2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 // Enable full math definitions
21 #define _USE_MATH_DEFINES
25 #include <sys/types.h>
37 #include "openal_wrapper.h"
40 #include "Animation.h"
50 // Added more evilness needed for MSVC
52 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
53 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
57 extern float multiplier;
59 extern int environment;
60 extern Terrain terrain;
61 extern float screenwidth, screenheight;
64 extern float texdetail;
65 extern Objects objects;
67 extern float slomodelay;
68 extern bool floatjump;
71 extern float camerashake;
73 extern float blackout;
74 extern bool cellophane;
75 extern bool musictoggle;
76 extern int difficulty;
77 extern int bloodtoggle;
78 extern bool invertmouse;
80 extern float precipdelay;
81 extern XYZ viewerfacing;
82 extern bool ambientsound;
83 extern bool mousejump;
84 extern float viewdistance;
86 extern bool keyboardfrozen;
87 extern bool loadingstuff;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
102 extern float tintr, tintg, tintb;
103 extern bool skyboxtexture;
104 extern float skyboxr;
105 extern float skyboxg;
106 extern float skyboxb;
107 extern float skyboxlightr;
108 extern float skyboxlightg;
109 extern float skyboxlightb;
110 extern float fadestart;
111 extern float slomospeed;
112 extern float slomofreq;
113 extern int tutoriallevel;
114 extern float smoketex;
115 extern float tutorialstagetime;
116 extern int tutorialstage;
117 extern float tutorialmaxtime;
118 extern float tutorialsuccess;
119 extern bool againbonus;
120 extern bool reversaltrain;
121 extern bool canattack;
122 extern bool cananger;
123 extern float damagedealt;
125 extern int editoractive;
126 extern int editorpathtype;
127 extern TGAImageRec texture;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
149 extern void toggleFullscreen();
152 void Loadlevel(int which);
153 void Loadlevel(const char *name);
165 std::string description;
168 0 = Immediately load next level at the end of this one.
169 1 = Go back to the world map.
170 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
172 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
173 std::vector<int> nextlevel;
175 CampaignLevel() : width(10) {
181 return 30 + 120 + location.x * 400 / 512;
184 return 30 + 30 + (512 - location.y) * 400 / 512;
187 return getStartX() + width;
190 return getStartY() + width;
194 center.x = getStartX() + width / 2;
195 center.y = getStartY() + width / 2;
201 istream& operator<< (istream& is) {
208 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
209 description.replace(pos, 1, 1, ' ');
216 for (int j = 0; j < numnext; j++) {
219 nextlevel.push_back(next - 1);
227 friend istream& operator>> (istream& is, CampaignLevel& cl) {
235 vector<CampaignLevel> campaignlevels;
238 bool winhotspot = false;
239 bool windialogue = false;
242 float cameradist = 0;
243 bool oldattackkey = 0;
245 float musicvolume[4] = {};
246 float oldmusicvolume[4] = {};
247 int musicselected = 0;
251 static const char *rabbitskin[] = {
252 ":Data:Textures:Fur3.jpg",
253 ":Data:Textures:Fur.jpg",
254 ":Data:Textures:Fur2.jpg",
255 ":Data:Textures:Lynx.jpg",
256 ":Data:Textures:Otter.jpg",
257 ":Data:Textures:Opal.jpg",
258 ":Data:Textures:Sable.jpg",
259 ":Data:Textures:Chocolate.jpg",
260 ":Data:Textures:BW2.jpg",
261 ":Data:Textures:WB2.jpg"
264 static const char *wolfskin[] = {
265 ":Data:Textures:Wolf.jpg",
266 ":Data:Textures:Darkwolf.jpg",
267 ":Data:Textures:Snowwolf.jpg"
270 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
271 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
273 static const char **creatureskin[] = {rabbitskin, wolfskin};
275 /* Return true if PFX is a prefix of STR (case-insensitive). */
276 static bool stripfx(const char *str, const char *pfx)
278 return !strncasecmp(str, pfx, strlen(pfx));
281 static const char *cmd_names[] = {
282 #define DECLARE_COMMAND(cmd) #cmd,
283 #include "ConsoleCmds.h"
284 #undef DECLARE_COMMAND
287 typedef void (*console_handler)(const char *args);
289 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
293 static console_handler cmd_handlers[] = {
294 #define DECLARE_COMMAND(cmd) ch_##cmd,
295 #include "ConsoleCmds.h"
296 #undef DECLARE_COMMAND
303 // TODO: this is slightly incorrect
304 inline float roughDirection(XYZ vec)
307 float angle = -asin(-vec.x) * 180 / M_PI;
312 inline float roughDirectionTo(XYZ start, XYZ end)
314 return roughDirection(end - start);
316 inline float pitchOf(XYZ vec)
319 return -asin(vec.y) * 180 / M_PI;
321 inline float pitchTo(XYZ start, XYZ end)
323 return pitchOf(end - start);
325 inline float sq(float n)
329 inline float stepTowardf(float from, float to, float by)
331 if (fabs(from - to) < by)
339 void playdialogueboxsound()
342 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
343 temppos = temppos - viewer;
348 switch (dialogueboxsound[whichdialogue][indialogue]) {
353 sound = consolefailsound;
356 sound = consolesuccesssound;
359 sound = firestartsound;
362 sound = fireendsound;
365 sound = rabbitchitter;
368 sound = rabbitchitter2;
371 sound = rabbitpainsound;
374 sound = rabbitpain1sound;
377 sound = rabbitattacksound;
380 sound = rabbitattack2sound;
383 sound = rabbitattack3sound;
386 sound = rabbitattack4sound;
410 sound = barkgrowlsound;
416 emit_sound_at(sound, temppos);
419 // ================================================================
421 bool AddClothes(const char *fileName, GLubyte *array)
425 unsigned char fileNamep[256];
426 CopyCStringToPascal(fileName, fileNamep);
428 opened = upload_image( fileNamep , 1);
433 if (tintr > 1) tintr = 1;
434 if (tintg > 1) tintg = 1;
435 if (tintb > 1) tintb = 1;
437 if (tintr < 0) tintr = 0;
438 if (tintg < 0) tintg = 0;
439 if (tintb < 0) tintb = 0;
441 int bytesPerPixel = texture.bpp / 8;
445 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
446 if (bytesPerPixel == 3)
448 else if ((i + 1) % 4 == 0)
449 alphanum = texture.data[i];
451 if ((i + 1) % 4 || bytesPerPixel == 3) {
453 texture.data[i] *= tintr;
455 texture.data[i] *= tintg;
457 texture.data[i] *= tintb;
458 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
469 static void ch_quit(const char *args)
474 static void ch_map(const char *args)
481 static void ch_save(const char *args)
484 snprintf(buf, 63, ":Data:Maps:%s", args);
489 tfile = fopen( ConvertFileName(buf), "wb" );
490 fpackf(tfile, "Bi", mapvers);
491 fpackf(tfile, "Bi", maptype);
492 fpackf(tfile, "Bi", hostile);
493 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
494 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
495 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
496 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
497 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
498 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
499 for (int j = 0; j < Person::players[0]->num_weapons; j++)
500 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
502 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
503 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
505 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
507 fpackf(tfile, "Bi", Person::players[0]->numclothes);
509 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
511 fpackf(tfile, "Bi", numdialogues);
513 for (int k = 0; k < numdialogues; k++) {
514 fpackf(tfile, "Bi", numdialogueboxes[k]);
515 fpackf(tfile, "Bi", dialoguetype[k]);
516 for (int l = 0; l < 10; l++) {
517 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
518 fpackf(tfile, "Bf", participantyaw[k][l]);
520 for (int l = 0; l < numdialogueboxes[k]; l++) {
521 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
522 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
523 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
525 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
527 int templength = strlen(dialoguetext[k][l]);
528 fpackf(tfile, "Bi", (templength));
529 for (int m = 0; m < templength; m++) {
530 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
531 if (dialoguetext[k][l][m] == '\0')
535 templength = strlen(dialoguename[k][l]);
536 fpackf(tfile, "Bi", templength);
537 for (int m = 0; m < templength; m++) {
538 fpackf(tfile, "Bb", dialoguename[k][l][m]);
539 if (dialoguename[k][l][m] == '\0')
543 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
544 fpackf(tfile, "Bi", participantfocus[k][l]);
545 fpackf(tfile, "Bi", participantaction[k][l]);
547 for (int m = 0; m < 10; m++)
548 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
550 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
554 for (int k = 0; k < Person::players[0]->numclothes; k++) {
555 int templength = strlen(Person::players[0]->clothes[k]);
556 fpackf(tfile, "Bi", templength);
557 for (int l = 0; l < templength; l++)
558 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
559 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
562 fpackf(tfile, "Bi", environment);
564 fpackf(tfile, "Bi", objects.numobjects);
566 for (int k = 0; k < objects.numobjects; k++)
567 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
568 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
570 fpackf(tfile, "Bi", numhotspots);
571 for (int i = 0; i < numhotspots; i++) {
572 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
573 int templength = strlen(hotspottext[i]);
574 fpackf(tfile, "Bi", templength);
575 for (int l = 0; l < templength; l++)
576 fpackf(tfile, "Bb", hotspottext[i][l]);
579 fpackf(tfile, "Bi", Person::players.size());
580 if (Person::players.size() > maxplayers) {
581 cout << "Warning: this level contains more players than allowed" << endl;
583 for (unsigned j = 1; j < Person::players.size(); j++) {
584 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
585 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
586 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
587 if (Person::players[j]->num_weapons < 5)
588 for (int k = 0; k < Person::players[j]->num_weapons; k++)
589 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
590 if (Person::players[j]->numwaypoints < 30) {
591 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
592 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
593 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
594 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
596 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
598 fpackf(tfile, "Bi", Person::players[j]->waypoint);
600 Person::players[j]->numwaypoints = 0;
601 Person::players[j]->waypoint = 0;
602 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
605 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
606 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
608 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
610 float headprop, bodyprop, armprop, legprop;
611 if (Person::players[j]->creature == wolftype) {
612 headprop = Person::players[j]->proportionhead.x / 1.1;
613 bodyprop = Person::players[j]->proportionbody.x / 1.1;
614 armprop = Person::players[j]->proportionarms.x / 1.1;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
616 } else if (Person::players[j]->creature == rabbittype) {
617 headprop = Person::players[j]->proportionhead.x / 1.2;
618 bodyprop = Person::players[j]->proportionbody.x / 1.05;
619 armprop = Person::players[j]->proportionarms.x / 1.00;
620 legprop = Person::players[j]->proportionlegs.x / 1.1;
623 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
625 fpackf(tfile, "Bi", Person::players[j]->numclothes);
626 if (Person::players[j]->numclothes)
627 for (int k = 0; k < Person::players[j]->numclothes; k++) {
629 templength = strlen(Person::players[j]->clothes[k]);
630 fpackf(tfile, "Bi", templength);
631 for (int l = 0; l < templength; l++)
632 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
633 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
637 fpackf(tfile, "Bi", numpathpoints);
638 for (int j = 0; j < numpathpoints; j++) {
639 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
640 for (int k = 0; k < numpathpointconnect[j]; k++)
641 fpackf(tfile, "Bi", pathpointconnect[j][k]);
644 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
649 static void ch_cellar(const char *args)
651 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
654 static void ch_tint(const char *args)
656 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
659 static void ch_tintr(const char *args)
664 static void ch_tintg(const char *args)
669 static void ch_tintb(const char *args)
674 static void ch_speed(const char *args)
676 Person::players[0]->speedmult = atof(args);
679 static void ch_strength(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_power(const char *args)
686 Person::players[0]->power = atof(args);
689 static void ch_size(const char *args)
691 Person::players[0]->scale = atof(args) * .2;
694 static int findClosestPlayer()
697 float closestdist = std::numeric_limits<float>::max();
699 for (unsigned i = 1; i < Person::players.size(); i++) {
700 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
701 if (distance < closestdist) {
702 closestdist = distance;
709 static int findClosestObject()
712 float closestdist = std::numeric_limits<float>::max();
714 for (int i = 0; i < objects.numobjects; i++) {
715 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
716 if (distance < closestdist) {
717 closestdist = distance;
724 static void ch_sizenear(const char *args)
726 int closest = findClosestPlayer();
728 Person::players[closest]->scale = atof(args) * .2;
731 static void set_proportion(int pnum, const char *args)
733 float headprop, bodyprop, armprop, legprop;
735 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
737 if (Person::players[pnum]->creature == wolftype) {
738 Person::players[pnum]->proportionhead = 1.1 * headprop;
739 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.1 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 } else if (Person::players[pnum]->creature == rabbittype) {
743 Person::players[pnum]->proportionhead = 1.2 * headprop;
744 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
745 Person::players[pnum]->proportionarms = 1.00 * armprop;
746 Person::players[pnum]->proportionlegs = 1.1 * legprop;
747 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
751 static void ch_proportion(const char *args)
753 set_proportion(0, args);
756 static void ch_proportionnear(const char *args)
758 int closest = findClosestPlayer();
760 set_proportion(closest, args);
763 static void set_protection(int pnum, const char *args)
765 float head, high, low;
766 sscanf(args, "%f%f%f", &head, &high, &low);
768 Person::players[pnum]->protectionhead = head;
769 Person::players[pnum]->protectionhigh = high;
770 Person::players[pnum]->protectionlow = low;
773 static void ch_protection(const char *args)
775 set_protection(0, args);
778 static void ch_protectionnear(const char *args)
780 int closest = findClosestPlayer();
782 set_protection(closest, args);
785 static void set_armor(int pnum, const char *args)
787 float head, high, low;
788 sscanf(args, "%f%f%f", &head, &high, &low);
790 Person::players[pnum]->armorhead = head;
791 Person::players[pnum]->armorhigh = high;
792 Person::players[pnum]->armorlow = low;
795 static void ch_armor(const char *args)
800 static void ch_armornear(const char *args)
802 int closest = findClosestPlayer();
804 set_armor(closest, args);
807 static void ch_protectionreset(const char *args)
809 set_protection(0, "1 1 1");
810 set_armor(0, "1 1 1");
813 static void set_metal(int pnum, const char *args)
815 float head, high, low;
816 sscanf(args, "%f%f%f", &head, &high, &low);
818 Person::players[pnum]->metalhead = head;
819 Person::players[pnum]->metalhigh = high;
820 Person::players[pnum]->metallow = low;
823 static void ch_metal(const char *args)
828 static void set_noclothes(int pnum, const char *args)
830 Person::players[pnum]->numclothes = 0;
831 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
832 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
833 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
836 static void ch_noclothes(const char *args)
838 set_noclothes(0, args);
841 static void ch_noclothesnear(const char *args)
843 int closest = findClosestPlayer();
845 set_noclothes(closest, args);
849 static void set_clothes(int pnum, const char *args)
852 snprintf(buf, 63, ":Data:Textures:%s.png", args);
854 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
857 Person::players[pnum]->DoMipmaps();
858 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
859 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
860 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
861 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
862 Person::players[pnum]->numclothes++;
865 static void ch_clothes(const char *args)
867 set_clothes(0, args);
870 static void ch_clothesnear(const char *args)
872 int closest = findClosestPlayer();
874 set_clothes(closest, args);
877 static void ch_belt(const char *args)
879 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
883 static void ch_cellophane(const char *args)
885 cellophane = !cellophane;
886 float mul = (cellophane ? 0 : 1);
888 for (auto player : Person::players) {
889 player->proportionhead.z = player->proportionhead.x * mul;
890 player->proportionbody.z = player->proportionbody.x * mul;
891 player->proportionarms.z = player->proportionarms.x * mul;
892 player->proportionlegs.z = player->proportionlegs.x * mul;
896 static void ch_funnybunny(const char *args)
898 Person::players[0]->skeleton.id = 0;
899 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
900 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
901 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
902 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
903 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
904 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
905 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
906 Person::players[0]->creature = rabbittype;
907 Person::players[0]->scale = .2;
908 Person::players[0]->headless = 0;
909 Person::players[0]->damagetolerance = 200;
910 set_proportion(0, "1 1 1 1");
913 static void ch_wolfie(const char *args)
915 Person::players[0]->skeleton.id = 0;
916 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
917 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
918 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
919 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
920 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
921 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
922 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
923 Person::players[0]->creature = wolftype;
924 Person::players[0]->damagetolerance = 300;
925 set_proportion(0, "1 1 1 1");
928 static void ch_wolfieisgod(const char *args)
933 static void ch_wolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_snowwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_darkwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_lizardwolf(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_white(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_brown(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_black(const char *args)
965 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
968 static void ch_sizemin(const char *args)
970 for (unsigned i = 1; i < Person::players.size(); i++)
971 if (Person::players[i]->scale < 0.8 * 0.2)
972 Person::players[i]->scale = 0.8 * 0.2;
975 static void ch_tutorial(const char *args)
977 tutoriallevel = atoi(args);
980 static void ch_hostile(const char *args)
982 hostile = atoi(args);
985 static void ch_indemo(const char *args)
988 hotspot[numhotspots] = Person::players[0]->coords;
989 hotspotsize[numhotspots] = 0;
990 hotspottype[numhotspots] = -111;
991 strcpy(hotspottext[numhotspots], "mapname");
995 static void ch_notindemo(const char *args)
1001 static void ch_type(const char *args)
1003 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1004 for (int i = 0; i < n; i++)
1005 if (stripfx(args, editortypenames[i])) {
1011 static void ch_path(const char *args)
1013 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1014 for (int i = 0; i < n; i++)
1015 if (stripfx(args, pathtypenames[i])) {
1021 static void ch_hs(const char *args)
1023 hotspot[numhotspots] = Person::players[0]->coords;
1027 sscanf(args, "%f%d %n", &size, &type, &shift);
1029 hotspotsize[numhotspots] = size;
1030 hotspottype[numhotspots] = type;
1032 strcpy(hotspottext[numhotspots], args + shift);
1033 strcat(hotspottext[numhotspots], "\n");
1038 static void ch_dialogue(const char *args)
1041 char buf1[32], buf2[64];
1043 sscanf(args, "%d %31s", &dlg, buf1);
1044 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1046 dialoguetype[numdialogues] = dlg;
1048 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1049 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1051 ifstream ipstream(ConvertFileName(buf2));
1052 ipstream.ignore(256, ':');
1053 ipstream >> numdialogueboxes[numdialogues];
1054 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1055 ipstream.ignore(256, ':');
1056 ipstream.ignore(256, ':');
1057 ipstream.ignore(256, ' ');
1058 ipstream >> dialogueboxlocation[numdialogues][i];
1059 ipstream.ignore(256, ':');
1060 ipstream >> dialogueboxcolor[numdialogues][i][0];
1061 ipstream >> dialogueboxcolor[numdialogues][i][1];
1062 ipstream >> dialogueboxcolor[numdialogues][i][2];
1063 ipstream.ignore(256, ':');
1064 ipstream.getline(dialoguename[numdialogues][i], 64);
1065 ipstream.ignore(256, ':');
1066 ipstream.ignore(256, ' ');
1067 ipstream.getline(dialoguetext[numdialogues][i], 128);
1068 for (int j = 0; j < 128; j++) {
1069 if (dialoguetext[numdialogues][i][j] == '\\')
1070 dialoguetext[numdialogues][i][j] = '\n';
1072 ipstream.ignore(256, ':');
1073 ipstream >> dialogueboxsound[numdialogues][i];
1076 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1077 for (unsigned j = 0; j < Person::players.size(); j++) {
1078 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1085 whichdialogue = numdialogues;
1090 static void ch_fixdialogue(const char *args)
1092 char buf1[32], buf2[64];
1095 sscanf(args, "%d %31s", &whichdi, buf1);
1096 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1098 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1099 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1101 ifstream ipstream(ConvertFileName(buf2));
1102 ipstream.ignore(256, ':');
1103 ipstream >> numdialogueboxes[whichdi];
1104 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1105 ipstream.ignore(256, ':');
1106 ipstream.ignore(256, ':');
1107 ipstream.ignore(256, ' ');
1108 ipstream >> dialogueboxlocation[whichdi][i];
1109 ipstream.ignore(256, ':');
1110 ipstream >> dialogueboxcolor[whichdi][i][0];
1111 ipstream >> dialogueboxcolor[whichdi][i][1];
1112 ipstream >> dialogueboxcolor[whichdi][i][2];
1113 ipstream.ignore(256, ':');
1114 ipstream.getline(dialoguename[whichdi][i], 64);
1115 ipstream.ignore(256, ':');
1116 ipstream.ignore(256, ' ');
1117 ipstream.getline(dialoguetext[whichdi][i], 128);
1118 for (int j = 0; j < 128; j++) {
1119 if (dialoguetext[whichdi][i][j] == '\\')
1120 dialoguetext[whichdi][i][j] = '\n';
1122 ipstream.ignore(256, ':');
1123 ipstream >> dialogueboxsound[whichdi][i];
1129 static void ch_fixtype(const char *args)
1132 sscanf(args, "%d", &dlg);
1133 dialoguetype[0] = dlg;
1136 static void ch_fixrotation(const char *args)
1138 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1141 static void ch_ddialogue(const char *args)
1147 static void ch_dhs(const char *args)
1153 static void ch_immobile(const char *args)
1155 Person::players[0]->immobile = 1;
1158 static void ch_allimmobile(const char *args)
1160 for (unsigned i = 1; i < Person::players.size(); i++)
1161 Person::players[i]->immobile = 1;
1164 static void ch_mobile(const char *args)
1166 Person::players[0]->immobile = 0;
1169 static void ch_default(const char *args)
1171 Person::players[0]->armorhead = 1;
1172 Person::players[0]->armorhigh = 1;
1173 Person::players[0]->armorlow = 1;
1174 Person::players[0]->protectionhead = 1;
1175 Person::players[0]->protectionhigh = 1;
1176 Person::players[0]->protectionlow = 1;
1177 Person::players[0]->metalhead = 1;
1178 Person::players[0]->metalhigh = 1;
1179 Person::players[0]->metallow = 1;
1180 Person::players[0]->power = 1;
1181 Person::players[0]->speedmult = 1;
1182 Person::players[0]->scale = 1;
1184 if (Person::players[0]->creature == wolftype) {
1185 Person::players[0]->proportionhead = 1.1;
1186 Person::players[0]->proportionbody = 1.1;
1187 Person::players[0]->proportionarms = 1.1;
1188 Person::players[0]->proportionlegs = 1.1;
1189 } else if (Person::players[0]->creature == rabbittype) {
1190 Person::players[0]->proportionhead = 1.2;
1191 Person::players[0]->proportionbody = 1.05;
1192 Person::players[0]->proportionarms = 1.00;
1193 Person::players[0]->proportionlegs = 1.1;
1194 Person::players[0]->proportionlegs.y = 1.05;
1197 Person::players[0]->numclothes = 0;
1198 Person::players[0]->skeleton.drawmodel.textureptr.load(
1199 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1200 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1202 editoractive = typeactive;
1203 Person::players[0]->immobile = 0;
1206 static void ch_play(const char *args)
1209 sscanf(args, "%d", &dlg);
1210 whichdialogue = dlg;
1212 if (whichdialogue >= numdialogues)
1215 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1216 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1217 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1218 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1220 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1221 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1227 playdialogueboxsound();
1230 static void ch_mapkilleveryone(const char *args)
1232 maptype = mapkilleveryone;
1235 static void ch_mapkillmost(const char *args)
1237 maptype = mapkillmost;
1240 static void ch_mapkillsomeone(const char *args)
1242 maptype = mapkillsomeone;
1245 static void ch_mapgosomewhere(const char *args)
1247 maptype = mapgosomewhere;
1250 static void ch_viewdistance(const char *args)
1252 viewdistance = atof(args) * 100;
1255 static void ch_fadestart(const char *args)
1257 fadestart = atof(args);
1260 static void ch_slomo(const char *args)
1262 slomospeed = atof(args);
1267 static void ch_slofreq(const char *args)
1269 slomofreq = atof(args);
1272 static void ch_skytint(const char *args)
1274 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1276 skyboxlightr = skyboxr;
1277 skyboxlightg = skyboxg;
1278 skyboxlightb = skyboxb;
1282 terrain.DoShadows();
1283 objects.DoShadows();
1286 static void ch_skylight(const char *args)
1288 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1292 terrain.DoShadows();
1293 objects.DoShadows();
1296 static void ch_skybox(const char *args)
1298 skyboxtexture = !skyboxtexture;
1302 terrain.DoShadows();
1303 objects.DoShadows();
1306 static void cmd_dispatch(const string cmd)
1308 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1310 for (i = 0; i < n_cmds; i++)
1311 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1312 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1313 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1316 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1319 /********************> Tick() <*****/
1320 extern bool save_image(const char * fname);
1321 void Screenshot (void)
1323 char filename[1024];
1324 time_t t = time(NULL);
1325 struct tm *tme = localtime(&t);
1326 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
1327 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1330 mkdir("Screenshots");
1333 save_image(filename);
1336 void Game::SetUpLighting()
1338 if (environment == snowyenvironment)
1339 light.setColors(.65, .65, .7, .4, .4, .44);
1340 if (environment == desertenvironment)
1341 light.setColors(.95, .95, .95, .4, .35, .3);
1342 if (environment == grassyenvironment)
1343 light.setColors(.95, .95, 1, .4, .4, .44);
1345 light.setColors(1, 1, 1, .4, .4, .4);
1347 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1348 light.color[0] *= (skyboxlightr + average) / 2;
1349 light.color[1] *= (skyboxlightg + average) / 2;
1350 light.color[2] *= (skyboxlightb + average) / 2;
1351 light.ambient[0] *= (skyboxlightr + average) / 2;
1352 light.ambient[1] *= (skyboxlightg + average) / 2;
1353 light.ambient[2] *= (skyboxlightb + average) / 2;
1356 int findPathDist(int start, int end)
1358 int smallestcount, count, connected;
1359 int last, last2, last3, last4;
1362 smallestcount = 1000;
1363 for (int i = 0; i < 50; i++) {
1369 while (last != end && count < 30) {
1371 for (int j = 0; j < numpathpoints; j++) {
1372 if (j != last && j != last2 && j != last3 && j != last4) {
1374 if (numpathpointconnect[j])
1375 for (int k = 0; k < numpathpointconnect[j]; k++) {
1376 if (pathpointconnect[j][k] == last)connected = 1;
1379 if (numpathpointconnect[last])
1380 for (int k = 0; k < numpathpointconnect[last]; k++) {
1381 if (pathpointconnect[last][k] == j)connected = 1;
1384 if (closest == -1 || Random() % 2 == 0) {
1395 if (count < smallestcount)
1396 smallestcount = count;
1398 return smallestcount;
1401 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1403 static XYZ colpoint, colviewer, coltarget;
1404 static float minx, minz, maxx, maxz, miny, maxy;
1406 minx = min(startpoint.x, endpoint.x) - 1;
1407 miny = min(startpoint.y, endpoint.y) - 1;
1408 minz = min(startpoint.z, endpoint.z) - 1;
1409 maxx = max(startpoint.x, endpoint.x) + 1;
1410 maxy = max(startpoint.y, endpoint.y) + 1;
1411 maxz = max(startpoint.z, endpoint.z) + 1;
1413 for (int i = 0; i < objects.numobjects; i++) {
1414 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1415 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1416 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1417 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1418 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1419 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1420 if ( objects.type[i] != treeleavestype &&
1421 objects.type[i] != bushtype &&
1422 objects.type[i] != firetype) {
1423 colviewer = startpoint;
1424 coltarget = endpoint;
1425 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1431 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1436 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1438 static XYZ colpoint, colviewer, coltarget;
1439 static float minx, minz, maxx, maxz, miny, maxy;
1440 static int i; //FIXME: see below
1442 minx = min(startpoint.x, endpoint.x) - 1;
1443 miny = min(startpoint.y, endpoint.y) - 1;
