 2)) {
5071 accountactive->endGame();
5076 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5077 stereoseparation -= 0.001;
5078 updateStereoConfigMenu();
5081 static int oldmainmenu = mainmenu;
5083 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5084 set<pair<int,int>>::iterator newscreenresolution;
5090 if (gameon) { //resume
5092 pause_sound(stream_menutheme);
5093 resume_stream(leveltheme);
5095 fireSound(firestartsound);
5097 mainmenu = (accountactive ? 5 : 7);
5109 if (newscreenwidth > 3000)
5110 newscreenwidth = screenwidth;
5111 if (newscreenwidth < 0)
5112 newscreenwidth = screenwidth;
5113 if (newscreenheight > 3000)
5114 newscreenheight = screenheight;
5115 if (newscreenheight < 0)
5116 newscreenheight = screenheight;
5121 if (gameon) { //end game
5126 pause_sound(stream_menutheme);
5135 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5136 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5137 newscreenresolution++;
5138 if (newscreenresolution == resolutions.end()) {
5139 /* It was the last one (or not found), go back to the beginning */
5140 newscreenresolution = resolutions.begin();
5142 newscreenwidth = newscreenresolution->first;
5143 newscreenheight = newscreenresolution->second;
5152 if (bloodtoggle > 2)
5161 ismotionblur = !ismotionblur;
5167 musictoggle = !musictoggle;
5169 emit_stream_np(stream_menutheme);
5171 pause_sound(leveltheme);
5172 pause_sound(stream_fighttheme);
5173 pause_sound(stream_menutheme);
5175 for (int i = 0; i < 4; i++) {
5176 oldmusicvolume[i] = 0;
5190 mainmenu = gameon ? 2 : 1;
5193 invertmouse = !invertmouse;
5196 usermousesensitivity += .2;
5197 if (usermousesensitivity > 2)
5198 usermousesensitivity = .2;
5202 if (volume > 1.0001f)
5204 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5208 newstereomode = stereomode;
5213 showdamagebar = !showdamagebar;
5219 updateSettingsMenu();
5224 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5225 keyselect = selected;
5226 if (keyselect != -1)
5228 if (selected == (debugmode ? 10 : 9)) {
5233 updateControlsMenu();
5238 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5239 startbonustotal = 0;
5248 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5249 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5252 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5256 pause_sound(stream_menutheme);
5260 startbonustotal = 0;
5273 pause_sound(stream_menutheme);
5282 mainmenu = (gameon ? 2 : 1);
5288 vector<string> campaigns = ListCampaigns();
5289 vector<string>::iterator c;
5290 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5291 if (!campaigns.empty())
5292 accountactive->setCurrentCampaign(campaigns.front());
5295 if (c == campaigns.end())
5296 c = campaigns.begin();
5297 accountactive->setCurrentCampaign(*c);
5305 if (selected == 1) {
5307 accountactive = Account::destroy(accountactive);
5309 } else if (selected == 2) {
5316 if (selected == 0 && Account::getNbAccounts() < 8) {
5318 } else if (selected < Account::getNbAccounts() + 1) {
5321 accountactive = Account::get(selected - 1);
5322 } else if (selected == Account::getNbAccounts() + 1) {
5328 displaytext[0].clear();
5329 displayselected = 0;
5337 accountactive->setDifficulty(selected);
5341 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5345 startbonustotal = 0;
5349 targetlevel = selected;
5354 Loadlevel(selected);
5359 pause_sound(stream_menutheme);
5361 if (selected == numchallengelevels) {
5368 if (selected == 3) {
5376 stereoseparation += 0.001;
5379 if (selected == 0) {
5380 newstereomode = (StereoMode)(newstereomode + 1);
5381 while (!CanInitStereo(newstereomode)) {
5382 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5383 newstereomode = (StereoMode)(newstereomode + 1);
5384 if (newstereomode >= stereoCount)
5385 newstereomode = stereoNone;
5387 } else if (selected == 2) {
5388 stereoreverse = !stereoreverse;
5389 } else if (selected == 3) {
5393 stereomode = newstereomode;
5394 InitStereo(stereomode);
5397 updateStereoConfigMenu();
5402 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5405 inputText(displaytext[0], &displayselected);
5406 if (!waiting) { // the input as finished
5407 if (!displaytext[0].empty()) { // with enter
5408 accountactive = Account::add(string(displaytext[0]));
5414 fireSound(firestartsound);
5416 displaytext[0].clear();
5418 displayselected = 0;
5424 displayblinkdelay -= multiplier;
5425 if (displayblinkdelay <= 0) {
5426 displayblinkdelay = .3;
5427 displayblink = !displayblink;
5432 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5433 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5436 if (oldmainmenu != mainmenu)
5438 oldmainmenu = mainmenu;
5444 static XYZ facing, flatfacing;
5447 for (int i = 0; i < 15; i++) {
5448 displaytime[i] += multiplier;
5453 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5454 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5455 stereoreverse = true;
5457 stereoreverse = false;
5460 printf("Stereo reversed\n");
5462 printf("Stereo unreversed\n");
5465 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5466 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5467 stereoseparation -= 0.001;
5469 stereoseparation -= 0.010;
5470 printf("Stereo decreased increased to %f\n", stereoseparation);
5473 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5474 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5475 stereoseparation += 0.001;
5477 stereoseparation += 0.010;
5478 printf("Stereo separation increased to %f\n", stereoseparation);
5482 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5483 if (tutorialstage != 51)
5484 tutorialstagetime = tutorialmaxtime;
5485 emit_sound_np(consolefailsound, 128.);
5489 Values of mainmenu :
5491 2 Menu pause (resume/end game)
5493 4 Controls configuration menu
5494 5 Main game menu (choose level or challenge)
5495 6 Deleting user menu
5496 7 User managment menu (select/add)
5497 8 Choose difficulty menu
5498 9 Challenge level selection menu
5499 10 End of the campaign congratulation (is that really a menu?)
