2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
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;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
243 ":Data:Textures:Fur3.jpg",
244 ":Data:Textures:Fur.jpg",
245 ":Data:Textures:Fur2.jpg",
246 ":Data:Textures:Lynx.jpg",
247 ":Data:Textures:Otter.jpg",
248 ":Data:Textures:Opal.jpg",
249 ":Data:Textures:Sable.jpg",
250 ":Data:Textures:Chocolate.jpg",
251 ":Data:Textures:BW2.jpg",
252 ":Data:Textures:WB2.jpg"
255 const char *wolfskin[] = {
256 ":Data:Textures:Wolf.jpg",
257 ":Data:Textures:Darkwolf.jpg",
258 ":Data:Textures:Snowwolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialogueboxsound()
307 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
308 temppos = temppos - viewer;
313 switch (dialogueboxsound[whichdialogue][indialogue]) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
606 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
607 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
608 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
616 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
619 temptexdetail = texdetail;
622 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
623 ":Data:Textures:Skybox(snow):Left.jpg",
624 ":Data:Textures:Skybox(snow):Back.jpg",
625 ":Data:Textures:Skybox(snow):Right.jpg",
626 ":Data:Textures:Skybox(snow):Up.jpg",
627 ":Data:Textures:Skybox(snow):Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
637 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
638 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
639 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
651 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
654 temptexdetail = texdetail;
657 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
658 ":Data:Textures:Skybox(sand):Left.jpg",
659 ":Data:Textures:Skybox(sand):Back.jpg",
660 ":Data:Textures:Skybox(sand):Right.jpg",
661 ":Data:Textures:Skybox(sand):Up.jpg",
662 ":Data:Textures:Skybox(sand):Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
672 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
673 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
674 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
685 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
688 temptexdetail = texdetail;
691 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
692 ":Data:Textures:Skybox(grass):Left.jpg",
693 ":Data:Textures:Skybox(grass):Back.jpg",
694 ":Data:Textures:Skybox(grass):Right.jpg",
695 ":Data:Textures:Skybox(grass):Up.jpg",
696 ":Data:Textures:Skybox(grass):Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load(":Data:Textures:heightmap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
736 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
738 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
749 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
750 struct dirent *campaign = NULL;
752 perror("Problem while loading campaigns");
753 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const char *name)
787 int indemo; // FIXME this should be removed
790 static const char *pfx = ":Data:Maps:";
793 float headprop, legprop, armprop, bodyprop;
797 LOG(std::string("Loading level...") + name);
809 if (tutoriallevel != -1)
814 if (tutoriallevel == 1)
816 if (tutorialstage == 0) {
817 tutorialstagetime = 0;
821 pause_sound(whooshsound);
822 pause_sound(stream_firesound);
824 // Change the map filename into something that is os specific
825 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
826 sprintf(buf, "%s%s", pfx, name);
827 const char *FixedFN = ConvertFileName(buf);
831 tfile = fopen( FixedFN, "rb" );
833 pause_sound(stream_firesound);
839 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
843 for (int i = 0; i < 20; i++)
844 dialoguegonethrough[i] = 0;
853 difficulty = accountactive->getDifficulty();
867 for (int i = 0; i < 100; i++)
876 numunarmedattack = 0;
887 bonustotal = startbonustotal;
892 emit_sound_np(consolesuccesssound);
897 if (!stealthloading) {
898 terrain.numdecals = 0;
899 Sprite::deleteSprites();
900 for (int i = 0; i < objects.numobjects; i++)
901 objects.model[i].numdecals = 0;
903 int j = objects.numobjects;
904 for (int i = 0; i < j; i++) {
905 objects.DeleteObject(0);
910 for (int i = 0; i < subdivision; i++)
911 for (int j = 0; j < subdivision; j++)
912 terrain.patchobjectnum[i][j] = 0;
919 funpackf(tfile, "Bi", &mapvers);
921 funpackf(tfile, "Bi", &indemo);
925 funpackf(tfile, "Bi", &maptype);
927 maptype = mapkilleveryone;
929 funpackf(tfile, "Bi", &hostile);
933 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
939 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
947 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
949 skyboxlightr = skyboxr;
950 skyboxlightg = skyboxg;
951 skyboxlightb = skyboxb;
954 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);
956 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
957 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
958 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
959 Person::players[0]->weaponids[j] = weapons.size();
961 funpackf(tfile, "Bi", &type);
962 weapons.push_back(Weapon(type, 0));
968 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
969 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
970 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
971 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
973 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
976 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
978 Person::players[0]->whichskin = 0;
979 Person::players[0]->creature = rabbittype;
982 Person::players[0]->lastattack = -1;
983 Person::players[0]->lastattack2 = -1;
984 Person::players[0]->lastattack3 = -1;
988 funpackf(tfile, "Bi", &numdialogues);
989 for (int k = 0; k < numdialogues; k++) {
990 funpackf(tfile, "Bi", &numdialogueboxes[k]);
991 funpackf(tfile, "Bi", &dialoguetype[k]);
992 for (int l = 0; l < 10; l++) {
993 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
994 funpackf(tfile, "Bf", &participantyaw[k][l]);
996 for (int l = 0; l < numdialogueboxes[k]; l++) {
997 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
998 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