1444 minz = min(startpoint.z, endpoint.z) - 1;
1445 maxx = max(startpoint.x, endpoint.x) + 1;
1446 maxy = max(startpoint.y, endpoint.y) + 1;
1447 maxz = max(startpoint.z, endpoint.z) + 1;
1450 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1451 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1452 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1453 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1454 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1455 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1456 if ( objects.type[what] != treeleavestype &&
1457 objects.type[what] != bushtype &&
1458 objects.type[what] != firetype) {
1459 colviewer = startpoint;
1460 coltarget = endpoint;
1462 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1469 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1475 void Setenvironment(int which)
1479 LOG(" Setting environment...");
1481 float temptexdetail;
1482 environment = which;
1484 pause_sound(stream_snowtheme);
1485 pause_sound(stream_grasstheme);
1486 pause_sound(stream_deserttheme);
1487 pause_sound(stream_wind);
1488 pause_sound(stream_desertambient);
1491 if (environment == snowyenvironment) {
1495 emit_stream_np(stream_wind);
1497 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1498 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1499 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1500 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1502 footstepsound = footstepsn1;
1503 footstepsound2 = footstepsn2;
1504 footstepsound3 = footstepst1;
1505 footstepsound4 = footstepst2;
1507 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1508 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1510 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1515 temptexdetail = texdetail;
1518 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1519 ":Data:Textures:Skybox(snow):Left.jpg",
1520 ":Data:Textures:Skybox(snow):Back.jpg",
1521 ":Data:Textures:Skybox(snow):Right.jpg",
1522 ":Data:Textures:Skybox(snow):Up.jpg",
1523 ":Data:Textures:Skybox(snow):Down.jpg");
1528 texdetail = temptexdetail;
1529 } else if (environment == desertenvironment) {
1532 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1533 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1534 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1535 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1539 emit_stream_np(stream_desertambient);
1541 footstepsound = footstepsn1;
1542 footstepsound2 = footstepsn2;
1543 footstepsound3 = footstepsn1;
1544 footstepsound4 = footstepsn2;
1546 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1547 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1549 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1553 temptexdetail = texdetail;
1556 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1557 ":Data:Textures:Skybox(sand):Left.jpg",
1558 ":Data:Textures:Skybox(sand):Back.jpg",
1559 ":Data:Textures:Skybox(sand):Right.jpg",
1560 ":Data:Textures:Skybox(sand):Up.jpg",
1561 ":Data:Textures:Skybox(sand):Down.jpg");
1566 texdetail = temptexdetail;
1567 } else if (environment == grassyenvironment) {
1570 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1571 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1572 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1573 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1576 emit_stream_np(stream_wind, 100.);
1578 footstepsound = footstepgr1;
1579 footstepsound2 = footstepgr2;
1580 footstepsound3 = footstepst1;
1581 footstepsound4 = footstepst2;
1583 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1584 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1586 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1590 temptexdetail = texdetail;
1593 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1594 ":Data:Textures:Skybox(grass):Left.jpg",
1595 ":Data:Textures:Skybox(grass):Back.jpg",
1596 ":Data:Textures:Skybox(grass):Right.jpg",
1597 ":Data:Textures:Skybox(grass):Up.jpg",
1598 ":Data:Textures:Skybox(grass):Down.jpg");
1602 texdetail = temptexdetail;
1604 temptexdetail = texdetail;
1606 terrain.load(":Data:Textures:heightmap.png");
1608 texdetail = temptexdetail;
1615 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1616 if (!ipstream.good()) {
1617 if (accountactive->getCurrentCampaign() == "main") {
1618 cerr << "Could not found main campaign!" << endl;
1621 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1622 accountactive->setCurrentCampaign("main");
1623 return LoadCampaign();
1625 ipstream.ignore(256, ':');
1627 ipstream >> numlevels;
1628 campaignlevels.clear();
1629 for (int i = 0; i < numlevels; i++) {
1632 campaignlevels.push_back(cl);
1636 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1638 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1640 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1643 if (accountactive->getCampaignChoicesMade() == 0) {
1644 accountactive->setCampaignScore(0);
1645 accountactive->resetFasttime();
1649 vector<string> ListCampaigns()
1651 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1652 struct dirent *campaign = NULL;
1654 perror("Problem while loading campaigns");
1655 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1658 vector<string> campaignNames;
1659 while ((campaign = readdir(campaigns)) != NULL) {
1660 string name(campaign->d_name);
1661 if (name.length() < 5)
1663 if (!name.compare(name.length() - 4, 4, ".txt")) {
1664 campaignNames.push_back(name.substr(0, name.length() - 4));
1667 closedir(campaigns);
1668 return campaignNames;
1671 void Loadlevel(int which)
1678 Loadlevel("tutorial");
1679 } else if (which >= 0 && which <= 15) {
1681 snprintf(buf, 32, "map%d", which + 1); // challenges
1684 Loadlevel("mapsave");
1687 void Loadlevel(const char *name)
1691 static const char *pfx = ":Data:Maps:";
1694 float headprop, legprop, armprop, bodyprop;
1698 LOG(std::string("Loading level...") + name);
1710 if (tutoriallevel != -1)
1715 if (tutoriallevel == 1)
1717 if (tutorialstage == 0) {
1718 tutorialstagetime = 0;
1719 tutorialmaxtime = 1;
1722 pause_sound(whooshsound);
1723 pause_sound(stream_firesound);
1725 // Change the map filename into something that is os specific
1726 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1727 sprintf(buf, "%s%s", pfx, name);
1728 const char *FixedFN = ConvertFileName(buf);
1732 //~ char* buff=getcwd(NULL,0);
1733 //~ cout << buff << " " << FixedFN << endl;
1735 tfile = fopen( FixedFN, "rb" );
1737 pause_sound(stream_firesound);
1739 windialogue = false;
1743 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1747 for (int i = 0; i < 20; i++)
1748 dialoguegonethrough[i] = 0;
1757 difficulty = accountactive->getDifficulty();
1760 currenthotspot = -1;
1771 for (int i = 0; i < 100; i++)
1780 numunarmedattack = 0;
1791 bonustotal = startbonustotal;
1796 emit_sound_np(consolesuccesssound);
1801 if (!stealthloading) {
1802 terrain.numdecals = 0;
1803 Sprite::deleteSprites();
1804 for (int i = 0; i < objects.numobjects; i++)
1805 objects.model[i].numdecals = 0;
1807 int j = objects.numobjects;
1808 for (int i = 0; i < j; i++) {
1809 objects.DeleteObject(0);
1814 for (int i = 0; i < subdivision; i++)
1815 for (int j = 0; j < subdivision; j++)
1816 terrain.patchobjectnum[i][j] = 0;
1823 funpackf(tfile, "Bi", &mapvers);
1825 funpackf(tfile, "Bi", &indemo);
1829 funpackf(tfile, "Bi", &maptype);
1831 maptype = mapkilleveryone;
1833 funpackf(tfile, "Bi", &hostile);
1837 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1843 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1851 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1853 skyboxlightr = skyboxr;
1854 skyboxlightg = skyboxg;
1855 skyboxlightb = skyboxb;
1857 if (!stealthloading)
1858 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
1860 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1861 Person::players[0]->originalcoords = Person::players[0]->coords;
1862 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1863 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1864 Person::players[0]->weaponids[j] = weapons.size();
1866 funpackf(tfile, "Bi", &type);
1867 weapons.push_back(Weapon(type, 0));
1873 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1874 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1875 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1876 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1878 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1881 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1883 Person::players[0]->whichskin = 0;
1884 Person::players[0]->creature = rabbittype;
1887 Person::players[0]->lastattack = -1;
1888 Person::players[0]->lastattack2 = -1;
1889 Person::players[0]->lastattack3 = -1;
1893 funpackf(tfile, "Bi", &numdialogues);
1894 for (int k = 0; k < numdialogues; k++) {
1895 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1896 funpackf(tfile, "Bi", &dialoguetype[k]);
1897 for (int l = 0; l < 10; l++) {
1898 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1899 funpackf(tfile, "Bf", &participantyaw[k][l]);
1901 for (int l = 0; l < numdialogueboxes[k]; l++) {
1902 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1903 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1904 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1905 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1906 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1908 funpackf(tfile, "Bi", &templength);
1909 if (templength > 128 || templength <= 0)
1912 for (m = 0; m < templength; m++) {
1913 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1914 if (dialoguetext[k][l][m] == '\0')
1917 dialoguetext[k][l][m] = 0;
1919 funpackf(tfile, "Bi", &templength);
1920 if (templength > 64 || templength <= 0)
1922 for (m = 0; m < templength; m++) {
1923 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1924 if (dialoguename[k][l][m] == '\0')
1927 dialoguename[k][l][m] = 0;
1928 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1929 funpackf(tfile, "Bi", &participantfocus[k][l]);
1930 funpackf(tfile, "Bi", &participantaction[k][l]);
1932 for (m = 0; m < 10; m++)
1933 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1935 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1941 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1942 funpackf(tfile, "Bi", &templength);
1943 for (int l = 0; l < templength; l++)
1944 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1945 Person::players[0]->clothes[k][templength] = '\0';
1946 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1949 funpackf(tfile, "Bi", &environment);
1951 funpackf(tfile, "Bi", &objects.numobjects);
1952 for (int i = 0; i < objects.numobjects; i++) {
1953 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
1954 if (objects.type[i] == treeleavestype)
1955 objects.scale[i] = objects.scale[i - 1];
1959 funpackf(tfile, "Bi", &numhotspots);
1960 for (int i = 0; i < numhotspots; i++) {
1961 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1962 funpackf(tfile, "Bi", &templength);
1964 for (int l = 0; l < templength; l++)
1965 funpackf(tfile, "Bb", &hotspottext[i][l]);
1966 hotspottext[i][templength] = '\0';
1967 if (hotspottype[i] == -111)
1976 if (!stealthloading) {
1978 for (int i = 0; i < objects.numobjects; i++)
1979 objects.center += objects.position[i];
1980 objects.center /= objects.numobjects;
1986 float maxdistance = 0;
1988 //~ int whichclosest;
1989 for (int i = 0; i < objects.numobjects; i++) {
1990 tempdist = distsq(&objects.center, &objects.position[i]);
1991 if (tempdist > maxdistance) {
1993 maxdistance = tempdist;
1996 objects.radius = fast_sqrt(maxdistance);
2003 funpackf(tfile, "Bi", &numplayers);
2004 int howmanyremoved = 0;
2005 bool removeanother = 0;
2006 if (numplayers > maxplayers) {
2007 cout << "Warning: this level contains more players than allowed" << endl;
2009 if (numplayers > 1) {
2010 for (int i = 1; i < numplayers; i++) {
2011 Person::players.push_back(shared_ptr<Person>(new Person()));
2016 funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
2018 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2020 Person::players[i - howmanyremoved]->howactive = typeactive;
2022 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2024 Person::players[i - howmanyremoved]->scale = -1;
2026 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2028 Person::players[i - howmanyremoved]->immobile = 0;
2030 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2032 Person::players[i - howmanyremoved]->yaw = 0;
2033 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2034 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2038 if (!removeanother) {
2039 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2040 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2041 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2043 funpackf(tfile, "Bi", &type);
2044 weapons.push_back(Weapon(type, i));
2047 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2048 //Person::players[i-howmanyremoved]->numwaypoints=10;
2049 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2050 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2051 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2052 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2054 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2056 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2059 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2060 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2061 Person::players[i - howmanyremoved]->waypoint = 0;
2063 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2064 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2065 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2066 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2069 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2076 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2077 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2078 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2079 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2080 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2083 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2084 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2085 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2086 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2087 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2088 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2091 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2092 if (Person::players[i - howmanyremoved]->numclothes) {
2093 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2095 funpackf(tfile, "Bi", &templength);
2096 for (int l = 0; l < templength; l++)
2097 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2098 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2099 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2108 numplayers -= howmanyremoved;
2109 Person::players.resize(numplayers);
2111 funpackf(tfile, "Bi", &numpathpoints);
2112 if (numpathpoints > 30 || numpathpoints < 0)
2114 for (int j = 0; j < numpathpoints; j++) {
2115 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2116 for (int k = 0; k < numpathpointconnect[j]; k++) {
2117 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2123 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2126 if (environment != oldenvironment)
2127 Setenvironment(environment);
2128 oldenvironment = environment;
2130 if (!stealthloading) {
2131 int j = objects.numobjects;
2132 objects.numobjects = 0;
2133 for (int i = 0; i < j; i++) {
2134 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2139 terrain.DoShadows();
2142 objects.DoShadows();
2149 for (unsigned i = 0; i < Person::players.size(); i++) {
2152 Person::players[i]->burnt = 0;
2153 Person::players[i]->bled = 0;
2154 Person::players[i]->onfire = 0;
2155 if (i == 0 || Person::players[i]->scale < 0)
2156 Person::players[i]->scale = .2;
2157 Person::players[i]->skeleton.free = 0;
2158 Person::players[i]->skeleton.id = i;
2159 if (i == 0 && mapvers < 9)
2160 Person::players[i]->creature = rabbittype;
2161 if (Person::players[i]->creature != wolftype) {
2162 Person::players[i]->skeleton.Load(
2163 (char *)":Data:Skeleton:Basic Figure",
2164 (char *)":Data:Skeleton:Basic Figurelow",
2165 (char *)":Data:Skeleton:Rabbitbelt",
2166 (char *)":Data:Models:Body.solid",
2167 (char *)":Data:Models:Body2.solid",
2168 (char *)":Data:Models:Body3.solid",
2169 (char *)":Data:Models:Body4.solid",
2170 (char *)":Data:Models:Body5.solid",
2171 (char *)":Data:Models:Body6.solid",
2172 (char *)":Data:Models:Body7.solid",
2173 (char *)":Data:Models:Bodylow.solid",
2174 (char *)":Data:Models:Belt.solid", 0);
2176 if (Person::players[i]->creature != wolftype) {
2177 Person::players[i]->skeleton.Load(
2178 (char *)":Data:Skeleton:Basic Figure",
2179 (char *)":Data:Skeleton:Basic Figurelow",
2180 (char *)":Data:Skeleton:Rabbitbelt",
2181 (char *)":Data:Models:Body.solid",
2182 (char *)":Data:Models:Body2.solid",
2183 (char *)":Data:Models:Body3.solid",
2184 (char *)":Data:Models:Body4.solid",
2185 (char *)":Data:Models:Body5.solid",
2186 (char *)":Data:Models:Body6.solid",
2187 (char *)":Data:Models:Body7.solid",
2188 (char *)":Data:Models:Bodylow.solid",
2189 (char *)":Data:Models:Belt.solid", 1);
2190 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2192 if (Person::players[i]->creature == wolftype) {
2193 Person::players[i]->skeleton.Load(
2194 (char *)":Data:Skeleton:Basic Figure Wolf",
2195 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2196 (char *)":Data:Skeleton:Rabbitbelt",
2197 (char *)":Data:Models:Wolf.solid",
2198 (char *)":Data:Models:Wolf2.solid",
2199 (char *)":Data:Models:Wolf3.solid",
2200 (char *)":Data:Models:Wolf4.solid",
2201 (char *)":Data:Models:Wolf5.solid",
2202 (char *)":Data:Models:Wolf6.solid",
2203 (char *)":Data:Models:Wolf7.solid",
2204 (char *)":Data:Models:Wolflow.solid",
2205 (char *)":Data:Models:Belt.solid", 0);
2209 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
2211 if (Person::players[i]->numclothes) {
2212 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2213 tintr = Person::players[i]->clothestintr[j];
2214 tintg = Person::players[i]->clothestintg[j];
2215 tintb = Person::players[i]->clothestintb[j];
2216 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2218 Person::players[i]->DoMipmaps();
2221 Person::players[i]->animCurrent = bounceidleanim;
2222 Person::players[i]->animTarget = bounceidleanim;
2223 Person::players[i]->frameCurrent = 0;
2224 Person::players[i]->frameTarget = 1;
2225 Person::players[i]->target = 0;
2226 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2227 if (difficulty == 0)
2228 Person::players[i]->speed -= .2;
2229 if (difficulty == 1)
2230 Person::players[i]->speed -= .1;
2232 Person::players[i]->velocity = 0;
2233 Person::players[i]->oldcoords = Person::players[i]->coords;
2234 Person::players[i]->realoldcoords = Person::players[i]->coords;
2236 Person::players[i]->id = i;
2237 Person::players[i]->skeleton.id = i;
2238 Person::players[i]->updatedelay = 0;
2239 Person::players[i]->normalsupdatedelay = 0;
2241 Person::players[i]->aitype = passivetype;
2242 Person::players[i]->madskills = 0;
2245 Person::players[i]->proportionhead = 1.2;
2246 Person::players[i]->proportionbody = 1.05;
2247 Person::players[i]->proportionarms = 1.00;
2248 Person::players[i]->proportionlegs = 1.1;
2249 Person::players[i]->proportionlegs.y = 1.05;
2251 Person::players[i]->headless = 0;
2252 Person::players[i]->currentoffset = 0;
2253 Person::players[i]->targetoffset = 0;
2255 Person::players[i]->damagetolerance = 200;
2257 if (Person::players[i]->creature == wolftype) {
2258 if (i == 0 || Person::players[i]->scale < 0)
2259 Person::players[i]->scale = .23;
2260 Person::players[i]->damagetolerance = 300;
2266 Person::players[i]->proportionhead.z = 0;
2267 Person::players[i]->proportionbody.z = 0;
2268 Person::players[i]->proportionarms.z = 0;
2269 Person::players[i]->proportionlegs.z = 0;
2272 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2274 Person::players[i]->headmorphness = 0;
2275 Person::players[i]->targetheadmorphness = 1;
2276 Person::players[i]->headmorphstart = 0;
2277 Person::players[i]->headmorphend = 0;
2279 Person::players[i]->pausetime = 0;
2281 Person::players[i]->dead = 0;
2282 Person::players[i]->jumppower = 5;
2283 Person::players[i]->damage = 0;
2284 Person::players[i]->permanentdamage = 0;
2285 Person::players[i]->superpermanentdamage = 0;
2287 Person::players[i]->forwardkeydown = 0;
2288 Person::players[i]->leftkeydown = 0;
2289 Person::players[i]->backkeydown = 0;
2290 Person::players[i]->rightkeydown = 0;
2291 Person::players[i]->jumpkeydown = 0;
2292 Person::players[i]->crouchkeydown = 0;
2293 Person::players[i]->throwkeydown = 0;
2295 Person::players[i]->collided = -10;
2296 Person::players[i]->loaded = 1;
2297 Person::players[i]->bloodloss = 0;
2298 Person::players[i]->weaponactive = -1;
2299 Person::players[i]->weaponstuck = -1;
2300 Person::players[i]->bleeding = 0;
2301 Person::players[i]->deathbleeding = 0;
2302 Person::players[i]->stunned = 0;
2303 Person::players[i]->hasvictim = 0;
2304 Person::players[i]->wentforweapon = 0;
2307 Person::players[0]->aitype = playercontrolled;
2308 Person::players[0]->weaponactive = -1;
2310 if (difficulty == 1) {
2311 Person::players[0]->power = 1 / .9;
2312 Person::players[0]->damagetolerance = 250;
2313 } else if (difficulty == 0) {
2314 Person::players[0]->power = 1 / .8;
2315 Person::players[0]->damagetolerance = 300;
2316 Person::players[0]->armorhead *= 1.5;
2317 Person::players[0]->armorhigh *= 1.5;
2318 Person::players[0]->armorlow *= 1.5;
2321 cameraloc = Person::players[0]->coords;
2323 yaw = Person::players[0]->yaw;
2325 hawkcoords = Person::players[0]->coords;
2331 LOG("Starting background music...");
2333 OPENAL_StopSound(OPENAL_ALL);
2335 if (environment == snowyenvironment) {
2336 emit_stream_np(stream_wind);
2337 } else if (environment == desertenvironment) {
2338 emit_stream_np(stream_desertambient);
2339 } else if (environment == grassyenvironment) {
2340 emit_stream_np(stream_wind, 100.);
2343 oldmusicvolume[0] = 0;
2344 oldmusicvolume[1] = 0;
2345 oldmusicvolume[2] = 0;
2346 oldmusicvolume[3] = 0;
2360 if (tutorialstagetime > tutorialmaxtime) {
2362 tutorialsuccess = 0;
2363 if (tutorialstage <= 1) {
2368 switch (tutorialstage) {
2370 tutorialmaxtime = 5;
2373 tutorialmaxtime = 2;
2376 tutorialmaxtime = 600;
2379 tutorialmaxtime = 1000;
2382 tutorialmaxtime = 600;
2385 tutorialmaxtime = 600;
2388 tutorialmaxtime = 600;
2391 tutorialmaxtime = 600;
2394 tutorialmaxtime = 600;
2397 tutorialmaxtime = 2;
2400 tutorialmaxtime = 1000;
2403 tutorialmaxtime = 1000;
2406 tutorialmaxtime = 2;
2409 tutorialmaxtime = 3;
2420 Person::players[1]->coords = (temp + temp2) / 2;
2422 emit_sound_at(fireendsound, Person::players[1]->coords);
2424 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2425 if (Random() % 2 == 0) {
2426 if (!Person::players[1]->skeleton.free)
2427 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2428 if (Person::players[1]->skeleton.free)
2429 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2430 if (!Person::players[1]->skeleton.free)
2431 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
2432 if (Person::players[1]->skeleton.free)
2433 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2434 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2440 tutorialmaxtime = 500;
2443 tutorialmaxtime = 500;
2446 tutorialmaxtime = 500;
2449 tutorialmaxtime = 500;
2453 //tutorialmaxtime=500;
2456 tutorialmaxtime = 500;
2459 tutorialmaxtime = 500;
2460 if (bonus == cannon) {
2467 tutorialmaxtime = 500;
2470 tutorialmaxtime = 500;
2473 tutorialmaxtime = 500;
2476 tutorialmaxtime = 500;
2479 tutorialmaxtime = 2;
2482 tutorialmaxtime = 4;
2485 Person::players[1]->aitype = attacktypecutoff;
2488 tutorialmaxtime = 400;
2491 tutorialmaxtime = 400;
2492 Person::players[0]->escapednum = 0;
2495 tutorialmaxtime = 4;
2498 Person::players[1]->aitype = passivetype;
2501 tutorialmaxtime = 13;
2504 tutorialmaxtime = 8;
2507 tutorialmaxtime = 400;
2510 Person::players[1]->aitype = attacktypecutoff;
2513 tutorialmaxtime = 400;
2516 tutorialmaxtime = 400;
2519 tutorialmaxtime = 2;
2522 Person::players[1]->aitype = passivetype;
2527 tutorialmaxtime = 50;
2530 Person::players[1]->aitype = attacktypecutoff;
2533 tutorialmaxtime = 4;
2536 Person::players[1]->aitype = passivetype;
2548 Weapon w(knife, -1);
2549 w.position = (temp + temp2) / 2;
2550 w.tippoint = (temp + temp2) / 2;
2553 w.tipvelocity = 0.1;
2560 weapons.push_back(w);
2564 tutorialmaxtime = 300;
2567 tutorialmaxtime = 300;
2570 tutorialmaxtime = 8;
2573 tutorialmaxtime = 300;
2576 weapons[0].owner = 1;
2577 Person::players[0]->weaponactive = -1;
2578 Person::players[0]->num_weapons = 0;
2579 Person::players[1]->weaponactive = 0;
2580 Person::players[1]->num_weapons = 1;
2581 Person::players[1]->weaponids[0] = 0;
2585 Person::players[1]->aitype = attacktypecutoff;
2587 tutorialmaxtime = 300;
2590 weapons[0].owner = 1;
2591 Person::players[0]->weaponactive = -1;
2592 Person::players[0]->num_weapons = 0;
2593 Person::players[1]->weaponactive = 0;
2594 Person::players[1]->num_weapons = 1;
2595 Person::players[1]->weaponids[0] = 0;
2597 tutorialmaxtime = 300;
2600 weapons[0].owner = 1;
2601 Person::players[0]->weaponactive = -1;
2602 Person::players[0]->num_weapons = 0;
2603 Person::players[1]->weaponactive = 0;
2604 Person::players[1]->num_weapons = 1;
2605 Person::players[1]->weaponids[0] = 0;
2607 weapons[0].setType(sword);
2609 tutorialmaxtime = 300;
2612 tutorialmaxtime = 10;
2623 Weapon w(sword, -1);
2624 w.position = (temp + temp2) / 2;
2625 w.tippoint = (temp + temp2) / 2;
2628 w.tipvelocity = 0.1;
2635 weapons.push_back(w);
2637 weapons[0].owner = 1;
2638 weapons[1].owner = 0;
2639 Person::players[0]->weaponactive = 0;
2640 Person::players[0]->num_weapons = 1;
2641 Person::players[0]->weaponids[0] = 1;
2642 Person::players[1]->weaponactive = 0;
2643 Person::players[1]->num_weapons = 1;
2644 Person::players[1]->weaponids[0] = 0;
2651 Person::players[1]->aitype = passivetype;
2653 tutorialmaxtime = 15;
2655 weapons[0].owner = 1;
2656 weapons[1].owner = 0;
2657 Person::players[0]->weaponactive = 0;
2658 Person::players[0]->num_weapons = 1;
2659 Person::players[0]->weaponids[0] = 1;
2660 Person::players[1]->weaponactive = 0;
2661 Person::players[1]->num_weapons = 1;
2662 Person::players[1]->weaponids[0] = 0;
2664 if (Person::players[0]->weaponactive != -1)
2665 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2667 weapons[0].setType(staff);
2672 Person::players[1]->aitype = passivetype;
2674 tutorialmaxtime = 200;
2676 weapons[1].position = 1000;
2677 weapons[1].tippoint = 1000;
2679 weapons[0].setType(knife);
2681 weapons[0].owner = 0;
2682 Person::players[1]->weaponactive = -1;
2683 Person::players[1]->num_weapons = 0;
2684 Person::players[0]->weaponactive = 0;
2685 Person::players[0]->num_weapons = 1;
2686 Person::players[0]->weaponids[0] = 0;
2690 tutorialmaxtime = 8;
2693 emit_sound_at(fireendsound, Person::players[1]->coords);
2695 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2696 if (Random() % 2 == 0) {
2697 if (!Person::players[1]->skeleton.free)
2698 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2699 if (Person::players[1]->skeleton.free)
2700 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2701 if (!Person::players[1]->skeleton.free)
2702 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
2703 if (Person::players[1]->skeleton.free)
2704 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2705 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2709 Person::players[1]->num_weapons = 0;
2710 Person::players[1]->weaponstuck = -1;
2711 Person::players[1]->weaponactive = -1;
2717 tutorialmaxtime = 80000;
2722 if (tutorialstage <= 51)
2723 tutorialstagetime = 0;
2727 if (tutorialstagetime < tutorialmaxtime - 3) {
2728 switch (tutorialstage) {
2730 if (deltah || deltav)
2731 tutorialsuccess += multiplier;
2734 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2735 tutorialsuccess += multiplier;
2738 if (Person::players[0]->jumpkeydown)
2739 tutorialsuccess = 1;
2742 if (Person::players[0]->isCrouch())
2743 tutorialsuccess = 1;
2746 if (Person::players[0]->animTarget == rollanim)
2747 tutorialsuccess = 1;
2750 if (Person::players[0]->animTarget == sneakanim)
2751 tutorialsuccess += multiplier;
2754 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2755 tutorialsuccess += multiplier;
2758 if (Person::players[0]->isWallJump())
2759 tutorialsuccess = 1;
2762 if (Person::players[0]->animTarget == flipanim)
2763 tutorialsuccess = 1;
2766 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2767 tutorialsuccess = 1;
2770 if (Person::players[0]->animTarget == winduppunchanim)
2771 tutorialsuccess = 1;
2774 if (Person::players[0]->animTarget == spinkickanim)
2775 tutorialsuccess = 1;
2778 if (Person::players[0]->animTarget == sweepanim)
2779 tutorialsuccess = 1;
2782 if (Person::players[0]->animTarget == dropkickanim)
2783 tutorialsuccess = 1;
2786 if (Person::players[0]->animTarget == rabbitkickanim)
2787 tutorialsuccess = 1;
2790 if (bonus == cannon)
2791 tutorialsuccess = 1;
2794 if (bonus == spinecrusher)
2795 tutorialsuccess = 1;
2798 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2799 tutorialsuccess = 1;
2802 if (Person::players[0]->animTarget == rabbittacklinganim)
2803 tutorialsuccess = 1;
2806 if (Person::players[0]->animTarget == backhandspringanim)
2807 tutorialsuccess = 1;
2810 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2811 tutorialsuccess = 1;
2814 if (Person::players[0]->escapednum == 2) {
2815 tutorialsuccess = 1;
2818 Person::players[1]->aitype = passivetype;
2822 if (animation[Person::players[0]->animTarget].attack == reversal)
2823 tutorialsuccess = 1;
2826 if (animation[Person::players[0]->animTarget].attack == reversal)
2827 tutorialsuccess = 1;
2830 if (animation[Person::players[0]->animTarget].attack == reversal) {
2831 tutorialsuccess = 1;
2834 Person::players[1]->aitype = passivetype;
2838 if (Person::players[0]->num_weapons > 0)
2839 tutorialsuccess = 1;
2842 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2843 tutorialsuccess = 1;
2846 if (Person::players[0]->animTarget == knifeslashstartanim)
2847 tutorialsuccess = 1;
2850 if (animation[Person::players[0]->animTarget].attack == reversal)
2851 tutorialsuccess = 1;
2854 if (animation[Person::players[0]->animTarget].attack == reversal)
2855 tutorialsuccess = 1;