5500 11 Same that 9 ??? => unused
5501 18 stereo configuration
5506 if (mainmenu && endgame == 1)
5508 //go to level select after completing a campaign level
5509 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5516 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5517 emit_stream_np(stream_menutheme);
5518 pause_sound(leveltheme);
5522 //escape key pressed
5523 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5524 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5526 if (mainmenu == 0 && !winfreeze)
5527 mainmenu = 2; //pause
5528 else if (mainmenu == 1 || mainmenu == 2) {
5529 mainmenu = 0; //unpause
5532 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5533 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5534 emit_stream_np(stream_menutheme);
5535 pause_sound(leveltheme);
5537 //on resume, play level music
5539 pause_sound(stream_menutheme);
5540 resume_stream(leveltheme);
5542 //finished with settings menu
5543 if (mainmenu == 3) {
5547 if (mainmenu >= 3 && mainmenu != 8) {
5555 mainmenu = gameon ? 2 : 1;
5577 hostiletime += multiplier;
5581 leveltime += multiplier;
5584 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5587 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5591 if (Input::isKeyPressed(consolekey) && debugmode) {
5594 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5603 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5604 inputText(consoletext[0], &consoleselected);
5606 if (!consoletext[0].empty()) {
5607 cmd_dispatch(consoletext[0]);
5608 for (int k = 14; k >= 1; k--) {
5609 consoletext[k] = consoletext[k - 1];
5611 consoletext[0].clear();
5612 consoleselected = 0;
5616 consoleblinkdelay -= multiplier;
5617 if (consoleblinkdelay <= 0) {
5618 consoleblinkdelay = .3;
5619 consoleblink = !consoleblink;
5623 static int oldwinfreeze;
5624 if (winfreeze && !oldwinfreeze) {
5625 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5626 emit_sound_np(consolesuccesssound);
5629 oldwinfreeze = winfreeze;
5633 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5636 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5640 } else if (winfreeze) {
5648 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5651 static float talkdelay = 0;
5653 if (indialogue != -1)
5655 talkdelay -= multiplier;
5657 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5658 for (int i = 0; i < numdialogues; i++) {
5659 unsigned realdialoguetype;
5661 /* FIXME - Seems like modulo done with ifs */
5662 if (dialoguetype[i] > 49) {
5663 realdialoguetype = dialoguetype[i] - 50;
5665 } else if (dialoguetype[i] > 39) {
5666 realdialoguetype = dialoguetype[i] - 40;
5668 } else if (dialoguetype[i] > 29) {
5669 realdialoguetype = dialoguetype[i] - 30;
5671 } else if (dialoguetype[i] > 19) {
5672 realdialoguetype = dialoguetype[i] - 20;
5674 } else if (dialoguetype[i] > 9) {
5675 realdialoguetype = dialoguetype[i] - 10;
5678 realdialoguetype = dialoguetype[i];
5681 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5682 realdialoguetype < Person::players.size() &&
5683 realdialoguetype > 0 &&
5684 (dialoguegonethrough[i] == 0 || !special) &&
5685 (special || Input::isKeyPressed(attackkey))) {
5686 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5687 Person::players[realdialoguetype]->howactive >= typedead1 ||
5688 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5690 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5691 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5692 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5693 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5694 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5695 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5696 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5701 dialoguegonethrough[i]++;
5702 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5703 playdialogueboxsound();
5709 windvar += multiplier;
5710 smoketex += multiplier;
5711 tutorialstagetime += multiplier;
5714 static float hotspotvisual[40];
5718 for (int i = 0; i < numhotspots; i++)
5719 hotspotvisual[i] -= multiplier / 320;
5721 for (int i = 0; i < numhotspots; i++) {
5722 while (hotspotvisual[i] < 0) {
5724 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5725 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5726 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5727 hotspotsprite += hotspot[i];
5728 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5729 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5733 for (int i = 0; i < numhotspots; i++) {
5734 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5735 hotspot[i] = Person::players[hotspottype[i]]->coords;
5741 if (tutoriallevel) {
5746 if (tutoriallevel != 1) {
5747 if (bonustime == 0 &&
5748 bonus != solidhit &&
5749 bonus != spinecrusher &&
5750 bonus != tracheotomy &&
5751 bonus != backstab &&
5753 emit_sound_np(consolesuccesssound);
5755 } else if (bonustime == 0) {
5756 emit_sound_np(fireendsound);
5758 if (bonustime == 0) {
5759 if (bonus != solidhit &&
5760 bonus != twoxcombo &&
5761 bonus != threexcombo &&
5762 bonus != fourxcombo &&
5766 bonusnum[bonus] += 0.15;
5769 bonusvalue /= bonusnum[bonus];
5770 bonustotal += bonusvalue;
5772 bonustime += multiplier;
5775 if (environment == snowyenvironment) {
5776 precipdelay -= multiplier;
5777 while (precipdelay < 0) {
5781 XYZ footvel, footpoint;
5784 footpoint = viewer + viewerfacing * 6;
5785 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5786 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5787 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5788 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5793 doAerialAcrobatics();
5796 static XYZ oldviewer;
5799 if (indialogue == -1) {
5800 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5801 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5802 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5803 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5804 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5805 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5806 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5807 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5809 Person::players[0]->forwardkeydown = 0;
5810 Person::players[0]->leftkeydown = 0;
5811 Person::players[0]->backkeydown = 0;
5812 Person::players[0]->rightkeydown = 0;
5813 Person::players[0]->jumpkeydown = 0;
5814 Person::players[0]->crouchkeydown = 0;
5815 Person::players[0]->drawkeydown = 0;
5816 Person::players[0]->throwkeydown = 0;
5819 if (!Person::players[0]->jumpkeydown)
5820 Person::players[0]->jumpclimb = 0;
5823 if (indialogue != -1) {
5829 facing = DoRotation(facing, -pitch, 0, 0);
5830 facing = DoRotation(facing, 0, 0 - yaw, 0);
5835 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5837 if (Input::isKeyDown(forwardkey))
5838 viewer += facing * multiplier * 4;
5839 if (Input::isKeyDown(backkey))
5840 viewer -= facing * multiplier * 4;
5841 if (Input::isKeyDown(leftkey))
5842 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5843 if (Input::isKeyDown(rightkey))
5844 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5845 if (Input::isKeyDown(jumpkey))
5846 viewer.y += multiplier * 4;
5847 if (Input::isKeyDown(crouchkey))
5848 viewer.y -= multiplier * 4;
5849 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5850 Input::isKeyPressed(SDL_SCANCODE_2) ||
5851 Input::isKeyPressed(SDL_SCANCODE_3) ||
5852 Input::isKeyPressed(SDL_SCANCODE_4) ||
5853 Input::isKeyPressed(SDL_SCANCODE_5) ||
5854 Input::isKeyPressed(SDL_SCANCODE_6) ||
5855 Input::isKeyPressed(SDL_SCANCODE_7) ||
5856 Input::isKeyPressed(SDL_SCANCODE_8) ||
5857 Input::isKeyPressed(SDL_SCANCODE_9) ||
5858 Input::isKeyPressed(SDL_SCANCODE_0) ||
5859 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5861 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5862 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5863 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5864 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5865 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5866 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5867 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5868 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5869 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5870 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5871 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5873 if (whichend != -1) {
5874 participantfocus[whichdialogue][indialogue] = whichend;
5875 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5876 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5878 if (whichend == -1) {
5879 participantfocus[whichdialogue][indialogue] = -1;
5881 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5886 dialoguecamera[whichdialogue][indialogue] = viewer;
5887 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5888 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5890 if (indialogue < numdialogueboxes[whichdialogue]) {
5891 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5892 playdialogueboxsound();
5896 for (unsigned j = 0; j < Person::players.size(); j++) {
5897 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5900 //TODO: should these be KeyDown or KeyPressed?