999 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1000 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1001 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1003 funpackf(tfile, "Bi", &templength);
1004 if (templength > 128 || templength <= 0)
1007 for (m = 0; m < templength; m++) {
1008 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1009 if (dialoguetext[k][l][m] == '\0')
1012 dialoguetext[k][l][m] = 0;
1014 funpackf(tfile, "Bi", &templength);
1015 if (templength > 64 || templength <= 0)
1017 for (m = 0; m < templength; m++) {
1018 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1019 if (dialoguename[k][l][m] == '\0')
1022 dialoguename[k][l][m] = 0;
1023 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1024 funpackf(tfile, "Bi", &participantfocus[k][l]);
1025 funpackf(tfile, "Bi", &participantaction[k][l]);
1027 for (m = 0; m < 10; m++)
1028 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1030 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1036 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1037 funpackf(tfile, "Bi", &templength);
1038 for (int l = 0; l < templength; l++)
1039 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1040 Person::players[0]->clothes[k][templength] = '\0';
1041 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1044 funpackf(tfile, "Bi", &environment);
1046 funpackf(tfile, "Bi", &objects.numobjects);
1047 for (int i = 0; i < objects.numobjects; i++) {
1048 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]);
1049 if (objects.type[i] == treeleavestype)
1050 objects.scale[i] = objects.scale[i - 1];
1054 funpackf(tfile, "Bi", &numhotspots);
1055 for (int i = 0; i < numhotspots; i++) {
1056 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1057 funpackf(tfile, "Bi", &templength);
1059 for (int l = 0; l < templength; l++)
1060 funpackf(tfile, "Bb", &hotspottext[i][l]);
1061 hotspottext[i][templength] = '\0';
1062 if (hotspottype[i] == -111)
1071 if (!stealthloading) {
1073 for (int i = 0; i < objects.numobjects; i++)
1074 objects.center += objects.position[i];
1075 objects.center /= objects.numobjects;
1081 float maxdistance = 0;
1083 for (int i = 0; i < objects.numobjects; i++) {
1084 tempdist = distsq(&objects.center, &objects.position[i]);
1085 if (tempdist > maxdistance) {
1086 maxdistance = tempdist;
1089 objects.radius = fast_sqrt(maxdistance);
1096 funpackf(tfile, "Bi", &numplayers);
1097 int howmanyremoved = 0;
1098 bool removeanother = 0;
1099 if (numplayers > maxplayers) {
1100 cout << "Warning: this level contains more players than allowed" << endl;
1102 if (numplayers > 1) {
1103 for (int i = 1; i < numplayers; i++) {
1104 Person::players.push_back(shared_ptr<Person>(new Person()));
1109 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);
1111 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1113 Person::players[i - howmanyremoved]->howactive = typeactive;
1115 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1117 Person::players[i - howmanyremoved]->scale = -1;
1119 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1121 Person::players[i - howmanyremoved]->immobile = 0;
1123 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1125 Person::players[i - howmanyremoved]->yaw = 0;
1126 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1127 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1131 if (!removeanother) {
1132 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1133 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1134 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1136 funpackf(tfile, "Bi", &type);
1137 weapons.push_back(Weapon(type, i));
1140 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1141 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1142 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1143 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1144 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1146 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1148 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1151 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1152 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1153 Person::players[i - howmanyremoved]->waypoint = 0;
1155 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1156 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1157 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1158 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1161 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1168 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1169 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1170 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1171 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1172 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1175 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1176 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1177 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1178 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1179 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1180 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1183 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1184 if (Person::players[i - howmanyremoved]->numclothes) {
1185 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1187 funpackf(tfile, "Bi", &templength);
1188 for (int l = 0; l < templength; l++)
1189 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1190 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1191 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1200 numplayers -= howmanyremoved;
1201 Person::players.resize(numplayers);
1203 funpackf(tfile, "Bi", &numpathpoints);
1204 if (numpathpoints > 30 || numpathpoints < 0)
1206 for (int j = 0; j < numpathpoints; j++) {
1207 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1208 for (int k = 0; k < numpathpointconnect[j]; k++) {
1209 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1215 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1218 if (environment != oldenvironment)
1219 Setenvironment(environment);
1220 oldenvironment = environment;
1222 if (!stealthloading) {
1223 int j = objects.numobjects;
1224 objects.numobjects = 0;
1225 for (int i = 0; i < j; i++) {
1226 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1231 terrain.DoShadows();