2858 if (animation[Person::players[0]->animTarget].attack == reversal)
2859 tutorialsuccess = 1;
2862 if (Person::players[1]->weaponstuck != -1)
2863 tutorialsuccess = 1;
2868 if (tutorialsuccess >= 1)
2869 tutorialstagetime = tutorialmaxtime - 3;
2872 if (tutorialstagetime == tutorialmaxtime - 3) {
2873 emit_sound_np(consolesuccesssound);
2876 if (tutorialsuccess >= 1) {
2877 if (tutorialstage == 34 || tutorialstage == 35)
2878 tutorialstagetime = tutorialmaxtime - 1;
2882 if (tutorialstage < 14 || tutorialstage >= 50) {
2883 Person::players[1]->coords.y = 300;
2884 Person::players[1]->velocity = 0;
2890 float headprop, bodyprop, armprop, legprop;
2892 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2893 Person::players[0]->damagetolerance = 200000;
2894 Person::players[0]->damage = 0;
2895 Person::players[0]->burnt = 0;
2896 Person::players[0]->permanentdamage = 0;
2897 Person::players[0]->superpermanentdamage = 0;
2900 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2902 if (environment > 2)
2904 Setenvironment(environment);
2907 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2908 cameramode = 1 - cameramode;
2911 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2912 if (Person::players[0]->num_weapons > 0) {
2913 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2914 weapons[Person::players[0]->weaponids[0]].setType(staff);
2915 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2916 weapons[Person::players[0]->weaponids[0]].setType(knife);
2918 weapons[Person::players[0]->weaponids[0]].setType(sword);
2922 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2923 int closest = findClosestPlayer();
2925 if (Person::players[closest]->num_weapons) {
2926 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2927 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2928 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2929 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2931 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2933 if (!Person::players[closest]->num_weapons) {
2934 Person::players[closest]->weaponids[0] = weapons.size();
2936 weapons.push_back(Weapon(knife, closest));
2938 Person::players[closest]->num_weapons = 1;
2943 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2944 int closest = findClosestPlayer();
2946 Person::players[closest]->yaw += multiplier * 50;
2947 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2952 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2953 int closest = findClosestPlayer();
2954 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2958 Person::players[closest]->whichskin++;
2959 if (Person::players[closest]->whichskin > 9)
2960 Person::players[closest]->whichskin = 0;
2961 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2962 Person::players[closest]->whichskin = 0;
2964 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2965 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2968 if (Person::players[closest]->numclothes) {
2969 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2970 tintr = Person::players[closest]->clothestintr[i];
2971 tintg = Person::players[closest]->clothestintg[i];
2972 tintb = Person::players[closest]->clothestintb[i];
2973 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2975 Person::players[closest]->DoMipmaps();
2979 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2980 int closest = findClosestPlayer();
2982 if (Person::players[closest]->creature == wolftype) {
2983 headprop = Person::players[closest]->proportionhead.x / 1.1;
2984 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2985 armprop = Person::players[closest]->proportionarms.x / 1.1;
2986 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2989 if (Person::players[closest]->creature == rabbittype) {
2990 headprop = Person::players[closest]->proportionhead.x / 1.2;
2991 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2992 armprop = Person::players[closest]->proportionarms.x / 1.00;
2993 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2997 if (Person::players[closest]->creature == rabbittype) {
2998 Person::players[closest]->skeleton.id = closest;
2999 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
3000 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3001 Person::players[closest]->whichskin = 0;
3002 Person::players[closest]->creature = wolftype;
3004 Person::players[closest]->proportionhead = 1.1;
3005 Person::players[closest]->proportionbody = 1.1;
3006 Person::players[closest]->proportionarms = 1.1;
3007 Person::players[closest]->proportionlegs = 1.1;
3008 Person::players[closest]->proportionlegs.y = 1.1;
3009 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3011 Person::players[closest]->damagetolerance = 300;
3013 Person::players[closest]->skeleton.id = closest;
3014 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3015 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3016 Person::players[closest]->whichskin = 0;
3017 Person::players[closest]->creature = rabbittype;
3019 Person::players[closest]->proportionhead = 1.2;
3020 Person::players[closest]->proportionbody = 1.05;
3021 Person::players[closest]->proportionarms = 1.00;
3022 Person::players[closest]->proportionlegs = 1.1;
3023 Person::players[closest]->proportionlegs.y = 1.05;
3024 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3026 Person::players[closest]->damagetolerance = 200;
3029 if (Person::players[closest]->creature == wolftype) {
3030 Person::players[closest]->proportionhead = 1.1 * headprop;
3031 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3032 Person::players[closest]->proportionarms = 1.1 * armprop;
3033 Person::players[closest]->proportionlegs = 1.1 * legprop;
3036 if (Person::players[closest]->creature == rabbittype) {
3037 Person::players[closest]->proportionhead = 1.2 * headprop;
3038 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3039 Person::players[closest]->proportionarms = 1.00 * armprop;
3040 Person::players[closest]->proportionlegs = 1.1 * legprop;
3041 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3047 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3053 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3055 float closestdist = std::numeric_limits<float>::max();
3057 for (unsigned i = 1; i < Person::players.size(); i++) {
3058 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3059 if (!Person::players[i]->headless)
3060 if (distance < closestdist) {
3061 closestdist = distance;
3066 XYZ flatfacing2, flatvelocity2;
3068 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3069 blah = Person::players[closest]->coords;
3070 XYZ headspurtdirection;
3071 //int i = Person::players[closest]->skeleton.jointlabels[head];
3072 Joint& headjoint = Person::players[closest]->joint(head);
3073 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3074 if (!Person::players[closest]->skeleton.free)
3075 flatvelocity2 = Person::players[closest]->velocity;
3076 if (Person::players[closest]->skeleton.free)
3077 flatvelocity2 = headjoint.velocity;
3078 if (!Person::players[closest]->skeleton.free)
3079 flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
3080 if (Person::players[closest]->skeleton.free)
3081 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3082 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3083 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3084 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3085 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3086 Normalise(&headspurtdirection);
3087 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3088 flatvelocity2 += headspurtdirection * 8;
3089 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3091 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3093 emit_sound_at(splattersound, blah);
3094 emit_sound_at(breaksound2, blah, 100.);
3096 if (Person::players[closest]->skeleton.free == 2)
3097 Person::players[closest]->skeleton.free = 0;
3098 Person::players[closest]->RagDoll(0);
3099 Person::players[closest]->dead = 2;
3100 Person::players[closest]->headless = 1;
3101 Person::players[closest]->DoBloodBig(3, 165);
3107 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3108 int closest = findClosestPlayer();
3109 XYZ flatfacing2, flatvelocity2;
3111 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3112 blah = Person::players[closest]->coords;
3113 emit_sound_at(splattersound, blah);
3114 emit_sound_at(breaksound2, blah);
3116 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3117 if (!Person::players[closest]->skeleton.free)
3118 flatvelocity2 = Person::players[closest]->velocity;
3119 if (Person::players[closest]->skeleton.free)
3120 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3121 if (!Person::players[closest]->skeleton.free)
3122 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
3123 if (Person::players[closest]->skeleton.free)
3124 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3125 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3126 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3127 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3128 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3129 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3130 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3133 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3134 if (!Person::players[closest]->skeleton.free)
3135 flatvelocity2 = Person::players[closest]->velocity;
3136 if (Person::players[closest]->skeleton.free)
3137 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3138 if (!Person::players[closest]->skeleton.free)
3139 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
3140 if (Person::players[closest]->skeleton.free)
3141 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3142 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3143 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3144 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3145 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3146 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3149 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3150 if (!Person::players[closest]->skeleton.free)
3151 flatvelocity2 = Person::players[closest]->velocity;
3152 if (Person::players[closest]->skeleton.free)
3153 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3154 if (!Person::players[closest]->skeleton.free)
3155 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
3156 if (Person::players[closest]->skeleton.free)
3157 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3158 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3159 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3160 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3161 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3162 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3165 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3166 if (!Person::players[closest]->skeleton.free)
3167 flatvelocity2 = Person::players[closest]->velocity;
3168 if (Person::players[closest]->skeleton.free)
3169 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3170 if (!Person::players[closest]->skeleton.free)
3171 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
3172 if (Person::players[closest]->skeleton.free)
3173 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3174 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3175 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3176 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3177 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3178 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3182 for (unsigned j = 0; j < Person::players.size(); j++) {
3183 if (int(j) != closest) {
3184 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3185 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3186 if (Person::players[j]->skeleton.free == 2)
3187 Person::players[j]->skeleton.free = 1;
3188 Person::players[j]->skeleton.longdead = 0;
3189 Person::players[j]->RagDoll(0);
3190 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3191 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3192 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3193 flatvelocity2 = temppos - Person::players[closest]->coords;
3194 Normalise(&flatvelocity2);
3195 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3202 Person::players[closest]->DoDamage(10000);
3203 Person::players[closest]->RagDoll(0);
3204 Person::players[closest]->dead = 2;
3205 Person::players[closest]->coords = 20;
3206 Person::players[closest]->skeleton.free = 2;
3213 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3214 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3215 if (Person::players[0]->onfire) {
3216 Person::players[0]->CatchFire();
3218 if (!Person::players[0]->onfire) {
3219 emit_sound_at(fireendsound, Person::players[0]->coords);
3220 pause_sound(stream_firesound);
3224 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3225 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3226 Person::players[0]->RagDoll(0);
3227 //Person::players[0]->spurt=1;
3228 //Person::players[0]->DoDamage(1000);
3230 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3233 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3234 for (int i = 0; i < objects.numobjects; i++) {
3235 if (objects.type[i] == treeleavestype) {
3236 objects.scale[i] *= .9;
3241 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3242 editorenabled = 1 - editorenabled;
3243 if (editorenabled) {
3244 Person::players[0]->damagetolerance = 100000;
3246 Person::players[0]->damagetolerance = 200;
3248 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3249 Person::players[0]->permanentdamage = 0;
3250 Person::players[0]->superpermanentdamage = 0;
3251 Person::players[0]->bloodloss = 0;
3252 Person::players[0]->deathbleeding = 0;
3256 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3258 if (targetlevel > numchallengelevels - 1)
3264 if (editorenabled) {
3265 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3266 int closest = findClosestPlayer();
3268 Person::players.erase(Person::players.begin()+closest);
3272 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3273 int closest = findClosestObject();
3275 objects.position[closest].y -= 500;
3278 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3280 //if(drawmode>2)drawmode=0;
3281 if (objects.numobjects < max_objects - 1) {
3283 boxcoords.x = Person::players[0]->coords.x;
3284 boxcoords.z = Person::players[0]->coords.z;
3285 boxcoords.y = Person::players[0]->coords.y - 3;
3286 if (editortype == bushtype)
3287 boxcoords.y = Person::players[0]->coords.y - .5;
3288 if (editortype == firetype)
3289 boxcoords.y = Person::players[0]->coords.y - .5;
3290 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3291 float temprotat, temprotat2;
3292 temprotat = editoryaw;
3293 temprotat2 = editorpitch;
3294 if (temprotat < 0 || editortype == bushtype)
3295 temprotat = Random() % 360;
3297 temprotat2 = Random() % 360;
3299 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3300 if (editortype == treetrunktype)
3301 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3305 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3306 Person::players.push_back(shared_ptr<Person>(new Person()));
3308 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3309 Person::players.back()->creature = rabbittype;
3310 Person::players.back()->howactive = editoractive;
3311 Person::players.back()->skeleton.id = Person::players.size()-1;
3312 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
3314 int k = abs(Random() % 2) + 1;
3316 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3317 Person::players.back()->whichskin = 0;
3318 } else if (k == 1) {
3319 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3320 Person::players.back()->whichskin = 1;
3322 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3323 Person::players.back()->whichskin = 2;
3326 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3327 Person::players.back()->power = 1;
3328 Person::players.back()->speedmult = 1;
3329 Person::players.back()->animCurrent = bounceidleanim;
3330 Person::players.back()->animTarget = bounceidleanim;
3331 Person::players.back()->frameCurrent = 0;
3332 Person::players.back()->frameTarget = 1;
3333 Person::players.back()->target = 0;
3334 Person::players.back()->bled = 0;
3335 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3337 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3338 Person::players.back()->yaw = Person::players[0]->yaw;
3340 Person::players.back()->velocity = 0;
3341 Person::players.back()->coords = Person::players[0]->coords;
3342 Person::players.back()->oldcoords = Person::players.back()->coords;
3343 Person::players.back()->realoldcoords = Person::players.back()->coords;
3345 Person::players.back()->id = Person::players.size()-1;
3346 Person::players.back()->updatedelay = 0;
3347 Person::players.back()->normalsupdatedelay = 0;
3349 Person::players.back()->aitype = passivetype;
3351 if (Person::players[0]->creature == wolftype) {
3352 headprop = Person::players[0]->proportionhead.x / 1.1;
3353 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3354 armprop = Person::players[0]->proportionarms.x / 1.1;
3355 legprop = Person::players[0]->proportionlegs.x / 1.1;
3358 if (Person::players[0]->creature == rabbittype) {
3359 headprop = Person::players[0]->proportionhead.x / 1.2;
3360 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3361 armprop = Person::players[0]->proportionarms.x / 1.00;
3362 legprop = Person::players[0]->proportionlegs.x / 1.1;
3365 if (Person::players.back()->creature == wolftype) {
3366 Person::players.back()->proportionhead = 1.1 * headprop;
3367 Person::players.back()->proportionbody = 1.1 * bodyprop;
3368 Person::players.back()->proportionarms = 1.1 * armprop;
3369 Person::players.back()->proportionlegs = 1.1 * legprop;
3372 if (Person::players.back()->creature == rabbittype) {
3373 Person::players.back()->proportionhead = 1.2 * headprop;
3374 Person::players.back()->proportionbody = 1.05 * bodyprop;
3375 Person::players.back()->proportionarms = 1.00 * armprop;
3376 Person::players.back()->proportionlegs = 1.1 * legprop;
3377 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3380 Person::players.back()->headless = 0;
3381 Person::players.back()->onfire = 0;
3384 Person::players.back()->proportionhead.z = 0;
3385 Person::players.back()->proportionbody.z = 0;
3386 Person::players.back()->proportionarms.z = 0;
3387 Person::players.back()->proportionlegs.z = 0;
3390 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3392 Person::players.back()->damagetolerance = 200;
3394 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3395 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3396 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3397 Person::players.back()->armorhead = Person::players[0]->armorhead;
3398 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3399 Person::players.back()->armorlow = Person::players[0]->armorlow;
3400 Person::players.back()->metalhead = Person::players[0]->metalhead;
3401 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3402 Person::players.back()->metallow = Person::players[0]->metallow;
3404 Person::players.back()->immobile = Person::players[0]->immobile;
3406 Person::players.back()->numclothes = Person::players[0]->numclothes;
3407 if (Person::players.back()->numclothes)
3408 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3409 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3410 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3411 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3412 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3413 tintr = Person::players.back()->clothestintr[i];
3414 tintg = Person::players.back()->clothestintg[i];
3415 tintb = Person::players.back()->clothestintb[i];
3416 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3418 if (Person::players.back()->numclothes) {
3419 Person::players.back()->DoMipmaps();
3422 Person::players.back()->power = Person::players[0]->power;
3423 Person::players.back()->speedmult = Person::players[0]->speedmult;
3425 Person::players.back()->damage = 0;
3426 Person::players.back()->permanentdamage = 0;
3427 Person::players.back()->superpermanentdamage = 0;
3428 Person::players.back()->deathbleeding = 0;
3429 Person::players.back()->bleeding = 0;
3430 Person::players.back()->numwaypoints = 0;
3431 Person::players.back()->waypoint = 0;
3432 Person::players.back()->jumppath = 0;
3433 Person::players.back()->weaponstuck = -1;
3434 Person::players.back()->weaponactive = -1;
3435 Person::players.back()->num_weapons = 0;
3436 Person::players.back()->bloodloss = 0;
3437 Person::players.back()->dead = 0;
3439 Person::players.back()->loaded = 1;
3442 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3443 if (Person::players.back()->numwaypoints < 90) {
3444 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3445 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3446 Person::players.back()->numwaypoints++;
3450 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3451 if (numpathpoints < 30) {
3452 bool connected, alreadyconnected;
3454 if (numpathpoints > 1)
3455 for (int i = 0; i < numpathpoints; i++) {
3456 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3457 alreadyconnected = 0;
3458 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3459 if (pathpointconnect[pathpointselected][j] == i)
3460 alreadyconnected = 1;
3462 if (!alreadyconnected) {
3463 numpathpointconnect[pathpointselected]++;
3465 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3471 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3472 numpathpointconnect[numpathpoints - 1] = 0;
3473 if (numpathpoints > 1 && pathpointselected != -1) {
3474 numpathpointconnect[pathpointselected]++;
3475 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3477 pathpointselected = numpathpoints - 1;
3482 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3483 pathpointselected++;
3484 if (pathpointselected >= numpathpoints)
3485 pathpointselected = -1;
3487 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3488 pathpointselected--;
3489 if (pathpointselected <= -2)
3490 pathpointselected = numpathpoints - 1;
3492 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3493 if (pathpointselected != -1) {
3495 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3496 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3497 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3498 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3500 for (int i = 0; i < numpathpoints; i++) {
3501 for (int j = 0; j < numpathpointconnect[i]; j++) {
3502 if (pathpointconnect[i][j] == pathpointselected) {
3503 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3504 numpathpointconnect[i]--;
3506 if (pathpointconnect[i][j] == numpathpoints) {
3507 pathpointconnect[i][j] = pathpointselected;
3511 pathpointselected = numpathpoints - 1;
3515 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3517 if (editortype == treeleavestype || editortype == 10)
3520 editortype = firetype;
3523 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3525 if (editortype == treeleavestype || editortype == 10)
3527 if (editortype > firetype)
3531 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3532 editoryaw -= multiplier * 100;
3533 if (editoryaw < -.01)
3537 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3538 editoryaw += multiplier * 100;
3541 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3542 editorsize += multiplier;
3545 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3546 editorsize -= multiplier;
3547 if (editorsize < .1)
3552 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3553 mapradius -= multiplier * 10;
3556 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3557 mapradius += multiplier * 10;
3559 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3560 editorpitch += multiplier * 100;
3563 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3564 editorpitch -= multiplier * 100;
3565 if (editorpitch < -.01)
3568 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3569 int closest = findClosestObject();
3571 objects.DeleteObject(closest);
3577 void doJumpReversals()
3579 for (unsigned k = 0; k < Person::players.size(); k++)
3580 for (unsigned i = k; i < Person::players.size(); i++) {
3583 if ( Person::players[k]->skeleton.free == 0 &&
3584 Person::players[i]->skeleton.oldfree == 0 &&
3585 (Person::players[i]->animTarget == jumpupanim ||
3586 Person::players[k]->animTarget == jumpupanim) &&
3587 (Person::players[i]->aitype == playercontrolled ||
3588 Person::players[k]->aitype == playercontrolled) &&
3589 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
3590 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
3591 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3592 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3593 //TODO: refactor two huge similar ifs
3594 if (Person::players[i]->animTarget == jumpupanim &&
3595 Person::players[k]->animTarget != getupfrombackanim &&
3596 Person::players[k]->animTarget != getupfromfrontanim &&
3597 animation[Person::players[k]->animTarget].height == middleheight &&
3598 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3599 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
3600 Person::players[k]->aitype != playercontrolled)) {
3601 Person::players[i]->victim = Person::players[k];
3602 Person::players[i]->velocity = 0;
3603 Person::players[i]->animCurrent = jumpreversedanim;
3604 Person::players[i]->animTarget = jumpreversedanim;
3605 Person::players[i]->frameCurrent = 0;
3606 Person::players[i]->frameTarget = 1;
3607 Person::players[i]->targettilt2 = 0;
3608 Person::players[k]->victim = Person::players[i];
3609 Person::players[k]->velocity = 0;
3610 Person::players[k]->animCurrent = jumpreversalanim;
3611 Person::players[k]->animTarget = jumpreversalanim;
3612 Person::players[k]->frameCurrent = 0;
3613 Person::players[k]->frameTarget = 1;
3614 Person::players[k]->targettilt2 = 0;
3615 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3616 Person::players[i]->animCurrent = rabbitkickreversedanim;
3617 Person::players[i]->animTarget = rabbitkickreversedanim;
3618 Person::players[i]->frameCurrent = 1;
3619 Person::players[i]->frameTarget = 2;
3620 Person::players[k]->animCurrent = rabbitkickreversalanim;
3621 Person::players[k]->animTarget = rabbitkickreversalanim;
3622 Person::players[k]->frameCurrent = 1;
3623 Person::players[k]->frameTarget = 2;
3625 Person::players[i]->target = 0;
3626 Person::players[k]->oldcoords = Person::players[k]->coords;
3627 Person::players[i]->coords = Person::players[k]->coords;
3628 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3629 Person::players[k]->yaw = Person::players[i]->targetyaw;
3630 if (Person::players[k]->aitype == attacktypecutoff)
3631 Person::players[k]->stunned = .5;
3633 if (Person::players[k]->animTarget == jumpupanim &&
3634 Person::players[i]->animTarget != getupfrombackanim &&
3635 Person::players[i]->animTarget != getupfromfrontanim &&
3636 animation[Person::players[i]->animTarget].height == middleheight &&
3637 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3638 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3639 Person::players[i]->aitype != playercontrolled)) {
3640 Person::players[k]->victim = Person::players[i];
3641 Person::players[k]->velocity = 0;
3642 Person::players[k]->animCurrent = jumpreversedanim;
3643 Person::players[k]->animTarget = jumpreversedanim;
3644 Person::players[k]->frameCurrent = 0;
3645 Person::players[k]->frameTarget = 1;
3646 Person::players[k]->targettilt2 = 0;
3647 Person::players[i]->victim = Person::players[k];
3648 Person::players[i]->velocity = 0;
3649 Person::players[i]->animCurrent = jumpreversalanim;
3650 Person::players[i]->animTarget = jumpreversalanim;
3651 Person::players[i]->frameCurrent = 0;
3652 Person::players[i]->frameTarget = 1;
3653 Person::players[i]->targettilt2 = 0;
3654 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3655 Person::players[k]->animTarget = rabbitkickreversedanim;
3656 Person::players[k]->animCurrent = rabbitkickreversedanim;
3657 Person::players[i]->animCurrent = rabbitkickreversalanim;
3658 Person::players[i]->animTarget = rabbitkickreversalanim;
3659 Person::players[k]->frameCurrent = 1;
3660 Person::players[k]->frameTarget = 2;
3661 Person::players[i]->frameCurrent = 1;
3662 Person::players[i]->frameTarget = 2;
3664 Person::players[k]->target = 0;
3665 Person::players[i]->oldcoords = Person::players[i]->coords;
3666 Person::players[k]->coords = Person::players[i]->coords;
3667 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3668 Person::players[i]->yaw = Person::players[k]->targetyaw;
3669 if (Person::players[i]->aitype == attacktypecutoff)
3670 Person::players[i]->stunned = .5;
3677 void doAerialAcrobatics()
3679 static XYZ facing, flatfacing;
3680 for (unsigned k = 0; k < Person::players.size(); k++) {
3681 Person::players[k]->turnspeed = 500;
3683 if ((Person::players[k]->isRun() &&
3684 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3685 Person::players[k]->targetyaw != wolfrunninganim) ||
3686 Person::players[k]->frameTarget == 4)) ||
3687 Person::players[k]->animTarget == removeknifeanim ||
3688 Person::players[k]->animTarget == crouchremoveknifeanim ||
3689 Person::players[k]->animTarget == flipanim ||
3690 Person::players[k]->animTarget == fightsidestep ||
3691 Person::players[k]->animTarget == walkanim) {
3692 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3696 if (Person::players[k]->isStop() ||
3697 Person::players[k]->isLanding() ||
3698 Person::players[k]->animTarget == staggerbackhighanim ||
3699 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3700 Person::players[k]->animTarget == staggerbackhardanim ||
3701 Person::players[k]->animTarget == backhandspringanim ||
3702 Person::players[k]->animTarget == dodgebackanim ||
3703 Person::players[k]->animTarget == rollanim ||
3704 (animation[Person::players[k]->animTarget].attack &&
3705 Person::players[k]->animTarget != rabbitkickanim &&
3706 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3707 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3708 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3711 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3712 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3715 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3716 Person::players[k]->DoStuff();
3717 if (Person::players[k]->immobile && k != 0)
3718 Person::players[k]->coords = Person::players[k]->realoldcoords;
3720 //if player's position has changed (?)