5901 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5902 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5903 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5904 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5905 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5906 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5907 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5908 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5909 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5910 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5912 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5913 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5914 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5915 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5916 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5917 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5918 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5919 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5920 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5921 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5922 participantfacing[whichdialogue][indialogue][whichend] = facing;
5924 if (indialogue >= numdialogueboxes[whichdialogue]) {
5931 pause_sound(whooshsound);
5932 viewer = dialoguecamera[whichdialogue][indialogue];
5933 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5934 yaw = dialoguecamerayaw[whichdialogue][indialogue];
5935 pitch = dialoguecamerapitch[whichdialogue][indialogue];
5936 if (dialoguetime > 0.5)
5937 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5938 Input::isKeyPressed(SDL_SCANCODE_2) ||
5939 Input::isKeyPressed(SDL_SCANCODE_3) ||
5940 Input::isKeyPressed(SDL_SCANCODE_4) ||
5941 Input::isKeyPressed(SDL_SCANCODE_5) ||
5942 Input::isKeyPressed(SDL_SCANCODE_6) ||
5943 Input::isKeyPressed(SDL_SCANCODE_7) ||
5944 Input::isKeyPressed(SDL_SCANCODE_8) ||
5945 Input::isKeyPressed(SDL_SCANCODE_9) ||
5946 Input::isKeyPressed(SDL_SCANCODE_0) ||
5947 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5948 Input::isKeyPressed(attackkey)) {
5950 if (indialogue < numdialogueboxes[whichdialogue]) {
5951 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5952 playdialogueboxsound();
5953 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5954 hotspot[numhotspots] = Person::players[0]->coords;
5955 hotspotsize[numhotspots] = 10;
5956 hotspottype[numhotspots] = -1;
5960 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5964 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5972 if (indialogue >= numdialogueboxes[whichdialogue]) {
5976 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5979 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5982 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5984 for (unsigned i = 1; i < Person::players.size(); i++) {
5985 Person::players[i]->aitype = attacktypecutoff;
5992 if (!Person::players[0]->jumpkeydown) {
5993 Person::players[0]->jumptogglekeydown = 0;
5995 if (Person::players[0]->jumpkeydown &&
5996 Person::players[0]->animTarget != jumpupanim &&
5997 Person::players[0]->animTarget != jumpdownanim &&
5998 !Person::players[0]->isFlip())
5999 Person::players[0]->jumptogglekeydown = 1;
6002 dialoguetime += multiplier;
6003 hawkyaw += multiplier * 25;
6005 realhawkcoords.x = 25;
6006 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6007 hawkcalldelay -= multiplier / 2;
6009 if (hawkcalldelay <= 0) {
6010 emit_sound_at(hawksound, realhawkcoords);
6012 hawkcalldelay = 16 + abs(Random() % 8);
6019 doPlayerCollisions();
6023 for (unsigned k = 0; k < Person::players.size(); k++)
6024 if (k != 0 && Person::players[k]->immobile)
6025 Person::players[k]->coords = Person::players[k]->realoldcoords;
6027 for (unsigned k = 0; k < Person::players.size(); k++) {
6028 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6029 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6030 Person::players[k]->DoDamage(1000);
6036 static bool respawnkeydown;
6037 if (!editorenabled &&
6038 (whichlevel != -2 &&
6039 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6040 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6042 (Input::isKeyDown(jumpkey) &&
6045 Person::players[0]->dead))) {
6046 targetlevel = whichlevel;
6050 if (!Input::isKeyDown(jumpkey))
6052 if (Input::isKeyDown(jumpkey))
6058 static bool movekey;
6061 for (unsigned i = 0; i < Person::players.size(); i++) {
6062 static float oldtargetyaw;
6063 if (!Person::players[i]->skeleton.free) {
6064 oldtargetyaw = Person::players[i]->targetyaw;
6065 if (i == 0 && indialogue == -1) {
6066 //TODO: refactor repetitive code
6067 if (!animation[Person::players[0]->animTarget].attack &&
6068 Person::players[0]->animTarget != staggerbackhighanim &&
6069 Person::players[0]->animTarget != staggerbackhardanim &&
6070 Person::players[0]->animTarget != crouchremoveknifeanim &&
6071 Person::players[0]->animTarget != removeknifeanim &&
6072 Person::players[0]->animTarget != backhandspringanim &&
6073 Person::players[0]->animTarget != dodgebackanim &&
6074 Person::players[0]->animTarget != walljumprightkickanim &&
6075 Person::players[0]->animTarget != walljumpleftkickanim) {
6077 Person::players[0]->targetyaw = 0;
6079 Person::players[0]->targetyaw = -yaw + 180;
6085 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6087 facing = flatfacing;
6089 facing = DoRotation(facing, -pitch, 0, 0);
6090 facing = DoRotation(facing, 0, 0 - yaw, 0);
6093 Person::players[0]->lookyaw = -yaw;
6095 Person::players[i]->targetheadyaw = yaw;
6096 Person::players[i]->targetheadpitch = pitch;
6098 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6099 if (!animation[Person::players[i]->animTarget].attack &&
6100 Person::players[i]->animTarget != staggerbackhighanim &&
6101 Person::players[i]->animTarget != staggerbackhardanim &&
6102 Person::players[i]->animTarget != crouchremoveknifeanim &&
6103 Person::players[i]->animTarget != removeknifeanim &&
6104 Person::players[i]->animTarget != backhandspringanim &&
6105 Person::players[i]->animTarget != dodgebackanim &&
6106 Person::players[i]->animTarget != walljumprightkickanim &&
6107 Person::players[i]->animTarget != walljumpleftkickanim) {
6108 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6114 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6116 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6117 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6119 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6120 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6122 if (indialogue != -1) {
6123 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6124 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6130 Person::players[i]->avoidsomething = 0;
6132 //avoid flaming things
6133 for (int j = 0; j < objects.numobjects; j++)
6134 if (objects.onfire[j])
6135 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6136 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6137 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6138 Person::players[i]->collided = 0;
6139 Person::players[i]->avoidcollided = 1;
6140 if (Person::players[i]->avoidsomething == 0 ||
6141 distsq(&Person::players[i]->coords, &objects.position[j]) <
6142 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6143 Person::players[i]->avoidwhere = objects.position[j];
6144 Person::players[i]->avoidsomething = 1;
6148 //avoid flaming players
6149 for (unsigned j = 0; j < Person::players.size(); j++)
6150 if (Person::players[j]->onfire)
6151 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6152 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6153 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6154 Person::players[i]->collided = 0;