1234 objects.DoShadows();
1241 for (unsigned i = 0; i < Person::players.size(); i++) {
1244 Person::players[i]->burnt = 0;
1245 Person::players[i]->bled = 0;
1246 Person::players[i]->onfire = 0;
1247 if (i == 0 || Person::players[i]->scale < 0)
1248 Person::players[i]->scale = .2;
1249 Person::players[i]->skeleton.free = 0;
1250 Person::players[i]->skeleton.id = i;
1251 if (i == 0 && mapvers < 9)
1252 Person::players[i]->creature = rabbittype;
1253 if (Person::players[i]->creature != wolftype) {
1254 Person::players[i]->skeleton.Load(
1255 (char *)":Data:Skeleton:Basic Figure",
1256 (char *)":Data:Skeleton:Basic Figurelow",
1257 (char *)":Data:Skeleton:Rabbitbelt",
1258 (char *)":Data:Models:Body.solid",
1259 (char *)":Data:Models:Body2.solid",
1260 (char *)":Data:Models:Body3.solid",
1261 (char *)":Data:Models:Body4.solid",
1262 (char *)":Data:Models:Body5.solid",
1263 (char *)":Data:Models:Body6.solid",
1264 (char *)":Data:Models:Body7.solid",
1265 (char *)":Data:Models:Bodylow.solid",
1266 (char *)":Data:Models:Belt.solid", 0);
1268 if (Person::players[i]->creature != wolftype) {
1269 Person::players[i]->skeleton.Load(
1270 (char *)":Data:Skeleton:Basic Figure",
1271 (char *)":Data:Skeleton:Basic Figurelow",
1272 (char *)":Data:Skeleton:Rabbitbelt",
1273 (char *)":Data:Models:Body.solid",
1274 (char *)":Data:Models:Body2.solid",
1275 (char *)":Data:Models:Body3.solid",
1276 (char *)":Data:Models:Body4.solid",
1277 (char *)":Data:Models:Body5.solid",
1278 (char *)":Data:Models:Body6.solid",
1279 (char *)":Data:Models:Body7.solid",
1280 (char *)":Data:Models:Bodylow.solid",
1281 (char *)":Data:Models:Belt.solid", 1);
1282 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1284 if (Person::players[i]->creature == wolftype) {
1285 Person::players[i]->skeleton.Load(
1286 (char *)":Data:Skeleton:Basic Figure Wolf",
1287 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1288 (char *)":Data:Skeleton:Rabbitbelt",
1289 (char *)":Data:Models:Wolf.solid",
1290 (char *)":Data:Models:Wolf2.solid",
1291 (char *)":Data:Models:Wolf3.solid",
1292 (char *)":Data:Models:Wolf4.solid",
1293 (char *)":Data:Models:Wolf5.solid",
1294 (char *)":Data:Models:Wolf6.solid",
1295 (char *)":Data:Models:Wolf7.solid",
1296 (char *)":Data:Models:Wolflow.solid",
1297 (char *)":Data:Models:Belt.solid", 0);
1301 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);
1303 Person::players[i]->addClothes();
1305 Person::players[i]->animCurrent = bounceidleanim;
1306 Person::players[i]->animTarget = bounceidleanim;
1307 Person::players[i]->frameCurrent = 0;
1308 Person::players[i]->frameTarget = 1;
1309 Person::players[i]->target = 0;
1310 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1311 if (difficulty == 0)
1312 Person::players[i]->speed -= .2;
1313 if (difficulty == 1)
1314 Person::players[i]->speed -= .1;
1316 Person::players[i]->velocity = 0;
1317 Person::players[i]->oldcoords = Person::players[i]->coords;
1318 Person::players[i]->realoldcoords = Person::players[i]->coords;
1320 Person::players[i]->id = i;
1321 Person::players[i]->skeleton.id = i;
1322 Person::players[i]->updatedelay = 0;
1323 Person::players[i]->normalsupdatedelay = 0;
1325 Person::players[i]->aitype = passivetype;
1328 Person::players[i]->proportionhead = 1.2;
1329 Person::players[i]->proportionbody = 1.05;
1330 Person::players[i]->proportionarms = 1.00;
1331 Person::players[i]->proportionlegs = 1.1;
1332 Person::players[i]->proportionlegs.y = 1.05;
1334 Person::players[i]->headless = 0;
1335 Person::players[i]->currentoffset = 0;
1336 Person::players[i]->targetoffset = 0;
1338 Person::players[i]->damagetolerance = 200;
1340 if (Person::players[i]->creature == wolftype) {
1341 if (i == 0 || Person::players[i]->scale < 0)
1342 Person::players[i]->scale = .23;
1343 Person::players[i]->damagetolerance = 300;
1349 Person::players[i]->proportionhead.z = 0;
1350 Person::players[i]->proportionbody.z = 0;
1351 Person::players[i]->proportionarms.z = 0;
1352 Person::players[i]->proportionlegs.z = 0;
1355 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1357 Person::players[i]->headmorphness = 0;
1358 Person::players[i]->targetheadmorphness = 1;
1359 Person::players[i]->headmorphstart = 0;
1360 Person::players[i]->headmorphend = 0;
1362 Person::players[i]->pausetime = 0;
1364 Person::players[i]->dead = 0;
1365 Person::players[i]->jumppower = 5;
1366 Person::players[i]->damage = 0;
1367 Person::players[i]->permanentdamage = 0;
1368 Person::players[i]->superpermanentdamage = 0;
1370 Person::players[i]->forwardkeydown = 0;
1371 Person::players[i]->leftkeydown = 0;
1372 Person::players[i]->backkeydown = 0;
1373 Person::players[i]->rightkeydown = 0;
1374 Person::players[i]->jumpkeydown = 0;
1375 Person::players[i]->crouchkeydown = 0;
1376 Person::players[i]->throwkeydown = 0;
1378 Person::players[i]->collided = -10;
1379 Person::players[i]->loaded = 1;
1380 Person::players[i]->bloodloss = 0;
1381 Person::players[i]->weaponactive = -1;
1382 Person::players[i]->weaponstuck = -1;
1383 Person::players[i]->bleeding = 0;
1384 Person::players[i]->deathbleeding = 0;
1385 Person::players[i]->stunned = 0;
1386 Person::players[i]->hasvictim = 0;
1387 Person::players[i]->wentforweapon = 0;
1390 Person::players[0]->aitype = playercontrolled;
1391 Person::players[0]->weaponactive = -1;
1393 if (difficulty == 1) {
1394 Person::players[0]->power = 1 / .9;
1395 Person::players[0]->damagetolerance = 250;
1396 } else if (difficulty == 0) {
1397 Person::players[0]->power = 1 / .8;
1398 Person::players[0]->damagetolerance = 300;
1399 Person::players[0]->armorhead *= 1.5;
1400 Person::players[0]->armorhigh *= 1.5;
1401 Person::players[0]->armorlow *= 1.5;
1404 cameraloc = Person::players[0]->coords;
1406 yaw = Person::players[0]->yaw;
1408 hawkcoords = Person::players[0]->coords;
1414 LOG("Starting background music...");
1416 OPENAL_StopSound(OPENAL_ALL);
1418 if (environment == snowyenvironment) {
1419 emit_stream_np(stream_wind);
1420 } else if (environment == desertenvironment) {
1421 emit_stream_np(stream_desertambient);
1422 } else if (environment == grassyenvironment) {
1423 emit_stream_np(stream_wind, 100.);
1426 oldmusicvolume[0] = 0;
1427 oldmusicvolume[1] = 0;
1428 oldmusicvolume[2] = 0;
1429 oldmusicvolume[3] = 0;