3721 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3722 !Person::players[k]->skeleton.free &&
3723 Person::players[k]->animTarget != climbanim &&
3724 Person::players[k]->animTarget != hanganim) {
3725 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3727 bool tempcollide = 0;
3729 if (Person::players[k]->collide < -.3)
3730 Person::players[k]->collide = -.3;
3731 if (Person::players[k]->collide > 1)
3732 Person::players[k]->collide = 1;
3733 Person::players[k]->collide -= multiplier * 30;
3736 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3738 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3739 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3740 if (objects.type[i] != rocktype ||
3741 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3742 objects.position[i].y > Person::players[k]->coords.y) {
3743 lowpoint = Person::players[k]->coords;
3744 if (Person::players[k]->animTarget != jumpupanim &&
3745 Person::players[k]->animTarget != jumpdownanim &&
3746 !Person::players[k]->isFlip())
3750 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3751 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3752 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3753 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3754 flatfacing = lowpoint - Person::players[k]->coords;
3755 Person::players[k]->coords = lowpoint;
3756 Person::players[k]->coords.y -= 1.3;
3757 Person::players[k]->collide = 1;
3760 //TODO: refactor four similar blocks
3761 if (Person::players[k]->aitype == playercontrolled &&
3762 (Person::players[k]->animTarget == jumpupanim ||
3763 Person::players[k]->animTarget == jumpdownanim ||
3764 Person::players[k]->isFlip()) &&
3765 !Person::players[k]->jumptogglekeydown &&
3766 Person::players[k]->jumpkeydown) {
3767 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3768 XYZ tempcoords1 = lowpoint;
3769 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3770 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3771 Person::players[k]->setAnimation(walljumpleftanim);
3772 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3774 pause_sound(whooshsound);
3776 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3777 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3778 if (lowpointtarget.z < 0)
3779 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3780 Person::players[k]->targetyaw = Person::players[k]->yaw;
3781 Person::players[k]->lowyaw = Person::players[k]->yaw;
3785 lowpoint = tempcoords1;
3786 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3787 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3788 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3789 Person::players[k]->setAnimation(walljumprightanim);
3790 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3792 pause_sound(whooshsound);
3794 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3795 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3796 if (lowpointtarget.z < 0)
3797 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3798 Person::players[k]->targetyaw = Person::players[k]->yaw;
3799 Person::players[k]->lowyaw = Person::players[k]->yaw;
3803 lowpoint = tempcoords1;
3804 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3805 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3806 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3807 Person::players[k]->setAnimation(walljumpbackanim);
3808 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3810 pause_sound(whooshsound);
3812 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3813 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3814 if (lowpointtarget.z < 0)
3815 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3816 Person::players[k]->targetyaw = Person::players[k]->yaw;
3817 Person::players[k]->lowyaw = Person::players[k]->yaw;
3821 lowpoint = tempcoords1;
3822 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3823 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3824 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3825 Person::players[k]->setAnimation(walljumpfrontanim);
3826 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3828 pause_sound(whooshsound);
3830 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3831 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3832 if (lowpointtarget.z < 0)
3833 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3834 Person::players[k]->yaw += 180;
3835 Person::players[k]->targetyaw = Person::players[k]->yaw;
3836 Person::players[k]->lowyaw = Person::players[k]->yaw;
3845 } else if (objects.type[i] == rocktype) {
3846 lowpoint2 = Person::players[k]->coords;
3847 lowpoint = Person::players[k]->coords;
3849 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3850 Person::players[k]->coords = colpoint;
3851 Person::players[k]->collide = 1;
3854 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3855 //flipped into a rock
3856 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3857 Person::players[k]->RagDoll(0);
3859 if (Person::players[k]->animTarget == jumpupanim) {
3860 Person::players[k]->jumppower = -4;
3861 Person::players[k]->animTarget = Person::players[k]->getIdle();
3863 Person::players[k]->target = 0;
3864 Person::players[k]->frameTarget = 0;
3865 Person::players[k]->onterrain = 1;
3867 if (Person::players[k]->id == 0) {
3868 pause_sound(whooshsound);
3869 OPENAL_SetVolume(channels[whooshsound], 0);
3873 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3874 if (Person::players[k]->isFlip())
3875 Person::players[k]->jumppower = -4;
3876 Person::players[k]->animTarget = Person::players[k]->getLanding();
3877 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3879 envsound[numenvsounds] = Person::players[k]->coords;
3880 envsoundvol[numenvsounds] = 16;
3881 envsoundlife[numenvsounds] = .4;
3892 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3893 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3894 lowpoint = Person::players[k]->coords;
3896 if (objects.type[i] != rocktype)
3897 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3898 if (Person::players[k]->animTarget != jumpupanim &&
3899 Person::players[k]->animTarget != jumpdownanim &&
3900 Person::players[k]->onterrain)
3901 Person::players[k]->avoidcollided = 1;
3902 Person::players[k]->coords = lowpoint;
3903 Person::players[k]->coords.y -= 1.35;
3904 Person::players[k]->collide = 1;
3906 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3907 (Person::players[k]->animCurrent != climbanim &&
3908 Person::players[k]->animCurrent != hanganim &&
3909 !Person::players[k]->isWallJump() ||
3910 Person::players[k]->animTarget == jumpupanim ||
3911 Person::players[k]->animTarget == jumpdownanim)) {
3912 lowpoint = Person::players[k]->coords;
3913 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3914 lowpoint = Person::players[k]->coords;
3918 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3919 lowpointtarget = lowpoint + facing * 1.4;
3920 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3921 if (whichhit != -1) {
3922 lowpoint = Person::players[k]->coords;
3924 lowpointtarget = lowpoint + facing * 1.4;
3925 lowpoint2 = lowpoint;
3926 lowpointtarget2 = lowpointtarget;
3927 lowpoint3 = lowpoint;
3928 lowpointtarget3 = lowpointtarget;
3929 lowpoint4 = lowpoint;
3930 lowpointtarget4 = lowpointtarget;
3931 lowpoint5 = lowpoint;
3932 lowpointtarget5 = lowpointtarget;
3933 lowpoint6 = lowpoint;
3934 lowpointtarget6 = lowpointtarget;
3935 lowpoint7 = lowpoint;
3936 lowpointtarget7 = lowpoint;
3938 lowpointtarget2.x += .1;
3940 lowpointtarget3.z += .1;
3942 lowpointtarget4.x -= .1;
3944 lowpointtarget5.z -= .1;
3945 lowpoint6.y += 45 / 13;
3946 lowpointtarget6.y += 45 / 13;
3947 lowpointtarget6 += facing * .6;
3948 lowpointtarget7.y += 90 / 13;
3949 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3950 if (objects.friction[i] > .5)
3951 if (whichhit != -1) {
3952 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3953 Person::players[k]->collided = 1;
3954 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3955 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3956 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3957 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3958 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3959 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3960 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3961 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3962 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3963 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3964 for (int j = 0; j < 45; j++) {
3965 lowpoint = Person::players[k]->coords;
3966 lowpoint.y += (float)j / 13;
3967 lowpointtarget = lowpoint + facing * 1.4;
3968 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3969 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3970 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3972 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3973 lowpoint = Person::players[k]->coords;
3974 lowpoint.y += (float)j / 13;
3975 lowpointtarget = lowpoint + facing * 1.3;
3976 flatfacing = Person::players[k]->coords;
3977 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3978 Person::players[k]->coords.y = lowpointtarget.y - .07;
3979 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3981 if (j > 10 || !Person::players[k]->isRun()) {
3982 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3984 pause_sound(whooshsound);
3986 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3988 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3989 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3990 if (lowpointtarget.z < 0)
3991 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3992 Person::players[k]->targetyaw = Person::players[k]->yaw;
3993 Person::players[k]->lowyaw = Person::players[k]->yaw;
3995 //Person::players[k]->velocity=lowpointtarget*.03;
3996 Person::players[k]->velocity = 0;
3999 if (Person::players[k]->animTarget == jumpupanim) {
4000 Person::players[k]->animTarget = climbanim;
4001 Person::players[k]->jumppower = 0;
4002 Person::players[k]->jumpclimb = 1;
4004 Person::players[k]->transspeed = 6;
4005 Person::players[k]->target = 0;
4006 Person::players[k]->frameTarget = 1;
4009 Person::players[k]->setAnimation(hanganim);
4010 Person::players[k]->jumppower = 0;
4022 if (Person::players[k]->collide <= 0) {
4024 if (!Person::players[k]->onterrain &&
4025 Person::players[k]->animTarget != jumpupanim &&
4026 Person::players[k]->animTarget != jumpdownanim &&
4027 Person::players[k]->animTarget != climbanim &&
4028 Person::players[k]->animTarget != hanganim &&
4029 !Person::players[k]->isWallJump() &&
4030 !Person::players[k]->isFlip()) {
4031 if (Person::players[k]->animCurrent != climbanim &&
4032 Person::players[k]->animCurrent != tempanim &&
4033 Person::players[k]->animTarget != backhandspringanim &&
4034 (Person::players[k]->animTarget != rollanim ||
4035 Person::players[k]->frameTarget < 2 ||
4036 Person::players[k]->frameTarget > 6)) {
4037 //stagger off ledge (?)
4038 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4039 Person::players[k]->RagDoll(0);
4040 Person::players[k]->setAnimation(jumpdownanim);
4043 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4046 Person::players[k]->velocity.y += gravity;
4050 Person::players[k]->realoldcoords = Person::players[k]->coords;
4056 static XYZ relative;
4057 static int randattack;
4058 static bool playerrealattackkeydown = 0;
4060 if (!Input::isKeyDown(attackkey))
4063 Person::players[0]->attackkeydown = 0;
4065 playerrealattackkeydown = 0;
4067 playerrealattackkeydown = Input::isKeyDown(attackkey);
4068 if ((Person::players[0]->parriedrecently <= 0 ||
4069 Person::players[0]->weaponactive == -1) &&
4072 Person::players[0]->lastattack != swordslashanim &&
4073 Person::players[0]->lastattack != knifeslashstartanim &&
4074 Person::players[0]->lastattack != staffhitanim &&
4075 Person::players[0]->lastattack != staffspinhitanim)))
4076 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4077 if (Input::isKeyDown(attackkey) &&
4079 !Person::players[0]->backkeydown) {
4080 for (unsigned k = 0; k < Person::players.size(); k++) {
4081 if ((Person::players[k]->animTarget == swordslashanim ||
4082 Person::players[k]->animTarget == staffhitanim ||
4083 Person::players[k]->animTarget == staffspinhitanim) &&
4084 Person::players[0]->animCurrent != dodgebackanim &&
4085 !Person::players[k]->skeleton.free)
4086 Person::players[k]->Reverse();
4090 if (!hostile || indialogue != -1)
4091 Person::players[0]->attackkeydown = 0;
4093 for (unsigned k = 0; k < Person::players.size(); k++) {
4094 if (indialogue != -1)
4095 Person::players[k]->attackkeydown = 0;
4096 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4097 if (Person::players[k]->aitype != playercontrolled)
4098 Person::players[k]->victim = Person::players[0];
4099 //attack key pressed
4100 if (Person::players[k]->attackkeydown) {
4102 if (Person::players[k]->backkeydown &&
4103 Person::players[k]->animTarget != backhandspringanim &&
4104 (Person::players[k]->isIdle() ||
4105 Person::players[k]->isStop() ||
4106 Person::players[k]->isRun() ||
4107 Person::players[k]->animTarget == walkanim)) {
4108 if (Person::players[k]->jumppower <= 1) {
4109 Person::players[k]->jumppower -= 2;
4111 for (unsigned i = 0; i < Person::players.size(); i++) {
4114 if (Person::players[i]->animTarget == swordslashanim ||
4115 Person::players[i]->animTarget == knifeslashstartanim ||
4116 Person::players[i]->animTarget == staffhitanim ||
4117 Person::players[i]->animTarget == staffspinhitanim)
4118 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4119 Person::players[k]->setAnimation(dodgebackanim);
4120 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4121 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4124 if (Person::players[k]->animTarget != dodgebackanim) {
4127 Person::players[k]->setAnimation(backhandspringanim);
4128 Person::players[k]->targetyaw = -yaw + 180;
4129 if (Person::players[k]->leftkeydown)
4130 Person::players[k]->targetyaw -= 45;
4131 if (Person::players[k]->rightkeydown)
4132 Person::players[k]->targetyaw += 45;
4133 Person::players[k]->yaw = Person::players[k]->targetyaw;
4134 Person::players[k]->jumppower -= 2;
4139 if (!animation[Person::players[k]->animTarget].attack &&
4140 !Person::players[k]->backkeydown &&
4141 (Person::players[k]->isIdle() ||
4142 Person::players[k]->isRun() ||
4143 Person::players[k]->animTarget == walkanim ||
4144 Person::players[k]->animTarget == sneakanim ||
4145 Person::players[k]->isCrouch())) {
4146 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4147 //normal attacks (?)
4148 Person::players[k]->hasvictim = 0;
4149 if (Person::players.size() > 1)
4150 for (unsigned i = 0; i < Person::players.size(); i++) {
4151 if (i == k || !(k == 0 || i == 0))
4153 if (!Person::players[k]->hasvictim)
4154 if (animation[Person::players[k]->animTarget].attack != reversal) {
4156 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4157 if (distance < 4.5 &&
4158 !Person::players[i]->skeleton.free &&
4159 Person::players[i]->howactive < typedead1 &&
4160 Person::players[i]->animTarget != jumpreversedanim &&
4161 Person::players[i]->animTarget != rabbitkickreversedanim &&
4162 Person::players[i]->animTarget != rabbitkickanim &&
4163 Person::players[k]->animTarget != rabbitkickanim &&
4164 Person::players[i]->animTarget != getupfrombackanim &&
4165 (Person::players[i]->animTarget != staggerbackhighanim &&
4166 (Person::players[i]->animTarget != staggerbackhardanim ||
4167 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4168 Person::players[i]->animTarget != jumpdownanim &&
4169 Person::players[i]->animTarget != jumpupanim &&
4170 Person::players[i]->animTarget != getupfromfrontanim) {
4171 Person::players[k]->victim = Person::players[i];
4172 Person::players[k]->hasvictim = 1;
4173 if (Person::players[k]->aitype == playercontrolled) { //human player
4175 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4176 Person::players[k]->crouchkeydown &&
4177 animation[Person::players[i]->animTarget].height != lowheight)
4178 Person::players[k]->animTarget = sweepanim;
4180 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4181 animation[Person::players[i]->animTarget].height != lowheight &&
4182 !Person::players[k]->forwardkeydown &&
4183 !Person::players[k]->leftkeydown &&
4184 !Person::players[k]->rightkeydown &&
4185 !Person::players[k]->crouchkeydown &&
4188 Person::players[k]->animTarget = winduppunchanim;
4190 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4191 animation[Person::players[i]->animTarget].height != lowheight &&
4192 !Person::players[k]->forwardkeydown &&
4193 !Person::players[k]->leftkeydown &&
4194 !Person::players[k]->rightkeydown &&
4195 !Person::players[k]->crouchkeydown &&
4197 Person::players[k]->animTarget = upunchanim;
4199 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4200 Person::players[i]->staggerdelay > 0 &&
4201 attackweapon == knife &&
4202 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4203 Person::players[k]->animTarget = knifefollowanim;
4205 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4206 animation[Person::players[i]->animTarget].height != lowheight &&
4207 !Person::players[k]->forwardkeydown &&
4208 !Person::players[k]->leftkeydown &&
4209 !Person::players[k]->rightkeydown &&
4210 !Person::players[k]->crouchkeydown &&
4211 attackweapon == knife &&
4212 Person::players[k]->weaponmissdelay <= 0)
4213 Person::players[k]->animTarget = knifeslashstartanim;
4215 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4216 animation[Person::players[i]->animTarget].height != lowheight &&
4217 !Person::players[k]->crouchkeydown &&
4218 attackweapon == sword &&
4219 Person::players[k]->weaponmissdelay <= 0)
4220 Person::players[k]->animTarget = swordslashanim;
4222 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4223 animation[Person::players[i]->animTarget].height != lowheight &&
4224 !Person::players[k]->crouchkeydown &&
4225 attackweapon == staff &&
4226 Person::players[k]->weaponmissdelay <= 0 &&
4227 !Person::players[k]->leftkeydown &&
4228 !Person::players[k]->rightkeydown &&
4229 !Person::players[k]->forwardkeydown)
4230 Person::players[k]->animTarget = staffhitanim;
4232 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4233 animation[Person::players[i]->animTarget].height != lowheight &&
4234 !Person::players[k]->crouchkeydown &&
4235 attackweapon == staff &&
4236 Person::players[k]->weaponmissdelay <= 0)
4237 Person::players[k]->animTarget = staffspinhitanim;
4239 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4240 animation[Person::players[i]->animTarget].height != lowheight)
4241 Person::players[k]->animTarget = spinkickanim;
4243 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4244 animation[Person::players[i]->animTarget].height == lowheight &&
4245 animation[Person::players[k]->animTarget].attack != normalattack)
4246 Person::players[k]->animTarget = lowkickanim;
4247 } else { //AI player
4248 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4249 randattack = abs(Random() % 5);
4250 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4252 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4253 Person::players[k]->animTarget = sweepanim;
4255 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4257 Person::players[k]->animTarget = upunchanim;
4259 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4260 Person::players[k]->animTarget = spinkickanim;
4262 else if (animation[Person::players[i]->animTarget].height == lowheight)
4263 Person::players[k]->animTarget = lowkickanim;
4267 if ((tutoriallevel != 1 || !attackweapon) &&
4268 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4270 animation[Person::players[i]->animTarget].height != lowheight)
4271 Person::players[k]->animTarget = sweepanim;
4273 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4274 attackweapon == knife &&
4275 Person::players[k]->weaponmissdelay <= 0)
4276 Person::players[k]->animTarget = knifeslashstartanim;
4278 else if (!(Person::players[0]->victim == Person::players[i] &&
4279 Person::players[0]->hasvictim &&
4280 Person::players[0]->animTarget == swordslashanim) &&
4281 attackweapon == sword &&
4282 Person::players[k]->weaponmissdelay <= 0)
4283 Person::players[k]->animTarget = swordslashanim;
4285 else if (!(Person::players[0]->victim == Person::players[i] &&
4286 Person::players[0]->hasvictim &&
4287 Person::players[0]->animTarget == swordslashanim) &&
4288 attackweapon == staff &&
4289 Person::players[k]->weaponmissdelay <= 0 &&
4291 Person::players[k]->animTarget = staffhitanim;
4293 else if (!(Person::players[0]->victim == Person::players[i] &&
4294 Person::players[0]->hasvictim &&
4295 Person::players[0]->animTarget == swordslashanim) &&
4296 attackweapon == staff &&
4297 Person::players[k]->weaponmissdelay <= 0 &&
4299 Person::players[k]->animTarget = staffspinhitanim;
4301 else if ((tutoriallevel != 1 || !attackweapon) &&
4302 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4304 animation[Person::players[i]->animTarget].height != lowheight)
4305 Person::players[k]->animTarget = spinkickanim;
4307 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4308 animation[Person::players[i]->animTarget].height == lowheight &&
4309 animation[Person::players[k]->animTarget].attack != normalattack)
4310 Person::players[k]->animTarget = lowkickanim;
4314 //upunch becomes wolfslap
4315 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4316 Person::players[k]->animTarget = wolfslapanim;
4319 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4320 Person::players[i]->howactive < typedead1 &&
4321 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4322 !Person::players[i]->skeleton.free &&
4323 Person::players[i]->animTarget != getupfrombackanim &&
4324 Person::players[i]->animTarget != getupfromfrontanim &&
4325 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4326 Person::players[i]->surprised > 0 ||
4327 Person::players[i]->aitype == passivetype ||
4328 attackweapon && Person::players[i]->stunned > 0) &&
4329 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4331 if (!attackweapon) {
4332 Person::players[k]->animCurrent = sneakattackanim;
4333 Person::players[k]->animTarget = sneakattackanim;
4334 Person::players[i]->animCurrent = sneakattackedanim;
4335 Person::players[i]->animTarget = sneakattackedanim;
4336 Person::players[k]->oldcoords = Person::players[k]->coords;
4337 Person::players[k]->coords = Person::players[i]->coords;
4340 if (attackweapon == knife) {
4341 Person::players[k]->animCurrent = knifesneakattackanim;
4342 Person::players[k]->animTarget = knifesneakattackanim;
4343 Person::players[i]->animCurrent = knifesneakattackedanim;
4344 Person::players[i]->animTarget = knifesneakattackedanim;
4345 Person::players[i]->oldcoords = Person::players[i]->coords;
4346 Person::players[i]->coords = Person::players[k]->coords;
4349 if (attackweapon == sword) {
4350 Person::players[k]->animCurrent = swordsneakattackanim;
4351 Person::players[k]->animTarget = swordsneakattackanim;
4352 Person::players[i]->animCurrent = swordsneakattackedanim;
4353 Person::players[i]->animTarget = swordsneakattackedanim;
4354 Person::players[i]->oldcoords = Person::players[i]->coords;
4355 Person::players[i]->coords = Person::players[k]->coords;
4357 if (attackweapon != staff) {
4358 Person::players[k]->victim = Person::players[i];
4359 Person::players[k]->hasvictim = 1;
4360 Person::players[i]->targettilt2 = 0;
4361 Person::players[i]->frameTarget = 1;
4362 Person::players[i]->frameCurrent = 0;
4363 Person::players[i]->target = 0;
4364 Person::players[i]->velocity = 0;
4365 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4366 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4367 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4368 Person::players[k]->target = Person::players[i]->target;
4369 Person::players[k]->velocity = 0;
4370 Person::players[k]->targetyaw = Person::players[i]->yaw;
4371 Person::players[k]->yaw = Person::players[i]->yaw;
4372 Person::players[i]->targetyaw = Person::players[i]->yaw;
4375 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4376 Person::players[k]->victim == Person::players[i] &&
4377 (!Person::players[i]->skeleton.free)) {
4379 Person::players[k]->frameTarget = 0;
4380 Person::players[k]->target = 0;
4382 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4383 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4384 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4385 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4386 Person::players[k]->lastattack = Person::players[k]->animTarget;
4388 if (Person::players[k]->animTarget == knifefollowanim &&
4389 Person::players[k]->victim == Person::players[i]) {
4391 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4392 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4393 Person::players[k]->victim = Person::players[i];
4394 Person::players[k]->hasvictim = 1;
4395 Person::players[i]->animTarget = knifefollowedanim;
4396 Person::players[i]->animCurrent = knifefollowedanim;
4397 Person::players[i]->targettilt2 = 0;
4398 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4399 Person::players[i]->frameTarget = 1;
4400 Person::players[i]->frameCurrent = 0;
4401 Person::players[i]->target = 0;
4402 Person::players[i]->velocity = 0;
4403 Person::players[k]->animCurrent = knifefollowanim;
4404 Person::players[k]->animTarget = knifefollowanim;
4405 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4406 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4407 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4408 Person::players[k]->target = Person::players[i]->target;
4409 Person::players[k]->velocity = 0;
4410 Person::players[k]->oldcoords = Person::players[k]->coords;
4411 Person::players[i]->coords = Person::players[k]->coords;
4412 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4413 Person::players[i]->yaw = Person::players[k]->targetyaw;
4414 Person::players[k]->yaw = Person::players[k]->targetyaw;
4415 Person::players[i]->yaw = Person::players[k]->targetyaw;
4419 const bool hasstaff = attackweapon == staff;
4420 if (k == 0 && Person::players.size() > 1)
4421 for (unsigned i = 0; i < Person::players.size(); i++) {
4424 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4425 animation[Person::players[k]->animTarget].attack == neutral) {
4426 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4427 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4428 if (Person::players[i]->skeleton.free)
4429 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4430 (Person::players[i]->dead ||
4431 Person::players[i]->skeleton.longdead > 1000 ||
4432 Person::players[k]->isRun() ||
4435 (Person::players[i]->skeleton.longdead > 2000 ||
4436 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4437 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4438 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4439 Person::players[k]->victim = Person::players[i];
4440 Person::players[k]->hasvictim = 1;
4441 if (attackweapon && tutoriallevel != 1) {
4443 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4444 Person::players[k]->animTarget = crouchstabanim;
4446 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4447 Person::players[k]->animTarget = swordgroundstabanim;
4449 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4450 Person::players[k]->animTarget = staffgroundsmashanim;
4452 if (distance < 2.5 &&
4453 Person::players[k]->crouchkeydown &&
4454 Person::players[k]->animTarget != crouchstabanim &&
4456 Person::players[i]->dead &&
4457 Person::players[i]->skeleton.free &&
4458 Person::players[i]->skeleton.longdead > 1000) {
4459 Person::players[k]->animTarget = killanim;
4460 //TODO: refactor this out, what does it do?