6155 Person::players[i]->avoidcollided = 1;
6156 if (Person::players[i]->avoidsomething == 0 ||
6157 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6158 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6159 Person::players[i]->avoidwhere = Person::players[j]->coords;
6160 Person::players[i]->avoidsomething = 1;
6164 if (Person::players[i]->collided > .8)
6165 Person::players[i]->avoidcollided = 0;
6169 if (animation[Person::players[i]->animTarget].attack == reversed) {
6170 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6171 Person::players[i]->forwardkeydown = 0;
6172 Person::players[i]->leftkeydown = 0;
6173 Person::players[i]->backkeydown = 0;
6174 Person::players[i]->rightkeydown = 0;
6175 Person::players[i]->jumpkeydown = 0;
6176 Person::players[i]->attackkeydown = 0;
6177 //Person::players[i]->crouchkeydown=0;
6178 Person::players[i]->throwkeydown = 0;
6181 if (indialogue != -1) {
6182 Person::players[i]->forwardkeydown = 0;
6183 Person::players[i]->leftkeydown = 0;
6184 Person::players[i]->backkeydown = 0;
6185 Person::players[i]->rightkeydown = 0;
6186 Person::players[i]->jumpkeydown = 0;
6187 Person::players[i]->crouchkeydown = 0;
6188 Person::players[i]->drawkeydown = 0;
6189 Person::players[i]->throwkeydown = 0;
6192 if (Person::players[i]->collided < -.3)
6193 Person::players[i]->collided = -.3;
6194 if (Person::players[i]->collided > 1)
6195 Person::players[i]->collided = 1;
6196 Person::players[i]->collided -= multiplier * 4;
6197 Person::players[i]->whichdirectiondelay -= multiplier;
6198 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6199 Person::players[i]->avoidcollided = -.3;
6200 Person::players[i]->whichdirection = abs(Random() % 2);
6201 Person::players[i]->whichdirectiondelay = .4;
6203 if (Person::players[i]->avoidcollided > 1)
6204 Person::players[i]->avoidcollided = 1;
6205 Person::players[i]->avoidcollided -= multiplier / 4;
6206 if (!Person::players[i]->skeleton.free) {
6207 Person::players[i]->stunned -= multiplier;
6208 Person::players[i]->surprised -= multiplier;
6210 if (i != 0 && Person::players[i]->surprised <= 0 &&
6211 Person::players[i]->aitype == attacktypecutoff &&
6212 !Person::players[i]->dead &&
6213 !Person::players[i]->skeleton.free &&
6214 animation[Person::players[i]->animTarget].attack == neutral)
6217 if (!Person::players[i]->throwkeydown)
6218 Person::players[i]->throwtogglekeydown = 0;
6221 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6222 if (Person::players[i]->weaponactive == -1 &&
6223 Person::players[i]->num_weapons < 2 &&
6224 (Person::players[i]->isIdle() ||
6225 Person::players[i]->isCrouch() ||
6226 Person::players[i]->animTarget == sneakanim ||
6227 Person::players[i]->animTarget == rollanim ||
6228 Person::players[i]->animTarget == backhandspringanim ||
6229 Person::players[i]->isFlip() ||
6230 Person::players[i]->aitype != playercontrolled)) {
6231 for (unsigned j = 0; j < weapons.size(); j++) {
6232 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6233 Person::players[i]->aitype == playercontrolled) &&
6234 weapons[j].owner == -1 &&
6235 Person::players[i]->weaponactive == -1)
6236 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6237 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6238 if (Person::players[i]->isCrouch() ||
6239 Person::players[i]->animTarget == sneakanim ||
6240 Person::players[i]->isRun() ||
6241 Person::players[i]->isIdle() ||
6242 Person::players[i]->aitype != playercontrolled) {
6243 Person::players[i]->throwtogglekeydown = 1;
6244 Person::players[i]->setAnimation(crouchremoveknifeanim);
6245 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6246 Person::players[i]->hasvictim = 0;
6248 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6249 Person::players[i]->throwtogglekeydown = 1;
6250 Person::players[i]->hasvictim = 0;
6252 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6253 Person::players[i]->aitype == playercontrolled) &&
6254 weapons[j].owner == -1 ||
6255 Person::players[i]->victim &&
6256 weapons[j].owner == int(Person::players[i]->victim->id))
6257 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6258 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6259 if (weapons[j].getType() != staff)
6260 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6262 Person::players[i]->takeWeapon(j);
6265 } else if ((Person::players[i]->isIdle() ||
6266 Person::players[i]->isFlip() ||
6267 Person::players[i]->aitype != playercontrolled) &&
6268 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6269 Person::players[i]->coords.y < weapons[j].position.y) {
6270 if (!Person::players[i]->isFlip()) {
6271 Person::players[i]->throwtogglekeydown = 1;
6272 Person::players[i]->setAnimation(removeknifeanim);
6273 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6275 if (Person::players[i]->isFlip()) {
6276 Person::players[i]->throwtogglekeydown = 1;
6277 Person::players[i]->hasvictim = 0;
6279 for (unsigned k = 0; k < weapons.size(); k++) {
6280 if (Person::players[i]->weaponactive == -1)
6281 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6282 Person::players[i]->aitype == playercontrolled) &&
6283 weapons[k].owner == -1 ||
6284 Person::players[i]->victim &&
6285 weapons[k].owner == int(Person::players[i]->victim->id))
6286 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6287 Person::players[i]->weaponactive == -1) {
6288 if (weapons[k].getType() != staff)
6289 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6291 Person::players[i]->takeWeapon(k);
6298 if (Person::players[i]->isCrouch() ||
6299 Person::players[i]->animTarget == sneakanim ||
6300 Person::players[i]->isRun() ||
6301 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6302 Person::players[i]->animTarget == backhandspringanim) {
6303 if (Person::players.size() > 1)
6304 for (unsigned j = 0; j < Person::players.size(); j++) {
6305 if (Person::players[i]->weaponactive == -1)
6307 if (Person::players[j]->num_weapons &&
6308 Person::players[j]->skeleton.free &&
6309 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6310 (((Person::players[j]->skeleton.forward.y < 0 &&
6311 Person::players[j]->weaponstuckwhere == 0) ||
6312 (Person::players[j]->skeleton.forward.y > 0 &&
6313 Person::players[j]->weaponstuckwhere == 1)) ||
6314 Person::players[j]->weaponstuck == -1 ||
6315 Person::players[j]->num_weapons > 1)) {
6316 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6317 Person::players[i]->throwtogglekeydown = 1;
6318 Person::players[i]->victim = Person::players[j];
6319 Person::players[i]->hasvictim = 1;
6320 Person::players[i]->setAnimation(crouchremoveknifeanim);
6321 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6323 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6324 Person::players[i]->throwtogglekeydown = 1;
6325 Person::players[i]->victim = Person::players[j];
6326 Person::players[i]->hasvictim = 1;
6327 int k = Person::players[j]->weaponids[0];
6328 if (Person::players[i]->hasvictim) {
6331 if (Person::players[i]->victim->weaponstuck != -1) {
6332 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6337 if (weapons[k].getType() != staff)
6338 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6341 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6343 if (weapons[k].owner != -1) {
6344 if (Person::players[i]->victim->num_weapons == 1)
6345 Person::players[i]->victim->num_weapons = 0;
6347 Person::players[i]->victim->num_weapons = 1;
6349 Person::players[i]->victim->skeleton.longdead = 0;
6350 Person::players[i]->victim->skeleton.free = 1;
6351 Person::players[i]->victim->skeleton.broken = 0;