1443 if (tutorialstagetime > tutorialmaxtime) {
1445 tutorialsuccess = 0;
1446 if (tutorialstage <= 1) {
1451 switch (tutorialstage) {
1453 tutorialmaxtime = 5;
1456 tutorialmaxtime = 2;
1459 tutorialmaxtime = 600;
1462 tutorialmaxtime = 1000;
1465 tutorialmaxtime = 600;
1468 tutorialmaxtime = 600;
1471 tutorialmaxtime = 600;
1474 tutorialmaxtime = 600;
1477 tutorialmaxtime = 600;
1480 tutorialmaxtime = 2;
1483 tutorialmaxtime = 1000;
1486 tutorialmaxtime = 1000;
1489 tutorialmaxtime = 2;
1492 tutorialmaxtime = 3;
1503 Person::players[1]->coords = (temp + temp2) / 2;
1505 emit_sound_at(fireendsound, Person::players[1]->coords);
1507 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1508 if (Random() % 2 == 0) {
1509 if (!Person::players[1]->skeleton.free)
1510 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1511 if (Person::players[1]->skeleton.free)
1512 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1513 if (!Person::players[1]->skeleton.free)
1514 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;
1515 if (Person::players[1]->skeleton.free)
1516 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1517 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1523 tutorialmaxtime = 500;
1526 tutorialmaxtime = 500;
1529 tutorialmaxtime = 500;
1532 tutorialmaxtime = 500;
1538 tutorialmaxtime = 500;
1541 tutorialmaxtime = 500;
1542 if (bonus == cannon) {
1549 tutorialmaxtime = 500;
1552 tutorialmaxtime = 500;
1555 tutorialmaxtime = 500;
1558 tutorialmaxtime = 500;
1561 tutorialmaxtime = 2;
1564 tutorialmaxtime = 4;
1567 Person::players[1]->aitype = attacktypecutoff;
1570 tutorialmaxtime = 400;
1573 tutorialmaxtime = 400;
1574 Person::players[0]->escapednum = 0;
1577 tutorialmaxtime = 4;
1580 Person::players[1]->aitype = passivetype;
1583 tutorialmaxtime = 13;
1586 tutorialmaxtime = 8;
1589 tutorialmaxtime = 400;
1592 Person::players[1]->aitype = attacktypecutoff;
1595 tutorialmaxtime = 400;
1598 tutorialmaxtime = 400;
1601 tutorialmaxtime = 2;
1604 Person::players[1]->aitype = passivetype;
1609 tutorialmaxtime = 50;
1612 Person::players[1]->aitype = attacktypecutoff;
1615 tutorialmaxtime = 4;
1618 Person::players[1]->aitype = passivetype;
1630 Weapon w(knife, -1);
1631 w.position = (temp + temp2) / 2;
1632 w.tippoint = (temp + temp2) / 2;
1635 w.tipvelocity = 0.1;
1642 weapons.push_back(w);
1646 tutorialmaxtime = 300;
1649 tutorialmaxtime = 300;
1652 tutorialmaxtime = 8;
1655 tutorialmaxtime = 300;
1658 weapons[0].owner = 1;
1659 Person::players[0]->weaponactive = -1;
1660 Person::players[0]->num_weapons = 0;
1661 Person::players[1]->weaponactive = 0;
1662 Person::players[1]->num_weapons = 1;
1663 Person::players[1]->weaponids[0] = 0;
1667 Person::players[1]->aitype = attacktypecutoff;
1669 tutorialmaxtime = 300;
1672 weapons[0].owner = 1;
1673 Person::players[0]->weaponactive = -1;
1674 Person::players[0]->num_weapons = 0;
1675 Person::players[1]->weaponactive = 0;
1676 Person::players[1]->num_weapons = 1;
1677 Person::players[1]->weaponids[0] = 0;
1679 tutorialmaxtime = 300;
1682 weapons[0].owner = 1;
1683 Person::players[0]->weaponactive = -1;
1684 Person::players[0]->num_weapons = 0;
1685 Person::players[1]->weaponactive = 0;
1686 Person::players[1]->num_weapons = 1;
1687 Person::players[1]->weaponids[0] = 0;
1689 weapons[0].setType(sword);
1691 tutorialmaxtime = 300;
1694 tutorialmaxtime = 10;
1705 Weapon w(sword, -1);
1706 w.position = (temp + temp2) / 2;
1707 w.tippoint = (temp + temp2) / 2;
1710 w.tipvelocity = 0.1;
1717 weapons.push_back(w);
1719 weapons[0].owner = 1;
1720 weapons[1].owner = 0;
1721 Person::players[0]->weaponactive = 0;
1722 Person::players[0]->num_weapons = 1;
1723 Person::players[0]->weaponids[0] = 1;
1724 Person::players[1]->weaponactive = 0;
1725 Person::players[1]->num_weapons = 1;
1726 Person::players[1]->weaponids[0] = 0;
1733 Person::players[1]->aitype = passivetype;
1735 tutorialmaxtime = 15;
1737 weapons[0].owner = 1;
1738 weapons[1].owner = 0;
1739 Person::players[0]->weaponactive = 0;
1740 Person::players[0]->num_weapons = 1;
1741 Person::players[0]->weaponids[0] = 1;
1742 Person::players[1]->weaponactive = 0;
1743 Person::players[1]->num_weapons = 1;
1744 Person::players[1]->weaponids[0] = 0;
1746 if (Person::players[0]->weaponactive != -1)
1747 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1749 weapons[0].setType(staff);
1754 Person::players[1]->aitype = passivetype;
1756 tutorialmaxtime = 200;
1758 weapons[1].position = 1000;
1759 weapons[1].tippoint = 1000;
1761 weapons[0].setType(knife);
1763 weapons[0].owner = 0;
1764 Person::players[1]->weaponactive = -1;
1765 Person::players[1]->num_weapons = 0;
1766 Person::players[0]->weaponactive = 0;
1767 Person::players[0]->num_weapons = 1;
1768 Person::players[0]->weaponids[0] = 0;
1772 tutorialmaxtime = 8;
1775 emit_sound_at(fireendsound, Person::players[1]->coords);
1777 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1778 if (Random() % 2 == 0) {
1779 if (!Person::players[1]->skeleton.free)
1780 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1781 if (Person::players[1]->skeleton.free)
1782 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1783 if (!Person::players[1]->skeleton.free)
1784 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;
1785 if (Person::players[1]->skeleton.free)
1786 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1787 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1791 Person::players[1]->num_weapons = 0;
1792 Person::players[1]->weaponstuck = -1;
1793 Person::players[1]->weaponactive = -1;
1799 tutorialmaxtime = 80000;
1804 if (tutorialstage <= 51)
1805 tutorialstagetime = 0;
1809 if (tutorialstagetime < tutorialmaxtime - 3) {
1810 switch (tutorialstage) {
1812 if (deltah || deltav)
1813 tutorialsuccess += multiplier;
1816 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1817 tutorialsuccess += multiplier;
1820 if (Person::players[0]->jumpkeydown)
1821 tutorialsuccess = 1;
1824 if (Person::players[0]->isCrouch())
1825 tutorialsuccess = 1;
1828 if (Person::players[0]->animTarget == rollanim)
1829 tutorialsuccess = 1;
1832 if (Person::players[0]->animTarget == sneakanim)
1833 tutorialsuccess += multiplier;
1836 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1837 tutorialsuccess += multiplier;