4461 for (int j = 0; j < terrain.numdecals; j++) {
4462 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4463 terrain.decalalivetime[j] < 2)
4464 terrain.DeleteDecal(j);
4466 for (int l = 0; l < objects.numobjects; l++) {
4467 if (objects.model[l].type == decalstype)
4468 for (int j = 0; j < objects.model[l].numdecals; j++) {
4469 if ((objects.model[l].decaltype[j] == blooddecal ||
4470 objects.model[l].decaltype[j] == blooddecalslow) &&
4471 objects.model[l].decalalivetime[j] < 2)
4472 objects.model[l].DeleteDecal(j);
4476 if (!Person::players[i]->dead || musictype != 2)
4477 if (distance < 3.5 &&
4478 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4479 Person::players[k]->staggerdelay <= 0 &&
4480 (Person::players[i]->dead ||
4481 Person::players[i]->skeleton.longdead < 300 &&
4482 Person::players[k]->lastattack != spinkickanim &&
4483 Person::players[i]->skeleton.free) &&
4484 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4485 Person::players[k]->animTarget = dropkickanim;
4486 for (int j = 0; j < terrain.numdecals; j++) {
4487 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4488 terrain.decalalivetime[j] < 2) {
4489 terrain.DeleteDecal(j);
4492 for (int l = 0; l < objects.numobjects; l++) {
4493 if (objects.model[l].type == decalstype)
4494 for (int j = 0; j < objects.model[l].numdecals; j++) {
4495 if ((objects.model[l].decaltype[j] == blooddecal ||
4496 objects.model[l].decaltype[j] == blooddecalslow) &&
4497 objects.model[l].decalalivetime[j] < 2) {
4498 objects.model[l].DeleteDecal(j);
4504 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4505 Person::players[k]->victim == Person::players[i] &&
4506 (!Person::players[i]->skeleton.free ||
4507 Person::players[k]->animTarget == killanim ||
4508 Person::players[k]->animTarget == crouchstabanim ||
4509 Person::players[k]->animTarget == swordgroundstabanim ||
4510 Person::players[k]->animTarget == staffgroundsmashanim ||
4511 Person::players[k]->animTarget == dropkickanim)) {
4513 Person::players[k]->frameTarget = 0;
4514 Person::players[k]->target = 0;
4516 XYZ targetpoint = Person::players[i]->coords;
4517 if (Person::players[k]->animTarget == crouchstabanim ||
4518 Person::players[k]->animTarget == swordgroundstabanim ||
4519 Person::players[k]->animTarget == staffgroundsmashanim) {
4520 targetpoint += (Person::players[i]->jointPos(abdomen) +
4521 Person::players[i]->jointPos(neck)) / 2 *
4522 Person::players[i]->scale;
4524 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4525 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4527 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4528 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4531 if (Person::players[k]->animTarget == staffgroundsmashanim)
4532 Person::players[k]->targettilt2 += 10;
4534 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4535 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4536 Person::players[k]->lastattack = Person::players[k]->animTarget;
4538 if (Person::players[k]->animTarget == swordgroundstabanim) {
4539 Person::players[k]->targetyaw += 30;
4544 if (!Person::players[k]->hasvictim) {
4546 for (unsigned i = 0; i < Person::players.size(); i++) {
4547 if (i == k || !(i == 0 || k == 0))
4549 if (!Person::players[i]->skeleton.free) {
4550 if (Person::players[k]->hasvictim) {
4551 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4552 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4553 Person::players[k]->victim = Person::players[i];
4555 Person::players[k]->victim = Person::players[i];
4556 Person::players[k]->hasvictim = 1;
4561 if (Person::players[k]->aitype == playercontrolled)
4563 if (Person::players[k]->attackkeydown &&
4564 Person::players[k]->isRun() &&
4565 Person::players[k]->wasRun() &&
4566 ((Person::players[k]->hasvictim &&
4567 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4568 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4569 !Person::players[k]->victim->skeleton.free &&
4570 Person::players[k]->victim->animTarget != getupfrombackanim &&
4571 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4572 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4573 Person::players[k]->aitype != playercontrolled && //wat???
4574 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4575 Person::players[k]->rabbitkickenabled) ||
4576 Person::players[k]->jumpkeydown)) {
4578 Person::players[k]->setAnimation(rabbitkickanim);
4581 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4583 switch (attackweapon) {
4604 void doPlayerCollisions()
4606 static XYZ rotatetarget;
4607 static float collisionradius;
4608 if (Person::players.size() > 1)
4609 for (unsigned k = 0; k < Person::players.size(); k++)
4610 for (unsigned i = k + 1; i < Person::players.size(); i++) {
4611 //neither player is part of a reversal
4612 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4613 animation[Person::players[i]->animTarget].attack != reversal &&
4614 animation[Person::players[k]->animTarget].attack != reversed &&
4615 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4616 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4617 animation[Person::players[i]->animCurrent].attack != reversal &&
4618 animation[Person::players[k]->animCurrent].attack != reversed &&
4619 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4620 //neither is sleeping
4621 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4622 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4623 //in same patch, neither is climbing
4624 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4625 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4626 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4627 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4628 Person::players[i]->animTarget != climbanim &&
4629 Person::players[i]->animTarget != hanganim &&
4630 Person::players[k]->animTarget != climbanim &&
4631 Person::players[k]->animTarget != hanganim)
4632 //players are close (bounding box test)
4633 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4634 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4635 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4636 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4637 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4638 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4639 //spread fire from player to player
4640 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4641 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4642 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4643 if (!Person::players[i]->onfire)
4644 Person::players[i]->CatchFire();
4645 if (!Person::players[k]->onfire)
4646 Person::players[k]->CatchFire();
4650 XYZ tempcoords1 = Person::players[i]->coords;
4651 XYZ tempcoords2 = Person::players[k]->coords;
4652 if (!Person::players[i]->skeleton.oldfree)
4653 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4654 if (!Person::players[k]->skeleton.oldfree)
4655 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4656 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4657 if (Person::players[0]->hasvictim)
4658 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4659 collisionradius = 3;
4660 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4661 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4662 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4663 //jump down on a dead body
4664 if (k == 0 || i == 0) {
4666 if (Person::players[0]->animTarget == jumpdownanim &&
4667 !Person::players[0]->skeleton.oldfree &&
4668 !Person::players[0]->skeleton.free &&
4669 Person::players[l]->skeleton.oldfree &&
4670 Person::players[l]->skeleton.free &&
4671 Person::players[l]->dead &&
4672 Person::players[0]->lastcollide <= 0 &&
4673 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4674 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4675 Person::players[0]->coords.y = Person::players[l]->coords.y;
4676 Person::players[l]->velocity = Person::players[0]->velocity;
4677 Person::players[l]->skeleton.free = 0;
4678 Person::players[l]->yaw = 0;
4679 Person::players[l]->RagDoll(0);
4680 Person::players[l]->DoDamage(20);
4682 Person::players[l]->skeleton.longdead = 0;
4683 Person::players[0]->lastcollide = 1;
4687 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4688 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4689 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4690 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4691 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4692 Person::players[i]->skeleton.free) &&
4693 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4694 Person::players[k]->skeleton.free))
4695 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4696 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4697 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4699 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4700 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4701 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4702 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4703 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4705 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4706 (k != 0 || Person::players[k]->skeleton.free) ||
4707 (animation[Person::players[i]->animTarget].height == highheight &&
4708 animation[Person::players[k]->animTarget].height == highheight)) {
4709 if (tutoriallevel != 1) {
4710 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4713 Person::players[i]->RagDoll(0);
4714 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4715 award_bonus(0, aimbonus);
4717 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4718 Person::players[k]->RagDoll(0);
4719 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4720 award_bonus(0, aimbonus); // Huh, again?
4722 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4724 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4725 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4727 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4728 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4733 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4734 animation[Person::players[i]->animTarget].attack == normalattack) &&
4735 (animation[Person::players[k]->animTarget].attack == neutral ||
4736 animation[Person::players[k]->animTarget].attack == normalattack)) {
4738 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4739 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4740 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4741 Normalise(&rotatetarget);
4742 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4743 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4744 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4745 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4746 if (Person::players[k]->howactive == typeactive || hostile)
4747 if (Person::players[k]->isIdle()) {
4748 if (Person::players[k]->howactive < typesleeping)
4749 Person::players[k]->setAnimation(Person::players[k]->getStop());
4750 else if (Person::players[k]->howactive == typesleeping)
4751 Person::players[k]->setAnimation(getupfromfrontanim);
4753 Person::players[k]->howactive = typeactive;
4755 if (Person::players[i]->howactive == typeactive || hostile)
4756 if (Person::players[i]->isIdle()) {
4757 if (Person::players[i]->howactive < typesleeping)
4758 Person::players[i]->setAnimation(Person::players[k]->getStop());
4760 Person::players[i]->setAnimation(getupfromfrontanim);
4762 Person::players[i]->howactive = typeactive;
4765 //jump down on player
4767 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4768 !Person::players[i]->isCrouch() &&
4769 Person::players[i]->animTarget != rollanim &&
4770 !Person::players[k]->skeleton.oldfree && !
4771 Person::players[k]->skeleton.free &&
4772 Person::players[k]->lastcollide <= 0 &&
4773 Person::players[k]->velocity.y < -10) {
4774 Person::players[i]->velocity = Person::players[k]->velocity;
4775 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4776 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4777 Person::players[i]->DoDamage(20);
4778 Person::players[i]->RagDoll(0);
4779 Person::players[k]->lastcollide = 1;
4780 award_bonus(k, AboveBonus);
4782 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4783 !Person::players[k]->isCrouch() &&
4784 Person::players[k]->animTarget != rollanim &&
4785 !Person::players[i]->skeleton.oldfree &&
4786 !Person::players[i]->skeleton.free &&
4787 Person::players[i]->lastcollide <= 0 &&
4788 Person::players[i]->velocity.y < -10) {
4789 Person::players[k]->velocity = Person::players[i]->velocity;
4790 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4791 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4792 Person::players[k]->DoDamage(20);
4793 Person::players[k]->RagDoll(0);
4794 Person::players[i]->lastcollide = 1;
4795 award_bonus(i, AboveBonus);
4801 Person::players[i]->CheckKick();
4802 Person::players[k]->CheckKick();
4808 void doAI(unsigned i)
4810 static bool connected;
4811 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4812 Person::players[i]->jumpclimb = 0;
4813 //disable movement in editor
4815 Person::players[i]->stunned = 1;
4817 Person::players[i]->pause = 0;
4818 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4819 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4820 !Person::players[0]->onterrain)
4821 Person::players[i]->pause = 1;
4824 if (Person::players[i]->aitype == pathfindtype) {
4825 if (Person::players[i]->finalpathfindpoint == -1) {
4826 float closestdistance;
4831 closestdistance = -1;
4832 for (int j = 0; j < numpathpoints; j++)
4833 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4834 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4836 Person::players[i]->finaltarget = pathpoint[j];
4838 Person::players[i]->finalpathfindpoint = closest;
4839 for (int j = 0; j < numpathpoints; j++)
4840 for (int k = 0; k < numpathpointconnect[j]; k++) {
4841 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4842 if (sq(tempdist) < closestdistance)
4843 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4844 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4845 closestdistance = sq(tempdist);
4847 Person::players[i]->finaltarget = colpoint;
4850 Person::players[i]->finalpathfindpoint = closest;
4853 if (Person::players[i]->targetpathfindpoint == -1) {
4854 float closestdistance;
4859 closestdistance = -1;
4860 if (Person::players[i]->lastpathfindpoint == -1) {
4861 for (int j = 0; j < numpathpoints; j++) {
4862 if (j != Person::players[i]->lastpathfindpoint)
4863 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4864 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4868 Person::players[i]->targetpathfindpoint = closest;
4869 for (int j = 0; j < numpathpoints; j++)
4870 if (j != Person::players[i]->lastpathfindpoint)
4871 for (int k = 0; k < numpathpointconnect[j]; k++) {
4872 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4873 if (sq(tempdist) < closestdistance) {
4874 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4875 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4876 closestdistance = sq(tempdist);
4881 Person::players[i]->targetpathfindpoint = closest;
4883 for (int j = 0; j < numpathpoints; j++)
4884 if (j != Person::players[i]->lastpathfindpoint &&
4885 j != Person::players[i]->lastpathfindpoint2 &&
4886 j != Person::players[i]->lastpathfindpoint3 &&
4887 j != Person::players[i]->lastpathfindpoint4) {
4889 if (numpathpointconnect[j])
4890 for (int k = 0; k < numpathpointconnect[j]; k++)
4891 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4894 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4895 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4896 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4899 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4900 if (closest == -1 || tempdist < closestdistance) {
4901 closestdistance = tempdist;
4906 Person::players[i]->targetpathfindpoint = closest;
4909 Person::players[i]->losupdatedelay -= multiplier;
4911 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4912 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4914 //reached target point
4915 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4916 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4917 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4918 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4919 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4920 if (Person::players[i]->lastpathfindpoint2 == -1)
4921 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4922 if (Person::players[i]->lastpathfindpoint3 == -1)
4923 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4924 if (Person::players[i]->lastpathfindpoint4 == -1)
4925 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4926 Person::players[i]->targetpathfindpoint = -1;
4928 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4929 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4930 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4931 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4932 Person::players[i]->aitype = passivetype;
4935 Person::players[i]->forwardkeydown = 1;
4936 Person::players[i]->leftkeydown = 0;
4937 Person::players[i]->backkeydown = 0;
4938 Person::players[i]->rightkeydown = 0;
4939 Person::players[i]->crouchkeydown = 0;
4940 Person::players[i]->attackkeydown = 0;
4941 Person::players[i]->throwkeydown = 0;
4943 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4944 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4946 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4947 Person::players[i]->jumpkeydown = 0;
4948 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4949 Person::players[i]->jumpkeydown = 1;
4951 if ((tutoriallevel != 1 || cananger) &&
4953 !Person::players[0]->dead &&
4954 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4955 Person::players[i]->occluded < 25) {
4956 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4957 animation[Person::players[0]->animTarget].height != lowheight &&
4959 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4960 Person::players[i]->aitype = attacktypecutoff;
4961 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4962 animation[Person::players[0]->animTarget].height == highheight &&
4964 Person::players[i]->aitype = attacktypecutoff;
4966 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4967 Person::players[i]->losupdatedelay = .2;
4968 for (unsigned j = 0; j < Person::players.size(); j++)
4969 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4970 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4971 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4972 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4973 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4974 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4975 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4976 *Person::players[i]->scale + Person::players[i]->coords,
4977 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4978 *Person::players[j]->scale + Person::players[j]->coords) ||
4979 (Person::players[j]->animTarget == hanganim &&
4980 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4981 Person::players[i]->aitype = searchtype;
4982 Person::players[i]->lastchecktime = 12;
4983 Person::players[i]->lastseen = Person::players[j]->coords;
4984 Person::players[i]->lastseentime = 12;
4988 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4989 if (Person::players[i]->creature != wolftype) {
4990 Person::players[i]->stunned = .6;
4991 Person::players[i]->surprised = .6;
4995 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4996 Person::players[i]->howactive = typeactive;
4998 if (Person::players[i]->aitype == passivetype) {
4999 Person::players[i]->aiupdatedelay -= multiplier;
5000 Person::players[i]->losupdatedelay -= multiplier;
5001 Person::players[i]->lastseentime += multiplier;
5002 Person::players[i]->pausetime -= multiplier;
5003 if (Person::players[i]->lastseentime > 1)
5004 Person::players[i]->lastseentime = 1;
5006 if (Person::players[i]->aiupdatedelay < 0) {
5007 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5008 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5009 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5010 Person::players[i]->aiupdatedelay = .05;
5012 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5013 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5014 Person::players[i]->pausetime = 4;
5015 Person::players[i]->waypoint++;
5016 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5017 Person::players[i]->waypoint = 0;
5022 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5023 Person::players[i]->forwardkeydown = 1;
5025 Person::players[i]->forwardkeydown = 0;
5026 Person::players[i]->leftkeydown = 0;
5027 Person::players[i]->backkeydown = 0;
5028 Person::players[i]->rightkeydown = 0;
5029 Person::players[i]->crouchkeydown = 0;
5030 Person::players[i]->attackkeydown = 0;
5031 Person::players[i]->throwkeydown = 0;
5033 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5034 if (!Person::players[i]->avoidsomething)
5035 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5037 XYZ leftpos, rightpos;
5038 float leftdist, rightdist;
5039 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5040 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5041 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5042 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5043 if (leftdist < rightdist)
5044 Person::players[i]->targetyaw += 90;
5046 Person::players[i]->targetyaw -= 90;
5050 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5051 Person::players[i]->jumpkeydown = 0;
5052 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5053 Person::players[i]->jumpkeydown = 1;
5057 if (!editorenabled) {
5058 if (Person::players[i]->howactive <= typesleeping)
5059 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5060 for (int j = 0; j < numenvsounds; j++) {
5061 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5062 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5063 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5064 Person::players[i]->aitype = attacktypecutoff;
5067 if (Person::players[i]->aitype != passivetype) {
5068 if (Person::players[i]->howactive == typesleeping)
5069 Person::players[i]->setAnimation(getupfromfrontanim);
5070 Person::players[i]->howactive = typeactive;
5074 if (Person::players[i]->howactive < typesleeping &&
5075 ((tutoriallevel != 1 || cananger) && hostile) &&
5076 !Person::players[0]->dead &&
5077 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5078 Person::players[i]->occluded < 25) {
5079 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5080 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5081 Person::players[i]->aitype = attacktypecutoff;
5082 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5083 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5084 Person::players[i]->aitype = attacktypecutoff;
5087 if (Person::players[i]->creature == wolftype) {
5089 for (unsigned j = 0; j < Person::players.size(); j++) {
5090 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5091 float smelldistance = 50;
5092 if (j == 0 && Person::players[j]->num_weapons > 0) {
5093 if (weapons[Person::players[j]->weaponids[0]].bloody)
5094 smelldistance = 100;
5095 if (Person::players[j]->num_weapons == 2)
5096 if (weapons[Person::players[j]->weaponids[1]].bloody)
5097 smelldistance = 100;
5100 smelldistance = 100;
5101 windsmell = windvector;
5102 Normalise(&windsmell);
5103 windsmell = windsmell * 2 + Person::players[j]->coords;
5104 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5105 Person::players[i]->aitype = attacktypecutoff;
5110 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5111 Person::players[i]->losupdatedelay = .2;
5112 for (unsigned j = 0; j < Person::players.size(); j++) {
5113 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5114 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5115 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5116 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5117 if ((-1 == checkcollide(
5118 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5119 Person::players[i]->scale + Person::players[i]->coords,
5120 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5121 Person::players[j]->scale + Person::players[j]->coords) &&
5122 !Person::players[j]->isWallJump()) ||
5123 (Person::players[j]->animTarget == hanganim &&
5124 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5125 Person::players[i]->lastseentime -= .2;
5126 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5127 Person::players[i]->lastseentime -= .4;
5129 Person::players[i]->lastseentime -= .6;
5131 if (Person::players[i]->lastseentime <= 0) {
5132 Person::players[i]->aitype = searchtype;
5133 Person::players[i]->lastchecktime = 12;
5134 Person::players[i]->lastseen = Person::players[j]->coords;
5135 Person::players[i]->lastseentime = 12;
5142 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5143 if (Person::players[i]->creature != wolftype) {
5144 Person::players[i]->stunned = .6;
5145 Person::players[i]->surprised = .6;
5147 if (Person::players[i]->creature == wolftype) {
5148 Person::players[i]->stunned = .47;
5149 Person::players[i]->surprised = .47;
5157 if (Person::players[i]->aitype == searchtype) {
5158 Person::players[i]->aiupdatedelay -= multiplier;
5159 Person::players[i]->losupdatedelay -= multiplier;
5160 if (!Person::players[i]->pause)
5161 Person::players[i]->lastseentime -= multiplier;
5162 Person::players[i]->lastchecktime -= multiplier;
5164 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5165 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5166 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5168 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5170 j = checkcollide(test2, test, Person::players[i]->laststanding);
5172 j = checkcollide(test2, test);
5174 Person::players[i]->velocity = 0;
5175 Person::players[i]->setAnimation(Person::players[i]->getStop());
5176 Person::players[i]->targetyaw += 180;
5177 Person::players[i]->stunned = .5;
5178 //Person::players[i]->aitype=passivetype;
5179 Person::players[i]->aitype = pathfindtype;
5180 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5181 Person::players[i]->finalpathfindpoint = -1;
5182 Person::players[i]->targetpathfindpoint = -1;
5183 Person::players[i]->lastpathfindpoint = -1;
5184 Person::players[i]->lastpathfindpoint2 = -1;
5185 Person::players[i]->lastpathfindpoint3 = -1;
5186 Person::players[i]->lastpathfindpoint4 = -1;
5188 Person::players[i]->laststanding = j;
5191 //check out last seen location
5192 if (Person::players[i]->aiupdatedelay < 0) {
5193 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5194 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5195 Person::players[i]->aiupdatedelay = .05;
5196 Person::players[i]->forwardkeydown = 1;
5198 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5199 Person::players[i]->forwardkeydown = 0;
5200 Person::players[i]->aiupdatedelay = 1;
5201 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5202 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5203 Person::players[i]->lastchecktime = 3;
5206 Person::players[i]->leftkeydown = 0;
5207 Person::players[i]->backkeydown = 0;
5208 Person::players[i]->rightkeydown = 0;
5209 Person::players[i]->crouchkeydown = 0;
5210 Person::players[i]->attackkeydown = 0;
5211 Person::players[i]->throwkeydown = 0;
5213 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5214 if (!Person::players[i]->avoidsomething)
5215 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5217 XYZ leftpos, rightpos;
5218 float leftdist, rightdist;
5219 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5220 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5221 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5222 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5223 if (leftdist < rightdist)
5224 Person::players[i]->targetyaw += 90;
5226 Person::players[i]->targetyaw -= 90;
5230 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5231 Person::players[i]->jumpkeydown = 0;
5232 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5233 Person::players[i]->jumpkeydown = 1;
5235 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5236 for (int k = 0; k < numenvsounds; k++) {
5237 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5238 Person::players[i]->aitype = attacktypecutoff;
5242 if (!Person::players[0]->dead &&
5243 Person::players[i]->losupdatedelay < 0 &&
5245 Person::players[i]->occluded < 2 &&
5246 ((tutoriallevel != 1 || cananger) && hostile)) {
5247 Person::players[i]->losupdatedelay = .2;
5248 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5249 Person::players[i]->aitype = attacktypecutoff;
5250 Person::players[i]->lastseentime = 1;
5252 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5253 //TODO: factor out canSeePlayer()
5254 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5255 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5257 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5258 Person::players[i]->scale + Person::players[i]->coords,
5259 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5260 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5261 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5262 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5263 /* //TODO: changed j to 0 on a whim, make sure this is correct
5264 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5265 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5267 Person::players[i]->aitype = attacktypecutoff;
5268 Person::players[i]->lastseentime = 1;
5272 if (Person::players[i]->lastseentime < 0) {
5273 //Person::players[i]->aitype=passivetype;
5275 Person::players[i]->aitype = pathfindtype;
5276 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5277 Person::players[i]->finalpathfindpoint = -1;
5278 Person::players[i]->targetpathfindpoint = -1;
5279 Person::players[i]->lastpathfindpoint = -1;
5280 Person::players[i]->lastpathfindpoint2 = -1;
5281 Person::players[i]->lastpathfindpoint3 = -1;
5282 Person::players[i]->lastpathfindpoint4 = -1;
5286 if (Person::players[i]->aitype != gethelptype)
5287 Person::players[i]->runninghowlong = 0;
5289 //get help from buddies
5290 if (Person::players[i]->aitype == gethelptype) {
5291 Person::players[i]->runninghowlong += multiplier;
5292 Person::players[i]->aiupdatedelay -= multiplier;
5294 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5295 Person::players[i]->aiupdatedelay = .2;
5298 //TODO: factor out closest search somehow
5299 if (!Person::players[i]->ally) {
5301 float closestdist = -1;
5302 for (unsigned k = 0; k < Person::players.size(); k++) {
5303 if (k != i && k != 0 && !Person::players[k]->dead &&
5304 Person::players[k]->howactive < typedead1 &&
5305 !Person::players[k]->skeleton.free &&
5306 Person::players[k]->aitype == passivetype) {
5307 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5308 if (closestdist == -1 || distance < closestdist) {
5309 closestdist = distance;
5316 Person::players[i]->ally = closest;
5318 Person::players[i]->ally = 0;
5319 Person::players[i]->lastseen = Person::players[0]->coords;
5320 Person::players[i]->lastseentime = 12;
5324 Person::players[i]->lastchecktime = 12;
5326 XYZ facing = Person::players[i]->coords;
5327 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5328 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5329 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5330 if (-1 != checkcollide(facing, flatfacing))
5331 Person::players[i]->lastseentime -= .1;
5333 //no available ally, run back to player
5334 if (Person::players[i]->ally <= 0 ||
5335 Person::players[Person::players[i]->ally]->skeleton.free ||
5336 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5337 Person::players[i]->lastseentime <= 0) {
5338 Person::players[i]->aitype = searchtype;
5339 Person::players[i]->lastseentime = 12;
5343 if (Person::players[i]->ally > 0) {
5344 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5345 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5346 Person::players[i]->aiupdatedelay = .05;
5347 Person::players[i]->forwardkeydown = 1;
5349 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5350 Person::players[i]->aitype = searchtype;
5351 Person::players[i]->lastseentime = 12;
5352 Person::players[Person::players[i]->ally]->aitype = searchtype;
5353 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5354 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5355 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5356 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5360 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5361 if (!Person::players[i]->avoidsomething)
5362 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5364 XYZ leftpos, rightpos;
5365 float leftdist, rightdist;
5366 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5367 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5368 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5369 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5370 if (leftdist < rightdist)
5371 Person::players[i]->targetyaw += 90;
5373 Person::players[i]->targetyaw -= 90;
5378 Person::players[i]->leftkeydown = 0;
5379 Person::players[i]->backkeydown = 0;
5380 Person::players[i]->rightkeydown = 0;
5381 Person::players[i]->crouchkeydown = 0;
5382 Person::players[i]->attackkeydown = 0;
5384 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5385 Person::players[i]->jumpkeydown = 0;
5386 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5387 Person::players[i]->jumpkeydown = 1;
5390 //retreiving a weapon on the ground
5391 if (Person::players[i]->aitype == getweapontype) {
5392 Person::players[i]->aiupdatedelay -= multiplier;
5393 Person::players[i]->lastchecktime -= multiplier;
5395 if (Person::players[i]->aiupdatedelay < 0) {
5396 Person::players[i]->aiupdatedelay = .2;
5399 if (Person::players[i]->ally < 0) {
5401 float closestdist = -1;
5402 for (unsigned k = 0; k < weapons.size(); k++)
5403 if (weapons[k].owner == -1) {
5404 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5405 if (closestdist == -1 || distance < closestdist) {
5406 closestdist = distance;
5412 Person::players[i]->ally = closest;
5414 Person::players[i]->ally = -1;
5417 Person::players[i]->lastseentime = 12;
5419 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5420 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5421 Person::players[i]->aitype = attacktypecutoff;
5422 Person::players[i]->lastseentime = 1;
5424 if (!Person::players[0]->dead)
5425 if (Person::players[i]->ally >= 0) {
5426 if (weapons[Person::players[i]->ally].owner != -1 ||
5427 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5428 Person::players[i]->aitype = attacktypecutoff;
5429 Person::players[i]->lastseentime = 1;
5431 //TODO: factor these out as moveToward()
5432 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5433 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5434 Person::players[i]->aiupdatedelay = .05;
5435 Person::players[i]->forwardkeydown = 1;
5438 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5439 if (!Person::players[i]->avoidsomething)
5440 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5442 XYZ leftpos, rightpos;
5443 float leftdist, rightdist;
5444 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5445 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5446 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5447 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5448 if (leftdist < rightdist)
5449 Person::players[i]->targetyaw += 90;
5451 Person::players[i]->targetyaw -= 90;
5456 Person::players[i]->leftkeydown = 0;
5457 Person::players[i]->backkeydown = 0;
5458 Person::players[i]->rightkeydown = 0;
5459 Person::players[i]->attackkeydown = 0;
5460 Person::players[i]->throwkeydown = 1;
5461 Person::players[i]->crouchkeydown = 0;
5462 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5463 Person::players[i]->animTarget != removeknifeanim)
5464 Person::players[i]->throwtogglekeydown = 0;
5465 Person::players[i]->drawkeydown = 0;
5467 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5468 Person::players[i]->jumpkeydown = 0;
5469 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5470 Person::players[i]->jumpkeydown = 1;
5473 if (Person::players[i]->aitype == attacktypecutoff) {
5474 Person::players[i]->aiupdatedelay -= multiplier;
5475 //dodge or reverse rabbit kicks, knife throws, flips
5476 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5477 if ((Person::players[0]->animTarget == rabbitkickanim ||
5478 Person::players[0]->animTarget == knifethrowanim ||
5479 (Person::players[0]->isFlip() &&
5480 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5481 !Person::players[0]->skeleton.free &&
5482 (Person::players[i]->aiupdatedelay < .1)) {
5483 Person::players[i]->attackkeydown = 0;
5484 if (Person::players[i]->isIdle())
5485 Person::players[i]->crouchkeydown = 1;
5486 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5487 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5488 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5489 if (abs(Random() % 2) == 0)
5490 Person::players[i]->setAnimation(backhandspringanim);
5492 Person::players[i]->setAnimation(rollanim);
5493 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5494 Person::players[i]->wentforweapon = 0;
5496 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5497 Person::players[i]->setAnimation(flipanim);
5500 Person::players[i]->forwardkeydown = 0;
5501 Person::players[i]->aiupdatedelay = .02;
5503 //get confused by flips
5504 if (Person::players[0]->isFlip() &&
5505 !Person::players[0]->skeleton.free &&
5506 Person::players[0]->animTarget != walljumprightkickanim &&
5507 Person::players[0]->animTarget != walljumpleftkickanim) {
5508 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5509 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5510 Person::players[i]->stunned = 1;
5512 //go for weapon on the ground
5513 if (Person::players[i]->wentforweapon < 3)
5514 for (unsigned k = 0; k < weapons.size(); k++)
5515 if (Person::players[i]->creature != wolftype)
5516 if (Person::players[i]->num_weapons == 0 &&
5517 weapons[k].owner == -1 &&
5518 weapons[i].velocity.x == 0 &&
5519 weapons[i].velocity.z == 0 &&
5520 weapons[i].velocity.y == 0) {
5521 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5522 Person::players[i]->wentforweapon++;
5523 Person::players[i]->lastchecktime = 6;
5524 Person::players[i]->aitype = getweapontype;
5525 Person::players[i]->ally = -1;
5528 //dodge/reverse walljump kicks
5529 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5530 if (animation[Person::players[i]->animTarget].height != highheight)
5531 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5532 ((Person::players[0]->animTarget == walljumprightkickanim ||
5533 Person::players[0]->animTarget == walljumpleftkickanim) &&
5534 ((Person::players[i]->aiupdatedelay < .15 &&
5536 (Person::players[i]->aiupdatedelay < .08 &&
5537 difficulty != 2)))) {
5538 Person::players[i]->crouchkeydown = 1;
5540 //walked off a ledge (?)