6353 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6354 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6355 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6361 Normalise(&relative);
6362 XYZ footvel, footpoint;
6364 footpoint = weapons[k].position;
6365 if (Person::players[i]->victim->weaponstuck != -1) {
6366 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6368 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6369 weapons[k].bloody = 2;
6370 weapons[k].blooddrip = 5;
6371 Person::players[i]->victim->weaponstuck = -1;
6372 Person::players[i]->victim->bloodloss += 2000;
6373 Person::players[i]->victim->DoDamage(2000);
6376 if (Person::players[i]->victim->num_weapons > 0) {
6377 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6378 Person::players[i]->victim->weaponstuck = 0;
6379 if (Person::players[i]->victim->weaponids[0] == k)
6380 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6383 Person::players[i]->victim->weaponactive = -1;
6385 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6386 Person::players[i]->victim->jointVel(neck) += relative * 6;
6387 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6388 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6390 Person::players[i]->takeWeapon(k);
6397 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6398 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6399 if (Person::players[i]->isIdle() ||
6400 Person::players[i]->isRun() ||
6401 Person::players[i]->isCrouch() ||
6402 Person::players[i]->animTarget == sneakanim ||
6403 Person::players[i]->isFlip())
6404 if (Person::players.size() > 1)
6405 for (unsigned j = 0; j < Person::players.size(); j++) {
6407 if (tutoriallevel != 1 || tutorialstage == 49)
6409 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6410 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6411 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6412 !Person::players[j]->skeleton.free &&
6413 -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)) {
6414 if (!Person::players[i]->isFlip()) {
6415 Person::players[i]->throwtogglekeydown = 1;
6416 Person::players[i]->victim = Person::players[j];
6417 Person::players[i]->setAnimation(knifethrowanim);
6418 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6419 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6421 if (Person::players[i]->isFlip()) {
6422 if (Person::players[i]->weaponactive != -1) {
6423 Person::players[i]->throwtogglekeydown = 1;
6424 Person::players[i]->victim = Person::players[j];
6426 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);
6429 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6431 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6432 Person::players[i]->num_weapons--;
6433 if (Person::players[i]->num_weapons) {
6434 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6436 Person::players[i]->weaponactive = -1;
6443 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6444 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6445 Person::players[i]->throwtogglekeydown = 1;
6446 XYZ tempVelocity = Person::players[i]->velocity * .2;
6447 if (tempVelocity.x == 0)
6448 tempVelocity.x = .1;
6449 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6450 Person::players[i]->num_weapons--;
6451 if (Person::players[i]->num_weapons) {
6452 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6453 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6454 Person::players[i]->weaponstuck = 0;
6457 Person::players[i]->weaponactive = -1;
6458 for (unsigned j = 0; j < Person::players.size(); j++) {
6459 Person::players[j]->wentforweapon = 0;
6467 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6468 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6469 (Person::players[i]->num_weapons == 2) &&
6470 (Person::players[i]->weaponactive == -1) &&
6471 Person::players[i]->isIdle() ||
6472 Person::players[0]->dead &&
6473 (Person::players[i]->weaponactive != -1) &&
6476 if (Person::players[i]->weaponactive != -1)
6477 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6479 if (isgood && Person::players[i]->creature != wolftype) {
6480 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6481 Person::players[i]->setAnimation(drawrightanim);
6482 Person::players[i]->drawtogglekeydown = 1;
6484 if ((Person::players[i]->isIdle() ||
6485 (Person::players[i]->aitype != playercontrolled &&
6486 Person::players[0]->weaponactive != -1 &&
6487 Person::players[i]->isRun())) &&
6488 Person::players[i]->num_weapons &&
6489 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6490 Person::players[i]->setAnimation(drawleftanim);
6491 Person::players[i]->drawtogglekeydown = 1;
6493 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6494 Person::players[i]->setAnimation(crouchdrawrightanim);
6495 Person::players[i]->drawtogglekeydown = 1;
6502 if (Person::players[i]->weaponactive != -1) {
6503 if (Person::players[i]->isCrouch() &&
6504 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6506 Person::players[i]->onterrain &&
6507 Person::players[i]->num_weapons &&
6508 Person::players[i]->attackkeydown &&
6509 musictype != stream_fighttheme) {
6510 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6511 Person::players[i]->setAnimation(crouchstabanim);
6512 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6513 Person::players[i]->setAnimation(swordgroundstabanim);
6514 Person::players[i]->hasvictim = 0;
6518 if (!Person::players[i]->drawkeydown)
6519 Person::players[i]->drawtogglekeydown = 0;
6524 absflatfacing.z = -1;
6526 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6528 absflatfacing = flatfacing;
6530 if (indialogue != -1) {
6531 Person::players[i]->forwardkeydown = 0;
6532 Person::players[i]->leftkeydown = 0;
6533 Person::players[i]->backkeydown = 0;
6534 Person::players[i]->rightkeydown = 0;
6535 Person::players[i]->jumpkeydown = 0;
6536 Person::players[i]->crouchkeydown = 0;
6537 Person::players[i]->drawkeydown = 0;
6538 Person::players[i]->throwkeydown = 0;
6542 if (!animation[Person::players[i]->animTarget].attack &&
6543 Person::players[i]->animTarget != staggerbackhighanim &&
6544 Person::players[i]->animTarget != staggerbackhardanim &&
6545 Person::players[i]->animTarget != backhandspringanim &&
6546 Person::players[i]->animTarget != dodgebackanim) {
6547 if (!Person::players[i]->forwardkeydown)
6548 Person::players[i]->forwardstogglekeydown = 0;
6549 if (Person::players[i]->crouchkeydown) {
6553 Person::players[i]->superruntoggle = 1;
6554 if (Person::players.size() > 1)
6555 for (unsigned j = 0; j < Person::players.size(); j++)
6556 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6557 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6558 Person::players[i]->superruntoggle = 0;
6561 if (Person::players.size() > 1)
6562 for (unsigned j = 0; j < Person::players.size(); j++) {
6563 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6564 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6565 Person::players[j]->victim == Person::players[i] &&
6566 (Person::players[j]->animTarget == sweepanim ||
6567 Person::players[j]->animTarget == upunchanim ||
6568 Person::players[j]->animTarget == wolfslapanim ||
6569 ((Person::players[j]->animTarget == swordslashanim ||
6570 Person::players[j]->animTarget == knifeslashstartanim ||
6571 Person::players[j]->animTarget == staffhitanim ||
6572 Person::players[j]->animTarget == staffspinhitanim) &&
6573 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6582 Person::players[target]->Reverse();
6583 Person::players[i]->lowreversaldelay = .5;
6585 if (Person::players[i]->isIdle()) {
6586 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6587 Person::players[i]->transspeed = 10;
6589 if (Person::players[i]->isRun() ||
6590 (Person::players[i]->isStop() &&