1840 if (Person::players[0]->isWallJump())
1841 tutorialsuccess = 1;
1844 if (Person::players[0]->animTarget == flipanim)
1845 tutorialsuccess = 1;
1848 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1849 tutorialsuccess = 1;
1852 if (Person::players[0]->animTarget == winduppunchanim)
1853 tutorialsuccess = 1;
1856 if (Person::players[0]->animTarget == spinkickanim)
1857 tutorialsuccess = 1;
1860 if (Person::players[0]->animTarget == sweepanim)
1861 tutorialsuccess = 1;
1864 if (Person::players[0]->animTarget == dropkickanim)
1865 tutorialsuccess = 1;
1868 if (Person::players[0]->animTarget == rabbitkickanim)
1869 tutorialsuccess = 1;
1872 if (bonus == cannon)
1873 tutorialsuccess = 1;
1876 if (bonus == spinecrusher)
1877 tutorialsuccess = 1;
1880 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1881 tutorialsuccess = 1;
1884 if (Person::players[0]->animTarget == rabbittacklinganim)
1885 tutorialsuccess = 1;
1888 if (Person::players[0]->animTarget == backhandspringanim)
1889 tutorialsuccess = 1;
1892 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1893 tutorialsuccess = 1;
1896 if (Person::players[0]->escapednum == 2) {
1897 tutorialsuccess = 1;
1900 Person::players[1]->aitype = passivetype;
1904 if (animation[Person::players[0]->animTarget].attack == reversal)
1905 tutorialsuccess = 1;
1908 if (animation[Person::players[0]->animTarget].attack == reversal)
1909 tutorialsuccess = 1;
1912 if (animation[Person::players[0]->animTarget].attack == reversal) {
1913 tutorialsuccess = 1;
1916 Person::players[1]->aitype = passivetype;
1920 if (Person::players[0]->num_weapons > 0)
1921 tutorialsuccess = 1;
1924 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1925 tutorialsuccess = 1;
1928 if (Person::players[0]->animTarget == knifeslashstartanim)
1929 tutorialsuccess = 1;
1932 if (animation[Person::players[0]->animTarget].attack == reversal)
1933 tutorialsuccess = 1;
1936 if (animation[Person::players[0]->animTarget].attack == reversal)
1937 tutorialsuccess = 1;
1940 if (animation[Person::players[0]->animTarget].attack == reversal)
1941 tutorialsuccess = 1;
1944 if (Person::players[1]->weaponstuck != -1)
1945 tutorialsuccess = 1;
1950 if (tutorialsuccess >= 1)
1951 tutorialstagetime = tutorialmaxtime - 3;
1954 if (tutorialstagetime == tutorialmaxtime - 3) {
1955 emit_sound_np(consolesuccesssound);
1958 if (tutorialsuccess >= 1) {
1959 if (tutorialstage == 34 || tutorialstage == 35)
1960 tutorialstagetime = tutorialmaxtime - 1;
1964 if (tutorialstage < 14 || tutorialstage >= 50) {
1965 Person::players[1]->coords.y = 300;
1966 Person::players[1]->velocity = 0;
1972 float headprop, bodyprop, armprop, legprop;
1974 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1975 Person::players[0]->damagetolerance = 200000;
1976 Person::players[0]->damage = 0;
1977 Person::players[0]->burnt = 0;
1978 Person::players[0]->permanentdamage = 0;
1979 Person::players[0]->superpermanentdamage = 0;
1982 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1984 if (environment > 2)
1986 Setenvironment(environment);
1989 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1990 cameramode = !cameramode;
1993 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1994 if (Person::players[0]->num_weapons > 0) {
1995 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1996 weapons[Person::players[0]->weaponids[0]].setType(staff);
1997 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1998 weapons[Person::players[0]->weaponids[0]].setType(knife);
2000 weapons[Person::players[0]->weaponids[0]].setType(sword);
2004 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2005 int closest = findClosestPlayer();
2007 if (Person::players[closest]->num_weapons) {
2008 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2009 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2010 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2011 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2013 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2015 if (!Person::players[closest]->num_weapons) {
2016 Person::players[closest]->weaponids[0] = weapons.size();
2018 weapons.push_back(Weapon(knife, closest));
2020 Person::players[closest]->num_weapons = 1;
2025 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2026 int closest = findClosestPlayer();
2028 Person::players[closest]->yaw += multiplier * 50;
2029 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2034 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2035 int closest = findClosestPlayer();
2036 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2040 Person::players[closest]->whichskin++;
2041 if (Person::players[closest]->whichskin > 9)
2042 Person::players[closest]->whichskin = 0;
2043 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2044 Person::players[closest]->whichskin = 0;
2046 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2047 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2050 Person::players[closest]->addClothes();
2053 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2054 int closest = findClosestPlayer();
2056 if (Person::players[closest]->creature == wolftype) {
2057 headprop = Person::players[closest]->proportionhead.x / 1.1;
2058 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2059 armprop = Person::players[closest]->proportionarms.x / 1.1;
2060 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2063 if (Person::players[closest]->creature == rabbittype) {
2064 headprop = Person::players[closest]->proportionhead.x / 1.2;
2065 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2066 armprop = Person::players[closest]->proportionarms.x / 1.00;
2067 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2071 if (Person::players[closest]->creature == rabbittype) {
2072 Person::players[closest]->skeleton.id = closest;
2073 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);
2074 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2075 Person::players[closest]->whichskin = 0;
2076 Person::players[closest]->creature = wolftype;
2078 Person::players[closest]->proportionhead = 1.1;
2079 Person::players[closest]->proportionbody = 1.1;
2080 Person::players[closest]->proportionarms = 1.1;
2081 Person::players[closest]->proportionlegs = 1.1;
2082 Person::players[closest]->proportionlegs.y = 1.1;