5541 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5542 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5543 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5545 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5547 j = checkcollide(test2, test, Person::players[i]->laststanding);
5549 j = checkcollide(test2, test);
5551 Person::players[i]->velocity = 0;
5552 Person::players[i]->setAnimation(Person::players[i]->getStop());
5553 Person::players[i]->targetyaw += 180;
5554 Person::players[i]->stunned = .5;
5555 Person::players[i]->aitype = pathfindtype;
5556 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5557 Person::players[i]->finalpathfindpoint = -1;
5558 Person::players[i]->targetpathfindpoint = -1;
5559 Person::players[i]->lastpathfindpoint = -1;
5560 Person::players[i]->lastpathfindpoint2 = -1;
5561 Person::players[i]->lastpathfindpoint3 = -1;
5562 Person::players[i]->lastpathfindpoint4 = -1;
5564 Person::players[i]->laststanding = j;
5566 //lose sight of player in the air (?)
5567 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5568 animation[Person::players[0]->animTarget].height != highheight &&
5569 !Person::players[0]->onterrain) {
5570 Person::players[i]->aitype = pathfindtype;
5571 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5572 Person::players[i]->finalpathfindpoint = -1;
5573 Person::players[i]->targetpathfindpoint = -1;
5574 Person::players[i]->lastpathfindpoint = -1;
5575 Person::players[i]->lastpathfindpoint2 = -1;
5576 Person::players[i]->lastpathfindpoint3 = -1;
5577 Person::players[i]->lastpathfindpoint4 = -1;
5579 //it's time to think (?)
5580 if (Person::players[i]->aiupdatedelay < 0 &&
5581 !animation[Person::players[i]->animTarget].attack &&
5582 Person::players[i]->animTarget != staggerbackhighanim &&
5583 Person::players[i]->animTarget != staggerbackhardanim &&
5584 Person::players[i]->animTarget != backhandspringanim &&
5585 Person::players[i]->animTarget != dodgebackanim) {
5587 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5588 Person::players[i]->drawkeydown = Random() % 2;
5590 Person::players[i]->drawkeydown = 0;
5591 Person::players[i]->rabbitkickenabled = Random() % 2;
5593 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5594 XYZ targetpoint = Person::players[0]->coords;
5595 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5596 distsq(&rotatetarget, &Person::players[i]->coords))
5597 targetpoint += Person::players[0]->velocity *
5598 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5599 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5600 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5601 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5603 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5604 Person::players[i]->forwardkeydown = 1;
5605 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5606 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5607 Person::players[0]->weaponactive != -1)
5608 Person::players[i]->forwardkeydown = 1;
5609 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5610 Person::players[i]->forwardkeydown = 1;
5612 Person::players[i]->forwardkeydown = 0;
5613 //chill out around the corpse
5614 if (Person::players[0]->dead) {
5615 Person::players[i]->forwardkeydown = 0;
5616 if (Random() % 10 == 0)
5617 Person::players[i]->forwardkeydown = 1;
5618 if (Random() % 100 == 0) {
5619 Person::players[i]->aitype = pathfindtype;
5620 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5621 Person::players[i]->finalpathfindpoint = -1;
5622 Person::players[i]->targetpathfindpoint = -1;
5623 Person::players[i]->lastpathfindpoint = -1;
5624 Person::players[i]->lastpathfindpoint2 = -1;
5625 Person::players[i]->lastpathfindpoint3 = -1;
5626 Person::players[i]->lastpathfindpoint4 = -1;
5629 Person::players[i]->leftkeydown = 0;
5630 Person::players[i]->backkeydown = 0;
5631 Person::players[i]->rightkeydown = 0;
5632 Person::players[i]->crouchkeydown = 0;
5633 Person::players[i]->throwkeydown = 0;
5635 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5636 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5638 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5639 Person::players[i]->attackkeydown = 1;
5641 Person::players[i]->attackkeydown = 0;
5642 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5643 Person::players[i]->attackkeydown = 0;
5646 if (Person::players[i]->aitype != playercontrolled &&
5647 (Person::players[i]->isIdle() ||
5648 Person::players[i]->isCrouch() ||
5649 Person::players[i]->isRun())) {
5651 for (unsigned j = 0; j < Person::players.size(); j++)
5652 if (j != i && !Person::players[j]->skeleton.free &&
5653 Person::players[j]->hasvictim &&
5654 (tutoriallevel == 1 && reversaltrain ||
5655 Random() % 2 == 0 && difficulty == 2 ||
5656 Random() % 4 == 0 && difficulty == 1 ||
5657 Random() % 8 == 0 && difficulty == 0 ||
5658 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5659 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5660 (Random() % 2 == 0 || difficulty == 2) ||
5661 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5662 Person::players[j]->weaponactive != -1 ||
5663 Person::players[j]->animTarget == swordslashanim &&
5664 Person::players[i]->weaponactive != -1 ||
5665 Person::players[j]->animTarget == staffhitanim ||
5666 Person::players[j]->animTarget == staffspinhitanim))
5667 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5668 Person::players[j]->victim == Person::players[i] &&
5669 (Person::players[j]->animTarget == sweepanim ||
5670 Person::players[j]->animTarget == spinkickanim ||
5671 Person::players[j]->animTarget == staffhitanim ||
5672 Person::players[j]->animTarget == staffspinhitanim ||
5673 Person::players[j]->animTarget == winduppunchanim ||
5674 Person::players[j]->animTarget == upunchanim ||
5675 Person::players[j]->animTarget == wolfslapanim ||
5676 Person::players[j]->animTarget == knifeslashstartanim ||
5677 Person::players[j]->animTarget == swordslashanim &&
5678 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5679 Person::players[i]->weaponactive != -1))) {
5686 Person::players[target]->Reverse();
5689 if (Person::players[i]->collided < 1)
5690 Person::players[i]->jumpkeydown = 0;
5691 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5692 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5693 Person::players[i]->onterrain &&
5694 Person::players[i]->creature == rabbittype)
5695 Person::players[i]->jumpkeydown = 1;
5696 //TODO: why are we controlling the human?
5697 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5698 Person::players[0]->jumpkeydown = 0;
5699 if (Person::players[0]->animTarget == jumpdownanim &&
5700 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5701 Person::players[i]->crouchkeydown = 1;
5702 if (Person::players[i]->jumpkeydown)
5703 Person::players[i]->attackkeydown = 0;
5705 if (tutoriallevel == 1)
5707 Person::players[i]->attackkeydown = 0;
5710 XYZ facing = Person::players[i]->coords;
5711 XYZ flatfacing = Person::players[0]->coords;
5712 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5713 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5714 if (Person::players[i]->occluded >= 2)
5715 if (-1 != checkcollide(facing, flatfacing)) {
5716 if (!Person::players[i]->pause)
5717 Person::players[i]->lastseentime -= .2;
5718 if (Person::players[i]->lastseentime <= 0 &&
5719 (Person::players[i]->creature != wolftype ||
5720 Person::players[i]->weaponstuck == -1)) {
5721 Person::players[i]->aitype = searchtype;
5722 Person::players[i]->lastchecktime = 12;
5723 Person::players[i]->lastseen = Person::players[0]->coords;
5724 Person::players[i]->lastseentime = 12;
5727 Person::players[i]->lastseentime = 1;
5730 if (animation[Person::players[0]->animTarget].height == highheight &&
5731 (Person::players[i]->aitype == attacktypecutoff ||
5732 Person::players[i]->aitype == searchtype))
5733 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5734 XYZ test = Person::players[0]->coords;
5736 if (-1 == checkcollide(Person::players[0]->coords, test))
5737 Person::players[i]->stunned = 1;
5740 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5741 Person::players[i]->stunned > 0 ||
5742 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5743 if (Person::players[i]->pause)
5744 Person::players[i]->lastseentime = 1;
5745 Person::players[i]->targetyaw = Person::players[i]->yaw;
5746 Person::players[i]->forwardkeydown = 0;
5747 Person::players[i]->leftkeydown = 0;
5748 Person::players[i]->backkeydown = 0;
5749 Person::players[i]->rightkeydown = 0;
5750 Person::players[i]->jumpkeydown = 0;
5751 Person::players[i]->attackkeydown = 0;
5752 Person::players[i]->crouchkeydown = 0;
5753 Person::players[i]->throwkeydown = 0;
5761 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5762 facing = flatfacing;
5764 if (Person::players[i]->aitype == attacktypecutoff) {
5765 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5766 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5767 } else if (Person::players[i]->howactive >= typesleeping) {
5768 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5769 Person::players[i]->targetheadpitch = 0;
5771 if (Person::players[i]->interestdelay <= 0) {
5772 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5773 Person::players[i]->headtarget = Person::players[i]->coords;
5774 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5775 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5776 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5777 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5779 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5780 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5787 void updateSettingsMenu()
5790 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5791 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5793 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5794 Menu::setText(0, sbuf);
5795 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
5796 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5797 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5798 if (newdetail == 2) Menu::setText(1, "Detail: High");
5799 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5800 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5801 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5802 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5803 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5804 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5805 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5806 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5807 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5808 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5809 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5810 Menu::setText(10, sbuf);
5811 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5812 Menu::setText(11, sbuf);
5813 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5814 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5815 sprintf (sbuf, "Back");
5817 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5818 Menu::setText(8, sbuf);
5821 void updateStereoConfigMenu()
5824 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5825 Menu::setText(0, sbuf);
5826 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5827 Menu::setText(1, sbuf);
5828 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5829 Menu::setText(2, sbuf);
5832 void updateControlsMenu()
5834 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5835 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5836 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5837 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5838 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5839 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5840 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5841 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5842 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5844 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5848 Values of mainmenu :
5850 2 Menu pause (resume/end game)
5852 4 Controls configuration menu
5853 5 Main game menu (choose level or challenge)
5854 6 Deleting user menu
5855 7 User managment menu (select/add)
5856 8 Choose difficulty menu
5857 9 Challenge level selection menu
5858 10 End of the campaign congratulation (is that really a menu?)
5859 11 Same that 9 ??? => unused
5860 18 stereo configuration
5863 void Game::LoadMenu()
5869 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5870 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5871 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5872 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5875 Menu::addButton( 0, "", 10 + 20, 440);
5876 Menu::addButton(14, "", 10 + 400, 440);
5877 Menu::addButton( 1, "", 10 + 60, 405);
5878 Menu::addButton( 2, "", 10 + 70, 370);
5879 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5880 Menu::addButton( 4, "", 10 , 335);
5881 Menu::addButton( 5, "", 10 + 60, 300);
5882 Menu::addButton( 6, "", 10 + 70, 265);
5883 Menu::addButton( 9, "", 10 , 230);
5884 Menu::addButton(10, "", 20 , 195);
5885 Menu::addButton(11, "", 10 + 60, 160);
5886 Menu::addButton(13, "", 30 , 125);
5887 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5888 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5889 Menu::addButton(8, "Back", 10, 10);
5890 updateSettingsMenu();
5893 Menu::addButton(0, "", 10 , 400);
5894 Menu::addButton(1, "", 10 + 40, 360);
5895 Menu::addButton(2, "", 10 + 40, 320);
5896 Menu::addButton(3, "", 10 + 30, 280);
5897 Menu::addButton(4, "", 10 + 20, 240);
5898 Menu::addButton(5, "", 10 + 40, 200);
5899 Menu::addButton(6, "", 10 + 40, 160);
5900 Menu::addButton(7, "", 10 + 30, 120);
5901 Menu::addButton(8, "", 10 + 20, 80);
5903 Menu::addButton(9, "", 10 + 10, 40);
5904 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5905 updateControlsMenu();
5909 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5910 Menu::addButton(1, "Tutorial", 5, 300);
5911 Menu::addButton(2, "Challenge", 5, 240);
5912 Menu::addButton(3, "Delete User", 400, 10);
5913 Menu::addButton(4, "Main Menu", 5, 10);
5914 Menu::addButton(5, "Change User", 5, 180);
5915 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5918 //with (2,-5) offset from old code
5919 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5921 int numlevels = accountactive->getCampaignChoicesMade();
5922 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5923 for (int i = 0; i < numlevels; i++) {
5924 XYZ midpoint = campaignlevels[i].getCenter();
5925 float itemsize = campaignlevels[i].getWidth();
5926 const bool active = i >= accountactive->getCampaignChoicesMade();
5931 XYZ start = campaignlevels[i - 1].getCenter();
5932 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);
5934 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5935 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5938 Menu::addMapLabel(-2, campaignlevels[i].description,
5939 campaignlevels[i].getStartX() + 10,
5940 campaignlevels[i].getStartY() - 4);
5946 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5947 Menu::addButton(1, "Yes", 10, 360);
5948 Menu::addButton(2, "No", 10, 320);
5951 if (Account::getNbAccounts() < 8)
5952 Menu::addButton(0, "New User", 10, 400);
5954 Menu::addLabel(0, "No More Users", 10, 400);
5955 Menu::addLabel(-2, "", 20, 400);
5956 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5957 for (int i = 0; i < Account::getNbAccounts(); i++)
5958 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5961 Menu::addButton(0, "Easier", 10, 400);
5962 Menu::addButton(1, "Difficult", 10, 360);
5963 Menu::addButton(2, "Insane", 10, 320);
5966 for (int i = 0; i < numchallengelevels; i++) {
5969 sprintf (temp, "Level %d", i + 1);
5970 for (int j = strlen(temp); j < 17; j++)
5973 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5974 for (int j = strlen(temp); j < (32 - 17); j++)
5977 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5978 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5981 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5984 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5987 Menu::addButton(-1, " High Score Best Time", 10, 440);
5988 Menu::addButton(numchallengelevels, "Back", 10, 10);
5991 Menu::addLabel(0, "Congratulations!", 220, 330);
5992 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5993 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5994 Menu::addButton(3, "Back", 10, 10);
5996 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5997 Menu::addLabel(4, sbuf, 190, 200);
5998 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5999 Menu::addLabel(5, sbuf, 190, 180);
6003 Menu::addButton(0, "", 70, 400);
6004 Menu::addButton(1, "", 10, 360);
6005 Menu::addButton(2, "", 40, 320);
6006 Menu::addButton(3, "Back", 10, 10);
6007 updateStereoConfigMenu();
6012 extern set<pair<int,int>> resolutions;
6017 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6019 // some specific case where we do something even if the left mouse button is not pressed.
6020 if ((mainmenu == 5) && (endgame == 2)) {
6021 accountactive->endGame();
6026 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6027 stereoseparation -= 0.001;
6028 updateStereoConfigMenu();
6031 static int oldmainmenu = mainmenu;
6033 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6034 set<pair<int,int>>::iterator newscreenresolution;
6040 if (gameon) { //resume
6042 pause_sound(stream_menutheme);
6043 resume_stream(leveltheme);
6045 fireSound(firestartsound);
6047 mainmenu = (accountactive ? 5 : 7);
6059 if (newscreenwidth > 3000)
6060 newscreenwidth = screenwidth;
6061 if (newscreenwidth < 0)
6062 newscreenwidth = screenwidth;
6063 if (newscreenheight > 3000)
6064 newscreenheight = screenheight;
6065 if (newscreenheight < 0)
6066 newscreenheight = screenheight;
6071 if (gameon) { //end game
6076 pause_sound(stream_menutheme);
6085 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6086 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6087 newscreenresolution++;
6088 if (newscreenresolution == resolutions.end()) {
6089 /* It was the last one (or not found), go back to the beginning */
6090 newscreenresolution = resolutions.begin();
6092 newscreenwidth = newscreenresolution->first;
6093 newscreenheight = newscreenresolution->second;
6102 if (bloodtoggle > 2)
6111 ismotionblur = !ismotionblur;
6117 musictoggle = !musictoggle;
6119 emit_stream_np(stream_menutheme);
6121 pause_sound(leveltheme);
6122 pause_sound(stream_fighttheme);
6123 pause_sound(stream_menutheme);
6125 for (int i = 0; i < 4; i++) {
6126 oldmusicvolume[i] = 0;
6140 mainmenu = gameon ? 2 : 1;
6143 invertmouse = !invertmouse;
6146 usermousesensitivity += .2;
6147 if (usermousesensitivity > 2)
6148 usermousesensitivity = .2;
6152 if (volume > 1.0001f)
6154 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6158 newstereomode = stereomode;
6163 showdamagebar = !showdamagebar;
6169 updateSettingsMenu();
6174 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6175 keyselect = selected;
6176 if (keyselect != -1)
6178 if (selected == (debugmode ? 10 : 9)) {
6183 updateControlsMenu();
6188 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6189 startbonustotal = 0;
6198 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6199 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6202 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6206 pause_sound(stream_menutheme);
6210 startbonustotal = 0;
6223 pause_sound(stream_menutheme);
6232 mainmenu = (gameon ? 2 : 1);
6238 vector<string> campaigns = ListCampaigns();
6239 vector<string>::iterator c;
6240 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6241 if (!campaigns.empty())
6242 accountactive->setCurrentCampaign(campaigns.front());
6245 if (c == campaigns.end())
6246 c = campaigns.begin();
6247 accountactive->setCurrentCampaign(*c);
6255 if (selected == 1) {
6257 accountactive = Account::destroy(accountactive);
6259 } else if (selected == 2) {
6266 if (selected == 0 && Account::getNbAccounts() < 8) {
6268 } else if (selected < Account::getNbAccounts() + 1) {
6271 accountactive = Account::get(selected - 1);
6272 } else if (selected == Account::getNbAccounts() + 1) {
6278 displaytext[0].clear();
6279 displayselected = 0;
6287 accountactive->setDifficulty(selected);
6291 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6295 startbonustotal = 0;
6299 targetlevel = selected;
6304 Loadlevel(selected);
6309 pause_sound(stream_menutheme);
6311 if (selected == numchallengelevels) {
6318 if (selected == 3) {
6326 stereoseparation += 0.001;
6329 if (selected == 0) {
6330 newstereomode = (StereoMode)(newstereomode + 1);
6331 while (!CanInitStereo(newstereomode)) {
6332 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6333 newstereomode = (StereoMode)(newstereomode + 1);
6334 if (newstereomode >= stereoCount)
6335 newstereomode = stereoNone;
6337 } else if (selected == 2) {
6338 stereoreverse = !stereoreverse;
6339 } else if (selected == 3) {
6343 stereomode = newstereomode;
6344 InitStereo(stereomode);
6347 updateStereoConfigMenu();
6352 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6354 if (mainmenu == 3) {
6359 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6362 inputText(displaytext[0], &displayselected);
6363 if (!waiting) { // the input as finished
6364 if (!displaytext[0].empty()) { // with enter
6365 accountactive = Account::add(string(displaytext[0]));
6371 fireSound(firestartsound);
6373 displaytext[0].clear();
6375 displayselected = 0;
6381 displayblinkdelay -= multiplier;
6382 if (displayblinkdelay <= 0) {
6383 displayblinkdelay = .3;
6384 displayblink = 1 - displayblink;
6389 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6390 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6393 if (oldmainmenu != mainmenu)
6395 oldmainmenu = mainmenu;
6401 static XYZ facing, flatfacing;
6404 for (int i = 0; i < 15; i++) {
6405 displaytime[i] += multiplier;
6408 keyboardfrozen = false;
6411 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6412 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6413 stereoreverse = true;
6415 stereoreverse = false;
6418 printf("Stereo reversed\n");
6420 printf("Stereo unreversed\n");
6423 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6424 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6425 stereoseparation -= 0.001;
6427 stereoseparation -= 0.010;
6428 printf("Stereo decreased increased to %f\n", stereoseparation);
6431 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6432 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6433 stereoseparation += 0.001;
6435 stereoseparation += 0.010;
6436 printf("Stereo separation increased to %f\n", stereoseparation);
6440 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6441 if (tutorialstage != 51)
6442 tutorialstagetime = tutorialmaxtime;
6443 emit_sound_np(consolefailsound, 128.);
6447 Values of mainmenu :
6449 2 Menu pause (resume/end game)
6451 4 Controls configuration menu
6452 5 Main game menu (choose level or challenge)
6453 6 Deleting user menu
6454 7 User managment menu (select/add)
6455 8 Choose difficulty menu
6456 9 Challenge level selection menu
6457 10 End of the campaign congratulation (is that really a menu?)