6591 (Person::players[i]->leftkeydown ||
6592 Person::players[i]->rightkeydown ||
6593 Person::players[i]->forwardkeydown ||
6594 Person::players[i]->backkeydown))) {
6595 Person::players[i]->setAnimation(rollanim);
6596 Person::players[i]->transspeed = 20;
6599 if (!Person::players[i]->crouchkeydown) {
6601 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6602 Person::players[i]->superruntoggle = 0;
6604 if (Person::players[i]->isCrouch()) {
6605 if (Person::players.size() > 1)
6606 for (unsigned j = 0; j < Person::players.size(); j++) {
6608 !Person::players[j]->skeleton.free &&
6609 Person::players[j]->victim &&
6610 Person::players[i]->highreversaldelay <= 0) {
6611 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6612 Person::players[j]->victim == Person::players[i] &&
6613 (Person::players[j]->animTarget == spinkickanim) &&
6614 Person::players[i]->isCrouch()) {
6623 Person::players[target]->Reverse();
6624 Person::players[i]->highreversaldelay = .5;
6626 if (Person::players[i]->isCrouch()) {
6627 if (!Person::players[i]->wasCrouch()) {
6628 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6629 Person::players[i]->frameCurrent = 0;
6631 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6632 Person::players[i]->transspeed = 10;
6635 if (Person::players[i]->animTarget == sneakanim) {
6636 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6637 Person::players[i]->transspeed = 10;
6640 if (Person::players[i]->forwardkeydown) {
6641 if (Person::players[i]->isIdle() ||
6642 (Person::players[i]->isStop() &&
6643 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6644 (Person::players[i]->isLanding() &&
6645 Person::players[i]->frameTarget > 0 &&
6646 !Person::players[i]->jumpkeydown) ||
6647 (Person::players[i]->isLandhard() &&
6648 Person::players[i]->frameTarget > 0 &&
6649 !Person::players[i]->jumpkeydown &&
6650 Person::players[i]->crouchkeydown)) {
6651 if (Person::players[i]->aitype == passivetype)
6652 Person::players[i]->setAnimation(walkanim);
6654 Person::players[i]->setAnimation(Person::players[i]->getRun());
6656 if (Person::players[i]->isCrouch()) {
6657 Person::players[i]->animTarget = sneakanim;
6658 if (Person::players[i]->wasCrouch())
6659 Person::players[i]->target = 0;
6660 Person::players[i]->frameTarget = 0;
6662 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6663 Person::players[i]->setAnimation(climbanim);
6664 Person::players[i]->frameTarget = 1;
6665 Person::players[i]->jumpclimb = 1;
6667 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6668 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6670 Person::players[i]->forwardstogglekeydown = 1;
6673 if (Person::players[i]->rightkeydown) {
6674 if (Person::players[i]->isIdle() ||
6675 (Person::players[i]->isStop() &&
6676 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6677 (Person::players[i]->isLanding() &&
6678 Person::players[i]->frameTarget > 0 &&
6679 !Person::players[i]->jumpkeydown) ||
6680 (Person::players[i]->isLandhard() &&
6681 Person::players[i]->frameTarget > 0 &&
6682 !Person::players[i]->jumpkeydown &&
6683 Person::players[i]->crouchkeydown)) {
6684 Person::players[i]->setAnimation(Person::players[i]->getRun());
6686 if (Person::players[i]->isCrouch()) {
6687 Person::players[i]->animTarget = sneakanim;
6688 if (Person::players[i]->wasCrouch())
6689 Person::players[i]->target = 0;
6690 Person::players[i]->frameTarget = 0;
6692 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6693 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6695 Person::players[i]->targetyaw -= 90;
6696 if (Person::players[i]->forwardkeydown)
6697 Person::players[i]->targetyaw += 45;
6698 if (Person::players[i]->backkeydown)
6699 Person::players[i]->targetyaw -= 45;
6702 if ( Person::players[i]->leftkeydown) {
6703 if (Person::players[i]->isIdle() ||
6704 (Person::players[i]->isStop() &&
6705 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6706 (Person::players[i]->isLanding() &&
6707 Person::players[i]->frameTarget > 0 &&
6708 !Person::players[i]->jumpkeydown) ||
6709 (Person::players[i]->isLandhard() &&
6710 Person::players[i]->frameTarget > 0 &&
6711 !Person::players[i]->jumpkeydown &&
6712 Person::players[i]->crouchkeydown)) {
6713 Person::players[i]->setAnimation(Person::players[i]->getRun());
6715 if (Person::players[i]->isCrouch()) {
6716 Person::players[i]->animTarget = sneakanim;
6717 if (Person::players[i]->wasCrouch())
6718 Person::players[i]->target = 0;
6719 Person::players[i]->frameTarget = 0;
6721 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6722 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6724 Person::players[i]->targetyaw += 90;
6725 if (Person::players[i]->forwardkeydown)
6726 Person::players[i]->targetyaw -= 45;
6727 if (Person::players[i]->backkeydown)
6728 Person::players[i]->targetyaw += 45;
6731 if (Person::players[i]->backkeydown) {
6732 if (Person::players[i]->isIdle() ||
6733 (Person::players[i]->isStop() &&
6734 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6735 (Person::players[i]->isLanding() &&
6736 Person::players[i]->frameTarget > 0 &&
6737 !Person::players[i]->jumpkeydown) ||
6738 (Person::players[i]->isLandhard() &&
6739 Person::players[i]->frameTarget > 0 &&
6740 !Person::players[i]->jumpkeydown &&
6741 Person::players[i]->crouchkeydown)) {
6742 Person::players[i]->setAnimation(Person::players[i]->getRun());
6744 if (Person::players[i]->isCrouch()) {
6745 Person::players[i]->animTarget = sneakanim;
6746 if (Person::players[i]->wasCrouch())
6747 Person::players[i]->target = 0;
6748 Person::players[i]->frameTarget = 0;
6750 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6751 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6753 if (Person::players[i]->animTarget == hanganim) {
6754 Person::players[i]->animCurrent = jumpdownanim;
6755 Person::players[i]->animTarget = jumpdownanim;
6756 Person::players[i]->target = 0;
6757 Person::players[i]->frameCurrent = 0;
6758 Person::players[i]->frameTarget = 1;
6759 Person::players[i]->velocity = 0;
6760 Person::players[i]->velocity.y += gravity;
6761 Person::players[i]->coords.y -= 1.4;
6762 Person::players[i]->grabdelay = 1;
6764 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6765 Person::players[i]->targetyaw += 180;
6768 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6769 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6770 Person::players[i]->isRun() ||
6771 Person::players[i]->animTarget == walkanim ||
6772 Person::players[i]->isCrouch() ||
6773 Person::players[i]->animTarget == sneakanim) &&
6774 Person::players[i]->jumppower > 1) &&
6775 ((Person::players[i]->animTarget != rabbitrunninganim &&
6776 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6777 Person::players[i]->jumpstart = 0;
6778 Person::players[i]->setAnimation(jumpupanim);
6779 Person::players[i]->yaw = Person::players[i]->targetyaw;
6780 Person::players[i]->transspeed = 20;
6781 Person::players[i]->FootLand(0, 1);
6782 Person::players[i]->FootLand(1, 1);
6786 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6789 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6791 Person::players[i]->velocity = 0;
6795 if (Person::players.size() > 1)
6796 for (unsigned j = 0; j < Person::players.size(); j++) {
6797 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6798 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6799 (Person::players[j]->victim == Person::players[i]) &&
6800 (Person::players[j]->animTarget == sweepanim)) {
6809 Person::players[i]->velocity.y = 1;
6811 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6812 Person::players[i]->velocity.y = 7;
6813 Person::players[i]->crouchtogglekeydown = 1;
6814 } else Person::players[i]->velocity.y = 5;