2083 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2085 Person::players[closest]->damagetolerance = 300;
2087 Person::players[closest]->skeleton.id = closest;
2088 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);
2089 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2090 Person::players[closest]->whichskin = 0;
2091 Person::players[closest]->creature = rabbittype;
2093 Person::players[closest]->proportionhead = 1.2;
2094 Person::players[closest]->proportionbody = 1.05;
2095 Person::players[closest]->proportionarms = 1.00;
2096 Person::players[closest]->proportionlegs = 1.1;
2097 Person::players[closest]->proportionlegs.y = 1.05;
2098 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2100 Person::players[closest]->damagetolerance = 200;
2103 if (Person::players[closest]->creature == wolftype) {
2104 Person::players[closest]->proportionhead = 1.1 * headprop;
2105 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2106 Person::players[closest]->proportionarms = 1.1 * armprop;
2107 Person::players[closest]->proportionlegs = 1.1 * legprop;
2110 if (Person::players[closest]->creature == rabbittype) {
2111 Person::players[closest]->proportionhead = 1.2 * headprop;
2112 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2113 Person::players[closest]->proportionarms = 1.00 * armprop;
2114 Person::players[closest]->proportionlegs = 1.1 * legprop;
2115 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2121 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2127 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2129 float closestdist = std::numeric_limits<float>::max();
2131 for (unsigned i = 1; i < Person::players.size(); i++) {
2132 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2133 if (!Person::players[i]->headless)
2134 if (distance < closestdist) {
2135 closestdist = distance;
2140 XYZ flatfacing2, flatvelocity2;
2142 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2143 blah = Person::players[closest]->coords;
2144 XYZ headspurtdirection;
2145 //int i = Person::players[closest]->skeleton.jointlabels[head];
2146 Joint& headjoint = Person::players[closest]->joint(head);
2147 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2148 if (!Person::players[closest]->skeleton.free)
2149 flatvelocity2 = Person::players[closest]->velocity;
2150 if (Person::players[closest]->skeleton.free)
2151 flatvelocity2 = headjoint.velocity;
2152 if (!Person::players[closest]->skeleton.free)
2153 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;
2154 if (Person::players[closest]->skeleton.free)
2155 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2156 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2157 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2158 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2159 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2160 Normalise(&headspurtdirection);
2161 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2162 flatvelocity2 += headspurtdirection * 8;
2163 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2165 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2167 emit_sound_at(splattersound, blah);
2168 emit_sound_at(breaksound2, blah, 100.);
2170 if (Person::players[closest]->skeleton.free == 2)
2171 Person::players[closest]->skeleton.free = 0;
2172 Person::players[closest]->RagDoll(0);
2173 Person::players[closest]->dead = 2;
2174 Person::players[closest]->headless = 1;
2175 Person::players[closest]->DoBloodBig(3, 165);
2181 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2182 int closest = findClosestPlayer();
2183 XYZ flatfacing2, flatvelocity2;
2185 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2186 blah = Person::players[closest]->coords;
2187 emit_sound_at(splattersound, blah);
2188 emit_sound_at(breaksound2, blah);
2190 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2191 if (!Person::players[closest]->skeleton.free)
2192 flatvelocity2 = Person::players[closest]->velocity;
2193 if (Person::players[closest]->skeleton.free)
2194 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2195 if (!Person::players[closest]->skeleton.free)
2196 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;
2197 if (Person::players[closest]->skeleton.free)
2198 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2199 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2200 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2201 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2202 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2203 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2204 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2207 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2208 if (!Person::players[closest]->skeleton.free)
2209 flatvelocity2 = Person::players[closest]->velocity;
2210 if (Person::players[closest]->skeleton.free)
2211 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2212 if (!Person::players[closest]->skeleton.free)
2213 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;
2214 if (Person::players[closest]->skeleton.free)
2215 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2216 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2217 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2218 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2219 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2220 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2223 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2224 if (!Person::players[closest]->skeleton.free)
2225 flatvelocity2 = Person::players[closest]->velocity;
2226 if (Person::players[closest]->skeleton.free)
2227 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2228 if (!Person::players[closest]->skeleton.free)
2229 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;
2230 if (Person::players[closest]->skeleton.free)
2231 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2232 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2233 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2234 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2235 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2236 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2239 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2240 if (!Person::players[closest]->skeleton.free)