6458 11 Same that 9 ??? => unused
6459 18 stereo configuration
6464 if (mainmenu && endgame == 1)
6466 //go to level select after completing a campaign level
6467 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6474 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6475 emit_stream_np(stream_menutheme);
6476 pause_sound(leveltheme);
6480 //escape key pressed
6481 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6482 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6484 if (mainmenu == 0 && !winfreeze)
6485 mainmenu = 2; //pause
6486 else if (mainmenu == 1 || mainmenu == 2) {
6487 mainmenu = 0; //unpause
6490 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6491 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6492 emit_stream_np(stream_menutheme);
6493 pause_sound(leveltheme);
6495 //on resume, play level music
6497 pause_sound(stream_menutheme);
6498 resume_stream(leveltheme);
6500 //finished with settings menu
6501 if (mainmenu == 3) {
6505 if (mainmenu >= 3 && mainmenu != 8) {
6513 mainmenu = gameon ? 2 : 1;
6535 hostiletime += multiplier;
6539 leveltime += multiplier;
6542 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6543 freeze = 1 - freeze;
6545 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6549 if (Input::isKeyPressed(consolekey) && debugmode) {
6552 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6561 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6562 inputText(consoletext[0], &consoleselected);
6564 if (!consoletext[0].empty()) {
6565 cmd_dispatch(consoletext[0]);
6566 for (int k = 14; k >= 1; k--) {
6567 consoletext[k] = consoletext[k - 1];
6569 consoletext[0].clear();
6570 consoleselected = 0;
6574 consoleblinkdelay -= multiplier;
6575 if (consoleblinkdelay <= 0) {
6576 consoleblinkdelay = .3;
6577 consoleblink = 1 - consoleblink;
6583 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6585 if (mainmenu == 3) {
6590 static int oldwinfreeze;
6591 if (winfreeze && !oldwinfreeze) {
6592 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6593 emit_sound_np(consolesuccesssound);
6596 oldwinfreeze = winfreeze;
6600 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6603 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6607 } else if (winfreeze) {
6615 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6618 static float talkdelay = 0;
6620 if (indialogue != -1)
6622 talkdelay -= multiplier;
6624 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6625 for (int i = 0; i < numdialogues; i++) {
6626 unsigned realdialoguetype;
6628 /* FIXME - Seems like modulo done with ifs */
6629 if (dialoguetype[i] > 49) {
6630 realdialoguetype = dialoguetype[i] - 50;
6632 } else if (dialoguetype[i] > 39) {
6633 realdialoguetype = dialoguetype[i] - 40;
6635 } else if (dialoguetype[i] > 29) {
6636 realdialoguetype = dialoguetype[i] - 30;
6638 } else if (dialoguetype[i] > 19) {
6639 realdialoguetype = dialoguetype[i] - 20;
6641 } else if (dialoguetype[i] > 9) {
6642 realdialoguetype = dialoguetype[i] - 10;
6645 realdialoguetype = dialoguetype[i];
6648 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6649 realdialoguetype < Person::players.size() &&
6650 realdialoguetype > 0 &&
6651 (dialoguegonethrough[i] == 0 || !special) &&
6652 (special || Input::isKeyPressed(attackkey))) {
6653 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6654 Person::players[realdialoguetype]->howactive >= typedead1 ||
6655 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6657 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6658 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6659 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6660 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6661 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6662 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6663 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6668 dialoguegonethrough[i]++;
6669 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6670 playdialogueboxsound();
6676 windvar += multiplier;
6677 smoketex += multiplier;
6678 tutorialstagetime += multiplier;
6681 static float hotspotvisual[40];
6685 for (int i = 0; i < numhotspots; i++)
6686 hotspotvisual[i] -= multiplier / 320;
6688 for (int i = 0; i < numhotspots; i++) {
6689 //if(hotspottype[i]<=10)
6690 while (hotspotvisual[i] < 0) {
6692 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6693 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6694 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6695 hotspotsprite += hotspot[i];
6696 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6697 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6701 for (int i = 0; i < numhotspots; i++) {
6702 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6703 hotspot[i] = Person::players[hotspottype[i]]->coords;
6709 if (tutoriallevel) {
6714 if (tutoriallevel != 1) {
6715 if (bonustime == 0 &&
6716 bonus != solidhit &&
6717 bonus != spinecrusher &&
6718 bonus != tracheotomy &&
6719 bonus != backstab &&
6721 emit_sound_np(consolesuccesssound);
6723 } else if (bonustime == 0) {
6724 emit_sound_np(fireendsound);
6726 if (bonustime == 0) {
6727 if (bonus != solidhit &&
6728 bonus != twoxcombo &&
6729 bonus != threexcombo &&
6730 bonus != fourxcombo &&
6734 bonusnum[bonus] += 0.15;
6737 bonusvalue /= bonusnum[bonus];
6738 bonustotal += bonusvalue;
6740 bonustime += multiplier;
6743 if (environment == snowyenvironment) {
6744 precipdelay -= multiplier;
6745 while (precipdelay < 0) {
6749 XYZ footvel, footpoint;
6752 footpoint = viewer + viewerfacing * 6;
6753 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6754 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6755 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6756 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6761 doAerialAcrobatics();
6764 static XYZ oldviewer;
6767 if (indialogue == -1) {
6768 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6769 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6770 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6771 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6772 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6773 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6774 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6775 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6777 Person::players[0]->forwardkeydown = 0;
6778 Person::players[0]->leftkeydown = 0;
6779 Person::players[0]->backkeydown = 0;
6780 Person::players[0]->rightkeydown = 0;
6781 Person::players[0]->jumpkeydown = 0;
6782 Person::players[0]->crouchkeydown = 0;
6783 Person::players[0]->drawkeydown = 0;
6784 Person::players[0]->throwkeydown = 0;
6787 if (!Person::players[0]->jumpkeydown)
6788 Person::players[0]->jumpclimb = 0;
6791 if (indialogue != -1) {
6797 facing = DoRotation(facing, -pitch, 0, 0);
6798 facing = DoRotation(facing, 0, 0 - yaw, 0);
6803 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6805 if (Input::isKeyDown(forwardkey))
6806 viewer += facing * multiplier * 4;
6807 if (Input::isKeyDown(backkey))
6808 viewer -= facing * multiplier * 4;
6809 if (Input::isKeyDown(leftkey))
6810 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6811 if (Input::isKeyDown(rightkey))
6812 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6813 if (Input::isKeyDown(jumpkey))
6814 viewer.y += multiplier * 4;
6815 if (Input::isKeyDown(crouchkey))
6816 viewer.y -= multiplier * 4;
6817 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6818 Input::isKeyPressed(SDL_SCANCODE_2) ||
6819 Input::isKeyPressed(SDL_SCANCODE_3) ||
6820 Input::isKeyPressed(SDL_SCANCODE_4) ||
6821 Input::isKeyPressed(SDL_SCANCODE_5) ||
6822 Input::isKeyPressed(SDL_SCANCODE_6) ||
6823 Input::isKeyPressed(SDL_SCANCODE_7) ||
6824 Input::isKeyPressed(SDL_SCANCODE_8) ||
6825 Input::isKeyPressed(SDL_SCANCODE_9) ||
6826 Input::isKeyPressed(SDL_SCANCODE_0) ||
6827 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6829 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6830 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6831 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6832 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6833 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6834 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6835 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6836 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6837 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6838 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6839 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6841 if (whichend != -1) {
6842 participantfocus[whichdialogue][indialogue] = whichend;
6843 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6844 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6846 if (whichend == -1) {
6847 participantfocus[whichdialogue][indialogue] = -1;
6849 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6854 dialoguecamera[whichdialogue][indialogue] = viewer;
6855 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6856 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6858 if (indialogue < numdialogueboxes[whichdialogue]) {
6859 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6860 playdialogueboxsound();
6864 for (unsigned j = 0; j < Person::players.size(); j++) {
6865 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6868 //TODO: should these be KeyDown or KeyPressed?
6869 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6870 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6871 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6872 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6873 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6874 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6875 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6876 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6877 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6878 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6880 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6881 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6882 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6883 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6884 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6885 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6886 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6887 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6888 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6889 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6890 participantfacing[whichdialogue][indialogue][whichend] = facing;
6892 if (indialogue >= numdialogueboxes[whichdialogue]) {
6899 pause_sound(whooshsound);
6900 viewer = dialoguecamera[whichdialogue][indialogue];
6901 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6902 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6903 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6904 if (dialoguetime > 0.5)
6905 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6906 Input::isKeyPressed(SDL_SCANCODE_2) ||
6907 Input::isKeyPressed(SDL_SCANCODE_3) ||
6908 Input::isKeyPressed(SDL_SCANCODE_4) ||
6909 Input::isKeyPressed(SDL_SCANCODE_5) ||
6910 Input::isKeyPressed(SDL_SCANCODE_6) ||
6911 Input::isKeyPressed(SDL_SCANCODE_7) ||
6912 Input::isKeyPressed(SDL_SCANCODE_8) ||
6913 Input::isKeyPressed(SDL_SCANCODE_9) ||
6914 Input::isKeyPressed(SDL_SCANCODE_0) ||
6915 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6916 Input::isKeyPressed(attackkey)) {
6918 if (indialogue < numdialogueboxes[whichdialogue]) {
6919 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6920 playdialogueboxsound();
6921 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6922 hotspot[numhotspots] = Person::players[0]->coords;
6923 hotspotsize[numhotspots] = 10;
6924 hotspottype[numhotspots] = -1;
6928 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6932 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6940 if (indialogue >= numdialogueboxes[whichdialogue]) {
6944 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6947 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6950 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6952 for (unsigned i = 1; i < Person::players.size(); i++) {
6953 Person::players[i]->aitype = attacktypecutoff;
6960 if (!Person::players[0]->jumpkeydown) {
6961 Person::players[0]->jumptogglekeydown = 0;
6963 if (Person::players[0]->jumpkeydown &&
6964 Person::players[0]->animTarget != jumpupanim &&
6965 Person::players[0]->animTarget != jumpdownanim &&
6966 !Person::players[0]->isFlip())
6967 Person::players[0]->jumptogglekeydown = 1;
6970 dialoguetime += multiplier;
6971 hawkyaw += multiplier * 25;
6973 realhawkcoords.x = 25;
6974 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6975 hawkcalldelay -= multiplier / 2;
6977 if (hawkcalldelay <= 0) {
6978 emit_sound_at(hawksound, realhawkcoords);
6980 hawkcalldelay = 16 + abs(Random() % 8);
6987 doPlayerCollisions();
6991 for (unsigned k = 0; k < Person::players.size(); k++)
6992 if (k != 0 && Person::players[k]->immobile)
6993 Person::players[k]->coords = Person::players[k]->realoldcoords;
6995 for (unsigned k = 0; k < Person::players.size(); k++) {
6996 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6997 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6998 Person::players[k]->DoDamage(1000);
7004 static bool respawnkeydown;
7005 if (!editorenabled &&
7006 (whichlevel != -2 &&
7007 (Input::isKeyDown(SDL_SCANCODE_Z) &&
7008 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7010 (Input::isKeyDown(jumpkey) &&
7013 Person::players[0]->dead))) {
7014 targetlevel = whichlevel;
7018 if (!Input::isKeyDown(jumpkey))
7020 if (Input::isKeyDown(jumpkey))
7026 static bool movekey;
7029 for (unsigned i = 0; i < Person::players.size(); i++) {
7030 static float oldtargetyaw;
7031 if (!Person::players[i]->skeleton.free) {
7032 oldtargetyaw = Person::players[i]->targetyaw;
7033 if (i == 0 && indialogue == -1) {
7034 //TODO: refactor repetitive code
7035 if (!animation[Person::players[0]->animTarget].attack &&
7036 Person::players[0]->animTarget != staggerbackhighanim &&
7037 Person::players[0]->animTarget != staggerbackhardanim &&
7038 Person::players[0]->animTarget != crouchremoveknifeanim &&
7039 Person::players[0]->animTarget != removeknifeanim &&
7040 Person::players[0]->animTarget != backhandspringanim &&
7041 Person::players[0]->animTarget != dodgebackanim &&
7042 Person::players[0]->animTarget != walljumprightkickanim &&
7043 Person::players[0]->animTarget != walljumpleftkickanim) {
7045 Person::players[0]->targetyaw = 0;
7047 Person::players[0]->targetyaw = -yaw + 180;
7053 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7055 facing = flatfacing;
7057 facing = DoRotation(facing, -pitch, 0, 0);
7058 facing = DoRotation(facing, 0, 0 - yaw, 0);
7061 Person::players[0]->lookyaw = -yaw;
7063 Person::players[i]->targetheadyaw = yaw;
7064 Person::players[i]->targetheadpitch = pitch;
7066 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7067 if (!animation[Person::players[i]->animTarget].attack &&
7068 Person::players[i]->animTarget != staggerbackhighanim &&
7069 Person::players[i]->animTarget != staggerbackhardanim &&
7070 Person::players[i]->animTarget != crouchremoveknifeanim &&
7071 Person::players[i]->animTarget != removeknifeanim &&
7072 Person::players[i]->animTarget != backhandspringanim &&
7073 Person::players[i]->animTarget != dodgebackanim &&
7074 Person::players[i]->animTarget != walljumprightkickanim &&
7075 Person::players[i]->animTarget != walljumpleftkickanim) {
7076 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7082 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7084 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7085 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7087 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7088 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7090 if (indialogue != -1) {
7091 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7092 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7098 Person::players[i]->avoidsomething = 0;
7100 //avoid flaming things
7101 for (int j = 0; j < objects.numobjects; j++)
7102 if (objects.onfire[j])
7103 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7104 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7105 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7106 Person::players[i]->collided = 0;
7107 Person::players[i]->avoidcollided = 1;
7108 if (Person::players[i]->avoidsomething == 0 ||
7109 distsq(&Person::players[i]->coords, &objects.position[j]) <
7110 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7111 Person::players[i]->avoidwhere = objects.position[j];
7112 Person::players[i]->avoidsomething = 1;
7116 //avoid flaming players
7117 for (unsigned j = 0; j < Person::players.size(); j++)
7118 if (Person::players[j]->onfire)
7119 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7120 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7121 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7122 Person::players[i]->collided = 0;
7123 Person::players[i]->avoidcollided = 1;
7124 if (Person::players[i]->avoidsomething == 0 ||
7125 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7126 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7127 Person::players[i]->avoidwhere = Person::players[j]->coords;
7128 Person::players[i]->avoidsomething = 1;
7132 if (Person::players[i]->collided > .8)
7133 Person::players[i]->avoidcollided = 0;
7137 if (animation[Person::players[i]->animTarget].attack == reversed) {
7138 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7139 Person::players[i]->forwardkeydown = 0;
7140 Person::players[i]->leftkeydown = 0;
7141 Person::players[i]->backkeydown = 0;
7142 Person::players[i]->rightkeydown = 0;
7143 Person::players[i]->jumpkeydown = 0;
7144 Person::players[i]->attackkeydown = 0;
7145 //Person::players[i]->crouchkeydown=0;
7146 Person::players[i]->throwkeydown = 0;
7149 if (indialogue != -1) {
7150 Person::players[i]->forwardkeydown = 0;
7151 Person::players[i]->leftkeydown = 0;
7152 Person::players[i]->backkeydown = 0;
7153 Person::players[i]->rightkeydown = 0;
7154 Person::players[i]->jumpkeydown = 0;
7155 Person::players[i]->crouchkeydown = 0;
7156 Person::players[i]->drawkeydown = 0;
7157 Person::players[i]->throwkeydown = 0;
7160 if (Person::players[i]->collided < -.3)
7161 Person::players[i]->collided = -.3;
7162 if (Person::players[i]->collided > 1)
7163 Person::players[i]->collided = 1;
7164 Person::players[i]->collided -= multiplier * 4;
7165 Person::players[i]->whichdirectiondelay -= multiplier;
7166 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7167 Person::players[i]->avoidcollided = -.3;
7168 Person::players[i]->whichdirection = abs(Random() % 2);
7169 Person::players[i]->whichdirectiondelay = .4;
7171 if (Person::players[i]->avoidcollided > 1)
7172 Person::players[i]->avoidcollided = 1;
7173 Person::players[i]->avoidcollided -= multiplier / 4;
7174 if (!Person::players[i]->skeleton.free) {
7175 Person::players[i]->stunned -= multiplier;
7176 Person::players[i]->surprised -= multiplier;
7178 if (i != 0 && Person::players[i]->surprised <= 0 &&
7179 Person::players[i]->aitype == attacktypecutoff &&
7180 !Person::players[i]->dead &&
7181 !Person::players[i]->skeleton.free &&
7182 animation[Person::players[i]->animTarget].attack == neutral)
7185 if (!Person::players[i]->throwkeydown)
7186 Person::players[i]->throwtogglekeydown = 0;
7189 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7190 if (Person::players[i]->weaponactive == -1 &&
7191 Person::players[i]->num_weapons < 2 &&
7192 (Person::players[i]->isIdle() ||
7193 Person::players[i]->isCrouch() ||
7194 Person::players[i]->animTarget == sneakanim ||
7195 Person::players[i]->animTarget == rollanim ||
7196 Person::players[i]->animTarget == backhandspringanim ||
7197 Person::players[i]->isFlip() ||
7198 Person::players[i]->aitype != playercontrolled)) {
7199 for (unsigned j = 0; j < weapons.size(); j++) {
7200 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7201 Person::players[i]->aitype == playercontrolled) &&
7202 weapons[j].owner == -1 &&
7203 Person::players[i]->weaponactive == -1)
7204 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7205 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7206 if (Person::players[i]->isCrouch() ||
7207 Person::players[i]->animTarget == sneakanim ||
7208 Person::players[i]->isRun() ||
7209 Person::players[i]->isIdle() ||
7210 Person::players[i]->aitype != playercontrolled) {
7211 Person::players[i]->throwtogglekeydown = 1;
7212 Person::players[i]->setAnimation(crouchremoveknifeanim);
7213 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7214 Person::players[i]->hasvictim = 0;
7216 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7217 Person::players[i]->throwtogglekeydown = 1;
7218 Person::players[i]->hasvictim = 0;
7220 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7221 Person::players[i]->aitype == playercontrolled) &&
7222 weapons[j].owner == -1 ||
7223 Person::players[i]->victim &&
7224 weapons[j].owner == int(Person::players[i]->victim->id))
7225 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7226 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7227 if (weapons[j].getType() != staff)
7228 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7230 Person::players[i]->weaponactive = 0;
7231 weapons[j].owner = Person::players[i]->id;
7232 if (Person::players[i]->num_weapons > 0)
7233 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7234 Person::players[i]->num_weapons++;
7235 Person::players[i]->weaponids[0] = j;
7238 } else if ((Person::players[i]->isIdle() ||
7239 Person::players[i]->isFlip() ||
7240 Person::players[i]->aitype != playercontrolled) &&
7241 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7242 Person::players[i]->coords.y < weapons[j].position.y) {
7243 if (!Person::players[i]->isFlip()) {
7244 Person::players[i]->throwtogglekeydown = 1;
7245 Person::players[i]->setAnimation(removeknifeanim);
7246 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7248 if (Person::players[i]->isFlip()) {
7249 Person::players[i]->throwtogglekeydown = 1;
7250 Person::players[i]->hasvictim = 0;
7252 for (unsigned k = 0; k < weapons.size(); k++) {
7253 if (Person::players[i]->weaponactive == -1)
7254 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7255 Person::players[i]->aitype == playercontrolled) &&
7256 weapons[k].owner == -1 ||
7257 Person::players[i]->victim &&
7258 weapons[k].owner == int(Person::players[i]->victim->id))
7259 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7260 Person::players[i]->weaponactive == -1) {
7261 if (weapons[k].getType() != staff)
7262 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7264 Person::players[i]->weaponactive = 0;
7265 weapons[k].owner = Person::players[i]->id;
7266 if (Person::players[i]->num_weapons > 0)
7267 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7268 Person::players[i]->num_weapons++;
7269 Person::players[i]->weaponids[0] = k;
7276 if (Person::players[i]->isCrouch() ||
7277 Person::players[i]->animTarget == sneakanim ||
7278 Person::players[i]->isRun() ||
7279 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7280 Person::players[i]->animTarget == backhandspringanim) {
7281 if (Person::players.size() > 1)
7282 for (unsigned j = 0; j < Person::players.size(); j++) {
7283 if (Person::players[i]->weaponactive == -1)
7285 if (Person::players[j]->num_weapons &&
7286 Person::players[j]->skeleton.free &&
7287 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7288 (((Person::players[j]->skeleton.forward.y < 0 &&
7289 Person::players[j]->weaponstuckwhere == 0) ||
7290 (Person::players[j]->skeleton.forward.y > 0 &&
7291 Person::players[j]->weaponstuckwhere == 1)) ||
7292 Person::players[j]->weaponstuck == -1 ||
7293 Person::players[j]->num_weapons > 1)) {
7294 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7295 Person::players[i]->throwtogglekeydown = 1;
7296 Person::players[i]->victim = Person::players[j];
7297 Person::players[i]->hasvictim = 1;
7298 Person::players[i]->setAnimation(crouchremoveknifeanim);
7299 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7301 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7302 Person::players[i]->throwtogglekeydown = 1;
7303 Person::players[i]->victim = Person::players[j];
7304 Person::players[i]->hasvictim = 1;
7305 int k = Person::players[j]->weaponids[0];
7306 if (Person::players[i]->hasvictim) {
7309 if (Person::players[i]->victim->weaponstuck != -1) {
7310 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7315 if (weapons[k].getType() != staff)
7316 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7319 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7321 Person::players[i]->weaponactive = 0;
7322 if (weapons[k].owner != -1) {
7323 if (Person::players[i]->victim->num_weapons == 1)
7324 Person::players[i]->victim->num_weapons = 0;
7326 Person::players[i]->victim->num_weapons = 1;
7328 Person::players[i]->victim->skeleton.longdead = 0;
7329 Person::players[i]->victim->skeleton.free = 1;
7330 Person::players[i]->victim->skeleton.broken = 0;
7332 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7333 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7334 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7340 Normalise(&relative);
7341 XYZ footvel, footpoint;
7343 footpoint = weapons[k].position;
7344 if (Person::players[i]->victim->weaponstuck != -1) {
7345 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7347 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7348 weapons[k].bloody = 2;
7349 weapons[k].blooddrip = 5;
7350 Person::players[i]->victim->weaponstuck = -1;
7351 Person::players[i]->victim->bloodloss += 2000;
7352 Person::players[i]->victim->DoDamage(2000);
7355 if (Person::players[i]->victim->num_weapons > 0) {
7356 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7357 Person::players[i]->victim->weaponstuck = 0;
7358 if (Person::players[i]->victim->weaponids[0] == k)
7359 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7362 Person::players[i]->victim->weaponactive = -1;
7364 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7365 Person::players[i]->victim->jointVel(neck) += relative * 6;
7366 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7367 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7369 weapons[k].owner = i;
7370 if (Person::players[i]->num_weapons > 0) {
7371 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7373 Person::players[i]->num_weapons++;
7374 Person::players[i]->weaponids[0] = k;
7381 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7382 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7383 if (Person::players[i]->isIdle() ||
7384 Person::players[i]->isRun() ||
7385 Person::players[i]->isCrouch() ||
7386 Person::players[i]->animTarget == sneakanim ||
7387 Person::players[i]->isFlip())
7388 if (Person::players.size() > 1)
7389 for (unsigned j = 0; j < Person::players.size(); j++) {
7391 if (tutoriallevel != 1 || tutorialstage == 49)
7393 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7394 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7395 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7396 !Person::players[j]->skeleton.free &&
7397 -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)) {
7398 if (!Person::players[i]->isFlip()) {
7399 Person::players[i]->throwtogglekeydown = 1;
7400 Person::players[i]->victim = Person::players[j];
7401 Person::players[i]->setAnimation(knifethrowanim);
7402 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7403 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7405 if (Person::players[i]->isFlip()) {
7406 if (Person::players[i]->weaponactive != -1) {
7407 Person::players[i]->throwtogglekeydown = 1;
7408 Person::players[i]->victim = Person::players[j];
7410 weapons[Person::players[i]->weaponids[0]].owner = -1;
7411 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);
7414 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7416 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7417 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7418 weapons[Person::players[i]->weaponids[0]].missed = 0;
7419 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7420 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7421 weapons[Person::players[i]->weaponids[0]].physics = 0;
7422 Person::players[i]->num_weapons--;
7423 if (Person::players[i]->num_weapons) {
7424 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7426 Person::players[i]->weaponactive = -1;
7433 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7434 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7435 Person::players[i]->throwtogglekeydown = 1;
7436 weapons[Person::players[i]->weaponids[0]].owner = -1;
7437 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7438 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7439 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7440 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7441 weapons[Person::players[i]->weaponids[0]].missed = 1;
7442 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7443 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7444 weapons[Person::players[i]->weaponids[0]].physics = 1;