6816 if (mousejump && i == 0 && debugmode) {
6817 if (!Person::players[i]->isLanding())
6818 Person::players[i]->tempdeltav = deltav;
6819 if (Person::players[i]->tempdeltav < 0)
6820 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6823 Person::players[i]->coords.y += .2;
6824 Person::players[i]->jumppower -= 1;
6827 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6829 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6831 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6832 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6833 Person::players[i]->frameTarget = 2;
6834 Person::players[i]->landhard = 0;
6835 Person::players[i]->jumpstart = 1;
6836 Person::players[i]->tempdeltav = deltav;
6838 if (Person::players[i]->animTarget == jumpupanim &&
6842 Person::players[i]->aitype != playercontrolled)) {
6843 if (Person::players[i]->jumppower > multiplier * 6) {
6844 Person::players[i]->velocity.y += multiplier * 6;
6845 Person::players[i]->jumppower -= multiplier * 6;
6847 if (Person::players[i]->jumppower <= multiplier * 6) {
6848 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6849 Person::players[i]->jumppower = 0;
6852 if (((floatjump || editorenabled) && debugmode) && i == 0)
6853 Person::players[i]->velocity.y += multiplier * 30;
6857 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6858 Person::players[i]->setAnimation(Person::players[i]->getStop());
6859 if (Person::players[i]->animTarget == sneakanim) {
6860 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6861 if (Person::players[i]->animCurrent == sneakanim)
6862 Person::players[i]->target = 0;
6863 Person::players[i]->frameTarget = 0;
6866 if (Person::players[i]->animTarget == walkanim &&
6867 (Person::players[i]->aitype == attacktypecutoff ||
6868 Person::players[i]->aitype == searchtype ||
6869 (Person::players[i]->aitype == passivetype &&
6870 Person::players[i]->numwaypoints <= 1)))
6871 Person::players[i]->setAnimation(Person::players[i]->getStop());
6872 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6873 Person::players[i]->setAnimation(Person::players[i]->getStop());
6876 if (Person::players[i]->animTarget == rollanim)
6877 Person::players[i]->targetyaw = oldtargetyaw;
6881 for (unsigned k = 0; k < Person::players.size(); k++) {
6882 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6883 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6884 Person::players[k]->yaw -= 360;
6886 Person::players[k]->yaw += 360;
6889 //stop to turn in right direction
6890 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6891 Person::players[k]->setAnimation(Person::players[k]->getStop());
6893 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6894 Person::players[k]->targettilt = 0;
6896 if (Person::players[k]->animTarget != jumpupanim &&
6897 Person::players[k]->animTarget != backhandspringanim &&
6898 Person::players[k]->animTarget != jumpdownanim &&
6899 !Person::players[k]->isFlip()) {
6900 Person::players[k]->targettilt = 0;
6901 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6902 Person::players[k]->jumppower = 0;
6903 Person::players[k]->jumppower += multiplier * 7;
6904 if (Person::players[k]->isCrouch())
6905 Person::players[k]->jumppower += multiplier * 7;
6906 if (Person::players[k]->jumppower > 5)
6907 Person::players[k]->jumppower = 5;
6910 if (Person::players[k]->isRun())
6911 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6913 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6914 Person::players[k]->grabdelay -= multiplier;
6918 for (unsigned k = 0; k < Person::players.size(); k++) {
6919 Person::players[k]->DoAnimations();
6920 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6921 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6927 for (int j = numenvsounds - 1; j >= 0; j--) {
6928 envsoundlife[j] -= multiplier;
6929 if (envsoundlife[j] < 0) {
6931 envsoundlife[j] = envsoundlife[numenvsounds];
6932 envsound[j] = envsound[numenvsounds];
6936 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6938 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6940 if (tutoriallevel == 1) {
6957 if (tutorialstage >= 51)
6958 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6959 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6960 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6962 emit_stream_np(stream_menutheme);
6971 if (tutorialstage < 51)
6972 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6973 emit_sound_at(fireendsound, Person::players[0]->coords);
6975 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6979 if (tutorialstage >= 14 && tutorialstage < 50)
6980 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6981 emit_sound_at(fireendsound, Person::players[1]->coords);
6983 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6984 if (Random() % 2 == 0) {
6985 if (!Person::players[1]->skeleton.free)
6986 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6987 if (Person::players[1]->skeleton.free)
6988 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6989 if (!Person::players[1]->skeleton.free)
6990 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;
6991 if (Person::players[1]->skeleton.free)
6992 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6993 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6997 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6998 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6999 Person::players[1]->skeleton.joints[i].velocity = 0;
7000 if (Random() % 2 == 0) {
7001 if (!Person::players[1]->skeleton.free)
7002 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7003 if (Person::players[1]->skeleton.free)
7004 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7005 if (!Person::players[1]->skeleton.free)
7006 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;
7007 if (Person::players[1]->skeleton.free)
7008 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7009 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7017 static float gLoc[3];
7021 static float vel[3];
7022 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7023 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7024 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7026 //Set orientation with forward and up vectors
7027 static XYZ upvector;
7031 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7032 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7037 facing = DoRotation(facing, -pitch, 0, 0);
7038 facing = DoRotation(facing, 0, 0 - yaw, 0);
7041 static float ori[6];
7045 ori[3] = -upvector.x;
7046 ori[4] = upvector.y;
7047 ori[5] = -upvector.z;
7049 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7056 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7060 void Game::TickOnce()
7063 yaw += multiplier * 5;
7064 else if (directing || indialogue == -1) {
7067 pitch += deltav * .7;
7069 pitch -= deltav * .7;
7077 void Game::TickOnceAfter()
7079 static XYZ colviewer;
7080 static XYZ coltarget;
7084 static float changedelay;
7085 static bool alldead;
7086 static float unseendelay;
7087 static float cameraspeed;
7090 static int oldmusictype = musictype;
7092 if (environment == snowyenvironment)
7093 leveltheme = stream_snowtheme;
7094 if (environment == grassyenvironment)
7095 leveltheme = stream_grasstheme;
7096 if (environment == desertenvironment)
7097 leveltheme = stream_deserttheme;
7101 musictype = leveltheme;
7102 for (unsigned i = 0; i < Person::players.size(); i++) {
7103 if ((Person::players[i]->aitype == attacktypecutoff ||
7104 Person::players[i]->aitype == getweapontype ||
7105 Person::players[i]->aitype == gethelptype ||
7106 Person::players[i]->aitype == searchtype) &&
7107 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7108 (Person::players[i]->animTarget != sneakattackedanim &&