2241 flatvelocity2 = Person::players[closest]->velocity;
2242 if (Person::players[closest]->skeleton.free)
2243 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2244 if (!Person::players[closest]->skeleton.free)
2245 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;
2246 if (Person::players[closest]->skeleton.free)
2247 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2248 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2249 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2250 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2251 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2252 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2256 for (unsigned j = 0; j < Person::players.size(); j++) {
2257 if (int(j) != closest) {
2258 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2259 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2260 if (Person::players[j]->skeleton.free == 2)
2261 Person::players[j]->skeleton.free = 1;
2262 Person::players[j]->skeleton.longdead = 0;
2263 Person::players[j]->RagDoll(0);
2264 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2265 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2266 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2267 flatvelocity2 = temppos - Person::players[closest]->coords;
2268 Normalise(&flatvelocity2);
2269 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2276 Person::players[closest]->DoDamage(10000);
2277 Person::players[closest]->RagDoll(0);
2278 Person::players[closest]->dead = 2;
2279 Person::players[closest]->coords = 20;
2280 Person::players[closest]->skeleton.free = 2;
2287 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2288 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2289 if (Person::players[0]->onfire) {
2290 Person::players[0]->CatchFire();
2292 if (!Person::players[0]->onfire) {
2293 emit_sound_at(fireendsound, Person::players[0]->coords);
2294 pause_sound(stream_firesound);
2298 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2299 Person::players[0]->RagDoll(0);
2301 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2304 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2305 for (int i = 0; i < objects.numobjects; i++) {
2306 if (objects.type[i] == treeleavestype) {
2307 objects.scale[i] *= .9;
2312 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2313 editorenabled = !editorenabled;
2314 if (editorenabled) {
2315 Person::players[0]->damagetolerance = 100000;
2317 Person::players[0]->damagetolerance = 200;
2319 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2320 Person::players[0]->permanentdamage = 0;
2321 Person::players[0]->superpermanentdamage = 0;
2322 Person::players[0]->bloodloss = 0;
2323 Person::players[0]->deathbleeding = 0;
2327 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2329 if (targetlevel > numchallengelevels - 1)
2335 if (editorenabled) {
2336 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2337 int closest = findClosestPlayer();
2339 Person::players.erase(Person::players.begin()+closest);
2343 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2344 int closest = findClosestObject();
2346 objects.position[closest].y -= 500;
2349 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2350 if (objects.numobjects < max_objects - 1) {
2352 boxcoords.x = Person::players[0]->coords.x;
2353 boxcoords.z = Person::players[0]->coords.z;
2354 boxcoords.y = Person::players[0]->coords.y - 3;
2355 if (editortype == bushtype)
2356 boxcoords.y = Person::players[0]->coords.y - .5;
2357 if (editortype == firetype)
2358 boxcoords.y = Person::players[0]->coords.y - .5;
2359 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2360 float temprotat, temprotat2;
2361 temprotat = editoryaw;
2362 temprotat2 = editorpitch;
2363 if (temprotat < 0 || editortype == bushtype)
2364 temprotat = Random() % 360;
2366 temprotat2 = Random() % 360;
2368 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2369 if (editortype == treetrunktype)
2370 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2374 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2375 Person::players.push_back(shared_ptr<Person>(new Person()));
2377 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2378 Person::players.back()->creature = rabbittype;
2379 Person::players.back()->howactive = editoractive;
2380 Person::players.back()->skeleton.id = Person::players.size()-1;
2381 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);
2383 int k = abs(Random() % 2) + 1;
2385 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2386 Person::players.back()->whichskin = 0;
2387 } else if (k == 1) {
2388 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2389 Person::players.back()->whichskin = 1;
2391 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2392 Person::players.back()->whichskin = 2;
2395 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2396 Person::players.back()->power = 1;
2397 Person::players.back()->speedmult = 1;
2398 Person::players.back()->animCurrent = bounceidleanim;
2399 Person::players.back()->animTarget = bounceidleanim;
2400 Person::players.back()->frameCurrent = 0;
2401 Person::players.back()->frameTarget = 1;
2402 Person::players.back()->target = 0;
2403 Person::players.back()->bled = 0;
2404 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2406 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2407 Person::players.back()->yaw = Person::players[0]->yaw;
2409 Person::players.back()->velocity = 0;
2410 Person::players.back()->coords = Person::players[0]->coords;
2411 Person::players.back()->oldcoords = Person::players.back()->coords;
2412 Person::players.back()->realoldcoords = Person::players.back()->coords;
2414 Person::players.back()->id = Person::players.size()-1;
2415 Person::players.back()->updatedelay = 0;
2416 Person::players.back()->normalsupdatedelay = 0;
2418 Person::players.back()->aitype = passivetype;
2420 if (Person::players[0]->creature == wolftype) {
2421 headprop = Person::players[0]->proportionhead.x / 1.1;
2422 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2423 armprop = Person::players[0]->proportionarms.x / 1.1;
2424 legprop = Person::players[0]->proportionlegs.x / 1.1;
2427 if (Person::players[0]->creature == rabbittype) {