7445 Person::players[i]->num_weapons--;
7446 if (Person::players[i]->num_weapons) {
7447 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7448 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7449 Person::players[i]->weaponstuck = 0;
7452 Person::players[i]->weaponactive = -1;
7453 for (unsigned j = 0; j < Person::players.size(); j++) {
7454 Person::players[j]->wentforweapon = 0;
7462 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7463 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7464 (Person::players[i]->num_weapons == 2) &&
7465 (Person::players[i]->weaponactive == -1) &&
7466 Person::players[i]->isIdle() ||
7467 Person::players[0]->dead &&
7468 (Person::players[i]->weaponactive != -1) &&
7471 if (Person::players[i]->weaponactive != -1)
7472 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7474 if (isgood && Person::players[i]->creature != wolftype) {
7475 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7476 Person::players[i]->setAnimation(drawrightanim);
7477 Person::players[i]->drawtogglekeydown = 1;
7479 if ((Person::players[i]->isIdle() ||
7480 (Person::players[i]->aitype != playercontrolled &&
7481 Person::players[0]->weaponactive != -1 &&
7482 Person::players[i]->isRun())) &&
7483 Person::players[i]->num_weapons &&
7484 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7485 Person::players[i]->setAnimation(drawleftanim);
7486 Person::players[i]->drawtogglekeydown = 1;
7488 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7489 Person::players[i]->setAnimation(crouchdrawrightanim);
7490 Person::players[i]->drawtogglekeydown = 1;
7497 if (Person::players[i]->weaponactive != -1) {
7498 if (Person::players[i]->isCrouch() &&
7499 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7501 Person::players[i]->onterrain &&
7502 Person::players[i]->num_weapons &&
7503 Person::players[i]->attackkeydown &&
7504 musictype != stream_fighttheme) {
7505 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7506 Person::players[i]->setAnimation(crouchstabanim);
7507 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7508 Person::players[i]->setAnimation(swordgroundstabanim);
7509 Person::players[i]->hasvictim = 0;
7513 if (!Person::players[i]->drawkeydown)
7514 Person::players[i]->drawtogglekeydown = 0;
7519 absflatfacing.z = -1;
7521 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7523 absflatfacing = flatfacing;
7525 if (indialogue != -1) {
7526 Person::players[i]->forwardkeydown = 0;
7527 Person::players[i]->leftkeydown = 0;
7528 Person::players[i]->backkeydown = 0;
7529 Person::players[i]->rightkeydown = 0;
7530 Person::players[i]->jumpkeydown = 0;
7531 Person::players[i]->crouchkeydown = 0;
7532 Person::players[i]->drawkeydown = 0;
7533 Person::players[i]->throwkeydown = 0;
7537 if (!animation[Person::players[i]->animTarget].attack &&
7538 Person::players[i]->animTarget != staggerbackhighanim &&
7539 Person::players[i]->animTarget != staggerbackhardanim &&
7540 Person::players[i]->animTarget != backhandspringanim &&
7541 Person::players[i]->animTarget != dodgebackanim) {
7542 if (!Person::players[i]->forwardkeydown)
7543 Person::players[i]->forwardstogglekeydown = 0;
7544 if (Person::players[i]->crouchkeydown) {
7548 Person::players[i]->superruntoggle = 1;
7549 if (Person::players.size() > 1)
7550 for (unsigned j = 0; j < Person::players.size(); j++)
7551 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7552 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7553 Person::players[i]->superruntoggle = 0;
7556 if (Person::players.size() > 1)
7557 for (unsigned j = 0; j < Person::players.size(); j++) {
7558 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7559 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7560 Person::players[j]->victim == Person::players[i] &&
7561 (Person::players[j]->animTarget == sweepanim ||
7562 Person::players[j]->animTarget == upunchanim ||
7563 Person::players[j]->animTarget == wolfslapanim ||
7564 ((Person::players[j]->animTarget == swordslashanim ||
7565 Person::players[j]->animTarget == knifeslashstartanim ||
7566 Person::players[j]->animTarget == staffhitanim ||
7567 Person::players[j]->animTarget == staffspinhitanim) &&
7568 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7577 Person::players[target]->Reverse();
7578 Person::players[i]->lowreversaldelay = .5;
7580 if (Person::players[i]->isIdle()) {
7581 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7582 Person::players[i]->transspeed = 10;
7584 if (Person::players[i]->isRun() ||
7585 (Person::players[i]->isStop() &&
7586 (Person::players[i]->leftkeydown ||
7587 Person::players[i]->rightkeydown ||
7588 Person::players[i]->forwardkeydown ||
7589 Person::players[i]->backkeydown))) {
7590 Person::players[i]->setAnimation(rollanim);
7591 Person::players[i]->transspeed = 20;
7594 if (!Person::players[i]->crouchkeydown) {
7596 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7597 Person::players[i]->superruntoggle = 0;
7599 if (Person::players[i]->isCrouch()) {
7600 if (Person::players.size() > 1)
7601 for (unsigned j = 0; j < Person::players.size(); j++) {
7603 !Person::players[j]->skeleton.free &&
7604 Person::players[j]->victim &&
7605 Person::players[i]->highreversaldelay <= 0) {
7606 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7607 Person::players[j]->victim == Person::players[i] &&
7608 (Person::players[j]->animTarget == spinkickanim) &&
7609 Person::players[i]->isCrouch()) {
7618 Person::players[target]->Reverse();
7619 Person::players[i]->highreversaldelay = .5;
7621 if (Person::players[i]->isCrouch()) {
7622 if (!Person::players[i]->wasCrouch()) {
7623 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7624 Person::players[i]->frameCurrent = 0;
7626 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7627 Person::players[i]->transspeed = 10;
7630 if (Person::players[i]->animTarget == sneakanim) {
7631 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7632 Person::players[i]->transspeed = 10;
7635 if (Person::players[i]->forwardkeydown) {
7636 if (Person::players[i]->isIdle() ||
7637 (Person::players[i]->isStop() &&
7638 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7639 (Person::players[i]->isLanding() &&
7640 Person::players[i]->frameTarget > 0 &&
7641 !Person::players[i]->jumpkeydown) ||
7642 (Person::players[i]->isLandhard() &&
7643 Person::players[i]->frameTarget > 0 &&
7644 !Person::players[i]->jumpkeydown &&
7645 Person::players[i]->crouchkeydown)) {
7646 if (Person::players[i]->aitype == passivetype)
7647 Person::players[i]->setAnimation(walkanim);
7649 Person::players[i]->setAnimation(Person::players[i]->getRun());
7651 if (Person::players[i]->isCrouch()) {
7652 Person::players[i]->animTarget = sneakanim;
7653 if (Person::players[i]->wasCrouch())
7654 Person::players[i]->target = 0;
7655 Person::players[i]->frameTarget = 0;
7657 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7658 Person::players[i]->setAnimation(climbanim);
7659 Person::players[i]->frameTarget = 1;
7660 Person::players[i]->jumpclimb = 1;
7662 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7663 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7665 Person::players[i]->forwardstogglekeydown = 1;
7668 if (Person::players[i]->rightkeydown) {
7669 if (Person::players[i]->isIdle() ||
7670 (Person::players[i]->isStop() &&
7671 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7672 (Person::players[i]->isLanding() &&
7673 Person::players[i]->frameTarget > 0 &&
7674 !Person::players[i]->jumpkeydown) ||
7675 (Person::players[i]->isLandhard() &&
7676 Person::players[i]->frameTarget > 0 &&
7677 !Person::players[i]->jumpkeydown &&
7678 Person::players[i]->crouchkeydown)) {
7679 Person::players[i]->setAnimation(Person::players[i]->getRun());
7681 if (Person::players[i]->isCrouch()) {
7682 Person::players[i]->animTarget = sneakanim;
7683 if (Person::players[i]->wasCrouch())
7684 Person::players[i]->target = 0;
7685 Person::players[i]->frameTarget = 0;
7687 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7688 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7690 Person::players[i]->targetyaw -= 90;
7691 if (Person::players[i]->forwardkeydown)
7692 Person::players[i]->targetyaw += 45;
7693 if (Person::players[i]->backkeydown)
7694 Person::players[i]->targetyaw -= 45;
7697 if ( Person::players[i]->leftkeydown) {
7698 if (Person::players[i]->isIdle() ||
7699 (Person::players[i]->isStop() &&
7700 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7701 (Person::players[i]->isLanding() &&
7702 Person::players[i]->frameTarget > 0 &&
7703 !Person::players[i]->jumpkeydown) ||
7704 (Person::players[i]->isLandhard() &&
7705 Person::players[i]->frameTarget > 0 &&
7706 !Person::players[i]->jumpkeydown &&
7707 Person::players[i]->crouchkeydown)) {
7708 Person::players[i]->setAnimation(Person::players[i]->getRun());
7710 if (Person::players[i]->isCrouch()) {
7711 Person::players[i]->animTarget = sneakanim;
7712 if (Person::players[i]->wasCrouch())
7713 Person::players[i]->target = 0;
7714 Person::players[i]->frameTarget = 0;
7716 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7717 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7719 Person::players[i]->targetyaw += 90;
7720 if (Person::players[i]->forwardkeydown)
7721 Person::players[i]->targetyaw -= 45;
7722 if (Person::players[i]->backkeydown)
7723 Person::players[i]->targetyaw += 45;
7726 if (Person::players[i]->backkeydown) {
7727 if (Person::players[i]->isIdle() ||
7728 (Person::players[i]->isStop() &&
7729 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7730 (Person::players[i]->isLanding() &&
7731 Person::players[i]->frameTarget > 0 &&
7732 !Person::players[i]->jumpkeydown) ||
7733 (Person::players[i]->isLandhard() &&
7734 Person::players[i]->frameTarget > 0 &&
7735 !Person::players[i]->jumpkeydown &&
7736 Person::players[i]->crouchkeydown)) {
7737 Person::players[i]->setAnimation(Person::players[i]->getRun());
7739 if (Person::players[i]->isCrouch()) {
7740 Person::players[i]->animTarget = sneakanim;
7741 if (Person::players[i]->wasCrouch())
7742 Person::players[i]->target = 0;
7743 Person::players[i]->frameTarget = 0;
7745 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7746 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7748 if (Person::players[i]->animTarget == hanganim) {
7749 Person::players[i]->animCurrent = jumpdownanim;
7750 Person::players[i]->animTarget = jumpdownanim;
7751 Person::players[i]->target = 0;
7752 Person::players[i]->frameCurrent = 0;
7753 Person::players[i]->frameTarget = 1;
7754 Person::players[i]->velocity = 0;
7755 Person::players[i]->velocity.y += gravity;
7756 Person::players[i]->coords.y -= 1.4;
7757 Person::players[i]->grabdelay = 1;
7759 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7760 Person::players[i]->targetyaw += 180;
7763 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7764 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7765 Person::players[i]->isRun() ||
7766 Person::players[i]->animTarget == walkanim ||
7767 Person::players[i]->isCrouch() ||
7768 Person::players[i]->animTarget == sneakanim) &&
7769 Person::players[i]->jumppower > 1) &&
7770 ((Person::players[i]->animTarget != rabbitrunninganim &&
7771 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7772 Person::players[i]->jumpstart = 0;
7773 Person::players[i]->setAnimation(jumpupanim);
7774 Person::players[i]->yaw = Person::players[i]->targetyaw;
7775 Person::players[i]->transspeed = 20;
7776 Person::players[i]->FootLand(0, 1);
7777 Person::players[i]->FootLand(1, 1);
7781 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7784 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7786 Person::players[i]->velocity = 0;
7790 if (Person::players.size() > 1)
7791 for (unsigned j = 0; j < Person::players.size(); j++) {
7792 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7793 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7794 (Person::players[j]->victim == Person::players[i]) &&
7795 (Person::players[j]->animTarget == sweepanim)) {
7804 Person::players[i]->velocity.y = 1;
7806 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7807 Person::players[i]->velocity.y = 7;
7808 Person::players[i]->crouchtogglekeydown = 1;
7809 } else Person::players[i]->velocity.y = 5;
7811 if (mousejump && i == 0 && debugmode) {
7812 if (!Person::players[i]->isLanding())
7813 Person::players[i]->tempdeltav = deltav;
7814 if (Person::players[i]->tempdeltav < 0)
7815 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7818 Person::players[i]->coords.y += .2;
7819 Person::players[i]->jumppower -= 1;
7822 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7824 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7826 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7827 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7828 Person::players[i]->frameTarget = 2;
7829 Person::players[i]->landhard = 0;
7830 Person::players[i]->jumpstart = 1;
7831 Person::players[i]->tempdeltav = deltav;
7833 if (Person::players[i]->animTarget == jumpupanim &&
7837 Person::players[i]->aitype != playercontrolled)) {
7838 if (Person::players[i]->jumppower > multiplier * 6) {
7839 Person::players[i]->velocity.y += multiplier * 6;
7840 Person::players[i]->jumppower -= multiplier * 6;
7842 if (Person::players[i]->jumppower <= multiplier * 6) {
7843 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7844 Person::players[i]->jumppower = 0;
7847 if (((floatjump || editorenabled) && debugmode) && i == 0)
7848 Person::players[i]->velocity.y += multiplier * 30;
7852 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7853 Person::players[i]->setAnimation(Person::players[i]->getStop());
7854 if (Person::players[i]->animTarget == sneakanim) {
7855 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7856 if (Person::players[i]->animCurrent == sneakanim)
7857 Person::players[i]->target = 0;
7858 Person::players[i]->frameTarget = 0;
7861 if (Person::players[i]->animTarget == walkanim &&
7862 (Person::players[i]->aitype == attacktypecutoff ||
7863 Person::players[i]->aitype == searchtype ||
7864 (Person::players[i]->aitype == passivetype &&
7865 Person::players[i]->numwaypoints <= 1)))
7866 Person::players[i]->setAnimation(Person::players[i]->getStop());
7867 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7868 Person::players[i]->setAnimation(Person::players[i]->getStop());
7871 if (Person::players[i]->animTarget == rollanim)
7872 Person::players[i]->targetyaw = oldtargetyaw;
7876 for (unsigned k = 0; k < Person::players.size(); k++) {
7877 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7878 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7879 Person::players[k]->yaw -= 360;
7881 Person::players[k]->yaw += 360;
7884 //stop to turn in right direction
7885 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7886 Person::players[k]->setAnimation(Person::players[k]->getStop());
7888 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7889 Person::players[k]->targettilt = 0;
7891 if (Person::players[k]->animTarget != jumpupanim &&
7892 Person::players[k]->animTarget != backhandspringanim &&
7893 Person::players[k]->animTarget != jumpdownanim &&
7894 !Person::players[k]->isFlip()) {
7895 Person::players[k]->targettilt = 0;
7896 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7897 Person::players[k]->jumppower = 0;
7898 Person::players[k]->jumppower += multiplier * 7;
7899 if (Person::players[k]->isCrouch())
7900 Person::players[k]->jumppower += multiplier * 7;
7901 if (Person::players[k]->jumppower > 5)
7902 Person::players[k]->jumppower = 5;
7905 if (Person::players[k]->isRun())
7906 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7908 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7909 Person::players[k]->grabdelay -= multiplier;
7913 for (unsigned k = 0; k < Person::players.size(); k++) {
7914 Person::players[k]->DoAnimations();
7915 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7916 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7922 for (int j = numenvsounds - 1; j >= 0; j--) {
7923 envsoundlife[j] -= multiplier;
7924 if (envsoundlife[j] < 0) {
7926 envsoundlife[j] = envsoundlife[numenvsounds];
7927 envsound[j] = envsound[numenvsounds];
7931 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7933 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7935 if (tutoriallevel == 1) {
7952 if (tutorialstage >= 51)
7953 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7954 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7955 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7957 emit_stream_np(stream_menutheme);
7966 if (tutorialstage < 51)
7967 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7968 emit_sound_at(fireendsound, Person::players[0]->coords);
7970 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7974 if (tutorialstage >= 14 && tutorialstage < 50)
7975 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7976 emit_sound_at(fireendsound, Person::players[1]->coords);
7978 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7979 if (Random() % 2 == 0) {
7980 if (!Person::players[1]->skeleton.free)
7981 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7982 if (Person::players[1]->skeleton.free)
7983 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7984 if (!Person::players[1]->skeleton.free)
7985 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;
7986 if (Person::players[1]->skeleton.free)
7987 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7988 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7992 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7993 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7994 Person::players[1]->skeleton.joints[i].velocity = 0;
7995 if (Random() % 2 == 0) {
7996 if (!Person::players[1]->skeleton.free)
7997 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7998 if (Person::players[1]->skeleton.free)
7999 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8000 if (!Person::players[1]->skeleton.free)
8001 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;
8002 if (Person::players[1]->skeleton.free)
8003 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8004 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8012 static float gLoc[3];
8016 static float vel[3];
8017 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8018 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8019 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8021 //Set orientation with forward and up vectors
8022 static XYZ upvector;
8026 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8027 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8032 facing = DoRotation(facing, -pitch, 0, 0);
8033 facing = DoRotation(facing, 0, 0 - yaw, 0);
8036 static float ori[6];
8040 ori[3] = -upvector.x;
8041 ori[4] = upvector.y;
8042 ori[5] = -upvector.z;
8044 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8051 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8055 void Game::TickOnce()
8058 yaw += multiplier * 5;
8059 else if (directing || indialogue == -1) {
8062 pitch += deltav * .7;
8064 pitch -= deltav * .7;
8072 void Game::TickOnceAfter()
8074 static XYZ colviewer;
8075 static XYZ coltarget;
8079 static float changedelay;
8080 static bool alldead;
8081 static float unseendelay;
8082 static float cameraspeed;
8085 static int oldmusictype = musictype;
8087 if (environment == snowyenvironment)
8088 leveltheme = stream_snowtheme;
8089 if (environment == grassyenvironment)
8090 leveltheme = stream_grasstheme;
8091 if (environment == desertenvironment)
8092 leveltheme = stream_deserttheme;
8096 musictype = leveltheme;
8097 for (unsigned i = 0; i < Person::players.size(); i++) {
8098 if ((Person::players[i]->aitype == attacktypecutoff ||
8099 Person::players[i]->aitype == getweapontype ||
8100 Person::players[i]->aitype == gethelptype ||
8101 Person::players[i]->aitype == searchtype) &&
8102 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8103 (Person::players[i]->animTarget != sneakattackedanim &&
8104 Person::players[i]->animTarget != knifesneakattackedanim &&
8105 Person::players[i]->animTarget != swordsneakattackedanim)) {
8106 musictype = stream_fighttheme;
8110 if (Person::players[0]->dead)
8111 musictype = stream_menutheme;
8114 if (musictype == stream_fighttheme)
8117 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8118 unseendelay -= multiplier;
8119 if (unseendelay > 0)
8120 musictype = stream_fighttheme;
8125 musictype = stream_menutheme;
8126 musicvolume[2] = 512;
8133 if (musictype != oldmusictype && musictype == stream_fighttheme)
8134 emit_sound_np(alarmsound);
8135 musicselected = musictype;
8137 if (musicselected == leveltheme)
8138 musicvolume[0] += multiplier * 450;
8140 musicvolume[0] -= multiplier * 450;
8141 if (musicselected == stream_fighttheme)
8142 musicvolume[1] += multiplier * 450;
8144 musicvolume[1] -= multiplier * 450;
8145 if (musicselected == stream_menutheme)
8146 musicvolume[2] += multiplier * 450;
8148 musicvolume[2] -= multiplier * 450;
8150 for (int i = 0; i < 3; i++) {
8151 if (musicvolume[i] < 0)
8153 if (musicvolume[i] > 512)
8154 musicvolume[i] = 512;
8157 if (musicvolume[2] > 128 && !loading && !mainmenu)
8158 musicvolume[2] = 128;
8161 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8162 emit_stream_np(leveltheme, musicvolume[0]);
8163 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8164 emit_stream_np(stream_fighttheme, musicvolume[1]);
8165 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8166 emit_stream_np(stream_menutheme, musicvolume[2]);
8167 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8168 pause_sound(leveltheme);
8169 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8170 pause_sound(stream_fighttheme);
8171 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8172 pause_sound(stream_menutheme);
8174 if (musicvolume[0] != oldmusicvolume[0])
8175 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8176 if (musicvolume[1] != oldmusicvolume[1])
8177 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8178 if (musicvolume[2] != oldmusicvolume[2])
8179 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8181 for (int i = 0; i < 3; i++)
8182 oldmusicvolume[i] = musicvolume[i];
8184 pause_sound(leveltheme);
8185 pause_sound(stream_fighttheme);
8186 pause_sound(stream_menutheme);
8188 for (int i = 0; i < 4; i++) {
8189 oldmusicvolume[i] = 0;
8195 for (int i = 0; i < numhotspots; i++) {
8196 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8197 if (Person::players[hotspottype[i] - 10]->dead == 0)
8199 else if (killhotspot == 2)
8203 if (killhotspot == 2)
8208 for (int i = 0; i < numhotspots; i++)
8209 if (hotspottype[i] == -1)
8210 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8214 for (unsigned i = 1; i < Person::players.size(); i++)
8215 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8217 if (numalarmed > maxalarmed)
8218 maxalarmed = numalarmed;
8220 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8221 if (Person::players[0]->dead && changedelay <= 0) {
8223 targetlevel = whichlevel;
8226 for (unsigned i = 1; i < Person::players.size(); i++) {
8227 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8234 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8236 targetlevel = whichlevel + 1;
8237 if (targetlevel > numchallengelevels - 1)
8240 if (winhotspot || windialogue) {
8242 targetlevel = whichlevel + 1;
8243 if (targetlevel > numchallengelevels - 1)
8250 targetlevel = whichlevel + 1;
8251 if (targetlevel > numchallengelevels - 1)
8255 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8256 //high scores, awards, win
8258 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8261 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8269 if (leveltime < 1) {
8277 if (!editorenabled && gameon && !mainmenu) {
8278 if (changedelay != -999)
8279 changedelay -= multiplier / 7;
8280 if (Person::players[0]->dead)
8281 targetlevel = whichlevel;
8282 if (loading == 2 && !campaign) {
8285 fireSound(firestartsound);
8287 if (!Person::players[0]->dead && targetlevel != whichlevel)
8288 startbonustotal = bonustotal;
8289 if (Person::players[0]->dead)
8290 Loadlevel(whichlevel);
8292 Loadlevel(targetlevel);
8298 if (loading == 2 && targetlevel == whichlevel) {
8302 fireSound(firestartsound);
8304 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8310 if (changedelay <= -999 &&
8313 (Person::players[0]->dead ||
8314 (alldead && maptype == mapkilleveryone) ||
8318 if ((Person::players[0]->dead ||
8319 (alldead && maptype == mapkilleveryone) ||
8324 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8328 if (Person::players[0]->dead)
8334 // campaignchoosenext determines what to do when the level is complete:
8335 // 0 = load next level
8336 // 1 = go back to level select screen
8337 // 2 = stealthload next level
8338 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8339 if (campaignlevels[actuallevel].nextlevel.empty())
8341 } else if (mainmenu == 0 && winfreeze) {
8342 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8344 if (!stealthloading) {
8345 fireSound(firestartsound);
8350 startbonustotal = 0;
8360 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8363 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8367 pause_sound(stream_menutheme);
8378 oldmusictype = musictype;
8384 facing = DoRotation(facing, -pitch, 0, 0);
8385 facing = DoRotation(facing, 0, 0 - yaw, 0);
8386 viewerfacing = facing;
8389 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8390 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;
8392 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;
8394 if (Person::players[0]->skeleton.free) {
8395 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8396 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8397 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8401 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8403 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8404 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8406 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8408 coltarget = target - cameraloc;
8409 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8412 Normalise(&coltarget);
8413 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8414 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8416 cameraloc = cameraloc + coltarget * multiplier * 8;
8420 cameradist += multiplier * 5;
8421 if (cameradist > 2.3)
8423 viewer = cameraloc - facing * cameradist;
8425 coltarget = cameraloc;
8426 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8427 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8428 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8429 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8431 coltarget = cameraloc;
8432 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8435 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8436 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8437 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8439 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8443 cameradist = findDistance(&viewer, &target);
8444 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8445 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8446 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8450 //what did autocam do?
8451 if(Person::players[0]->skeleton.free!=2&&autocam){
8453 if(findLengthfast(&Person::players[0]->velocity)>400){
8454 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8456 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8457 cameradist+=multiplier*5;
8458 if(cameradist>3.3)cameradist=3.3;
8459 coltarget=target-cameraloc;
8460 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8461 else if(findLengthfast(&coltarget)>1)
8463 Normalise(&coltarget);
8464 if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8465 else cameraloc=cameraloc+coltarget*multiplier*8;
8467 if(editorenabled)cameraloc=target;
8470 coltarget=cameraloc;
8471 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8472 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8473 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8474 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8476 coltarget=cameraloc;
8477 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8479 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8480 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8481 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8483 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8487 cameradist=findDistance(&viewer,&target);
8488 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8489 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8490 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8494 if (camerashake > .8)
8496 //if(woozy>10)woozy=10;
8497 //woozy+=multiplier;
8498 woozy += multiplier;
8499 if (Person::players[0]->dead)
8501 if (Person::players[0]->dead)
8503 camerashake -= multiplier * 2;
8504 blackout -= multiplier * 2;
8505 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8506 if (camerashake < 0)
8510 //if(woozy<0)woozy=0;
8512 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8513 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8514 viewer.z += (float)(Random() % 100) * .0005 * camerashake;