7109 Person::players[i]->animTarget != knifesneakattackedanim &&
7110 Person::players[i]->animTarget != swordsneakattackedanim)) {
7111 musictype = stream_fighttheme;
7115 if (Person::players[0]->dead)
7116 musictype = stream_menutheme;
7119 if (musictype == stream_fighttheme)
7122 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7123 unseendelay -= multiplier;
7124 if (unseendelay > 0)
7125 musictype = stream_fighttheme;
7130 musictype = stream_menutheme;
7131 musicvolume[2] = 512;
7138 if (musictype != oldmusictype && musictype == stream_fighttheme)
7139 emit_sound_np(alarmsound);
7140 musicselected = musictype;
7142 if (musicselected == leveltheme)
7143 musicvolume[0] += multiplier * 450;
7145 musicvolume[0] -= multiplier * 450;
7146 if (musicselected == stream_fighttheme)
7147 musicvolume[1] += multiplier * 450;
7149 musicvolume[1] -= multiplier * 450;
7150 if (musicselected == stream_menutheme)
7151 musicvolume[2] += multiplier * 450;
7153 musicvolume[2] -= multiplier * 450;
7155 for (int i = 0; i < 3; i++) {
7156 if (musicvolume[i] < 0)
7158 if (musicvolume[i] > 512)
7159 musicvolume[i] = 512;
7162 if (musicvolume[2] > 128 && !loading && !mainmenu)
7163 musicvolume[2] = 128;
7166 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7167 emit_stream_np(leveltheme, musicvolume[0]);
7168 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7169 emit_stream_np(stream_fighttheme, musicvolume[1]);
7170 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7171 emit_stream_np(stream_menutheme, musicvolume[2]);
7172 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7173 pause_sound(leveltheme);
7174 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7175 pause_sound(stream_fighttheme);
7176 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7177 pause_sound(stream_menutheme);
7179 if (musicvolume[0] != oldmusicvolume[0])
7180 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7181 if (musicvolume[1] != oldmusicvolume[1])
7182 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7183 if (musicvolume[2] != oldmusicvolume[2])
7184 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7186 for (int i = 0; i < 3; i++)
7187 oldmusicvolume[i] = musicvolume[i];
7189 pause_sound(leveltheme);
7190 pause_sound(stream_fighttheme);
7191 pause_sound(stream_menutheme);
7193 for (int i = 0; i < 4; i++) {
7194 oldmusicvolume[i] = 0;
7200 for (int i = 0; i < numhotspots; i++) {
7201 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7202 if (Person::players[hotspottype[i] - 10]->dead == 0)
7204 else if (killhotspot == 2)
7208 if (killhotspot == 2)
7213 for (int i = 0; i < numhotspots; i++)
7214 if (hotspottype[i] == -1)
7215 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7219 for (unsigned i = 1; i < Person::players.size(); i++)
7220 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7222 if (numalarmed > maxalarmed)
7223 maxalarmed = numalarmed;
7225 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7226 if (Person::players[0]->dead && changedelay <= 0) {
7228 targetlevel = whichlevel;
7231 for (unsigned i = 1; i < Person::players.size(); i++) {
7232 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7239 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7241 targetlevel = whichlevel + 1;
7242 if (targetlevel > numchallengelevels - 1)
7245 if (winhotspot || windialogue) {
7247 targetlevel = whichlevel + 1;
7248 if (targetlevel > numchallengelevels - 1)
7255 targetlevel = whichlevel + 1;
7256 if (targetlevel > numchallengelevels - 1)
7260 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7261 //high scores, awards, win
7263 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7266 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7274 if (leveltime < 1) {
7282 if (!editorenabled && gameon && !mainmenu) {
7283 if (changedelay != -999)
7284 changedelay -= multiplier / 7;
7285 if (Person::players[0]->dead)
7286 targetlevel = whichlevel;
7287 if (loading == 2 && !campaign) {
7290 fireSound(firestartsound);
7292 if (!Person::players[0]->dead && targetlevel != whichlevel)
7293 startbonustotal = bonustotal;
7294 if (Person::players[0]->dead)
7295 Loadlevel(whichlevel);
7297 Loadlevel(targetlevel);
7303 if (loading == 2 && targetlevel == whichlevel) {
7307 fireSound(firestartsound);
7309 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7315 if (changedelay <= -999 &&
7318 (Person::players[0]->dead ||
7319 (alldead && maptype == mapkilleveryone) ||
7323 if ((Person::players[0]->dead ||
7324 (alldead && maptype == mapkilleveryone) ||
7329 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7333 if (Person::players[0]->dead)
7339 // campaignchoosenext determines what to do when the level is complete:
7340 // 0 = load next level
7341 // 1 = go back to level select screen
7342 // 2 = stealthload next level
7343 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7344 if (campaignlevels[actuallevel].nextlevel.empty())
7346 } else if (mainmenu == 0 && winfreeze) {
7347 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7349 if (!stealthloading) {
7350 fireSound(firestartsound);
7355 startbonustotal = 0;
7365 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7368 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7372 pause_sound(stream_menutheme);
7383 oldmusictype = musictype;
7389 facing = DoRotation(facing, -pitch, 0, 0);
7390 facing = DoRotation(facing, 0, 0 - yaw, 0);
7391 viewerfacing = facing;
7394 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7395 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;
7397 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;
7399 if (Person::players[0]->skeleton.free) {
7400 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7401 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7402 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7406 if (Person::players[0]->skeleton.free != 2) {
7408 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7409 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7411 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7413 coltarget = target - cameraloc;
7414 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7417 Normalise(&coltarget);
7418 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7419 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7421 cameraloc = cameraloc + coltarget * multiplier * 8;
7425 cameradist += multiplier * 5;
7426 if (cameradist > 2.3)
7428 viewer = cameraloc - facing * cameradist;
7430 coltarget = cameraloc;
7431 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7432 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7433 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7434 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7436 coltarget = cameraloc;
7437 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7440 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7441 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7442 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7444 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7448 cameradist = findDistance(&viewer, &target);
7449 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7450 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7451 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7454 if (camerashake > .8)
7456 woozy += multiplier;
7457 if (Person::players[0]->dead)
7459 if (Person::players[0]->dead)
7461 camerashake -= multiplier * 2;
7462 blackout -= multiplier * 2;
7463 if (camerashake < 0)
7468 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7469 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7470 viewer.z += (float)(Random() % 100) * .0005 * camerashake;