2428 headprop = Person::players[0]->proportionhead.x / 1.2;
2429 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2430 armprop = Person::players[0]->proportionarms.x / 1.00;
2431 legprop = Person::players[0]->proportionlegs.x / 1.1;
2434 if (Person::players.back()->creature == wolftype) {
2435 Person::players.back()->proportionhead = 1.1 * headprop;
2436 Person::players.back()->proportionbody = 1.1 * bodyprop;
2437 Person::players.back()->proportionarms = 1.1 * armprop;
2438 Person::players.back()->proportionlegs = 1.1 * legprop;
2441 if (Person::players.back()->creature == rabbittype) {
2442 Person::players.back()->proportionhead = 1.2 * headprop;
2443 Person::players.back()->proportionbody = 1.05 * bodyprop;
2444 Person::players.back()->proportionarms = 1.00 * armprop;
2445 Person::players.back()->proportionlegs = 1.1 * legprop;
2446 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2449 Person::players.back()->headless = 0;
2450 Person::players.back()->onfire = 0;
2453 Person::players.back()->proportionhead.z = 0;
2454 Person::players.back()->proportionbody.z = 0;
2455 Person::players.back()->proportionarms.z = 0;
2456 Person::players.back()->proportionlegs.z = 0;
2459 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2461 Person::players.back()->damagetolerance = 200;
2463 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2464 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2465 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2466 Person::players.back()->armorhead = Person::players[0]->armorhead;
2467 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2468 Person::players.back()->armorlow = Person::players[0]->armorlow;
2469 Person::players.back()->metalhead = Person::players[0]->metalhead;
2470 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2471 Person::players.back()->metallow = Person::players[0]->metallow;
2473 Person::players.back()->immobile = Person::players[0]->immobile;
2475 Person::players.back()->numclothes = Person::players[0]->numclothes;
2476 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2477 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2478 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2479 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2480 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2482 Person::players.back()->addClothes();
2484 Person::players.back()->power = Person::players[0]->power;
2485 Person::players.back()->speedmult = Person::players[0]->speedmult;
2487 Person::players.back()->damage = 0;
2488 Person::players.back()->permanentdamage = 0;
2489 Person::players.back()->superpermanentdamage = 0;
2490 Person::players.back()->deathbleeding = 0;
2491 Person::players.back()->bleeding = 0;
2492 Person::players.back()->numwaypoints = 0;
2493 Person::players.back()->waypoint = 0;
2494 Person::players.back()->weaponstuck = -1;
2495 Person::players.back()->weaponactive = -1;
2496 Person::players.back()->num_weapons = 0;
2497 Person::players.back()->bloodloss = 0;
2498 Person::players.back()->dead = 0;
2500 Person::players.back()->loaded = 1;
2503 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2504 if (Person::players.back()->numwaypoints < 90) {
2505 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2506 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2507 Person::players.back()->numwaypoints++;
2511 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2512 if (numpathpoints < 30) {
2513 bool connected, alreadyconnected;
2515 if (numpathpoints > 1)
2516 for (int i = 0; i < numpathpoints; i++) {
2517 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2518 alreadyconnected = 0;
2519 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2520 if (pathpointconnect[pathpointselected][j] == i)
2521 alreadyconnected = 1;
2523 if (!alreadyconnected) {
2524 numpathpointconnect[pathpointselected]++;
2526 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2532 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2533 numpathpointconnect[numpathpoints - 1] = 0;
2534 if (numpathpoints > 1 && pathpointselected != -1) {
2535 numpathpointconnect[pathpointselected]++;
2536 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2538 pathpointselected = numpathpoints - 1;
2543 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2544 pathpointselected++;
2545 if (pathpointselected >= numpathpoints)
2546 pathpointselected = -1;
2548 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2549 pathpointselected--;
2550 if (pathpointselected <= -2)
2551 pathpointselected = numpathpoints - 1;
2553 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2554 if (pathpointselected != -1) {
2556 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2557 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2558 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2559 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2561 for (int i = 0; i < numpathpoints; i++) {
2562 for (int j = 0; j < numpathpointconnect[i]; j++) {
2563 if (pathpointconnect[i][j] == pathpointselected) {
2564 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2565 numpathpointconnect[i]--;
2567 if (pathpointconnect[i][j] == numpathpoints) {
2568 pathpointconnect[i][j] = pathpointselected;
2572 pathpointselected = numpathpoints - 1;
2576 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2578 if (editortype == treeleavestype || editortype == 10)
2581 editortype = firetype;
2584 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2586 if (editortype == treeleavestype || editortype == 10)
2588 if (editortype > firetype)
2592 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2593 editoryaw -= multiplier * 100;
2594 if (editoryaw < -.01)
2598 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2599 editoryaw += multiplier * 100;
2602 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2603 editorsize += multiplier;
2606 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2607 editorsize -= multiplier;
2608 if (editorsize < .1)
2613 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2614 mapradius -= multiplier * 10;
2617 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2618 mapradius += multiplier * 10;
2620 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2621 editorpitch += multiplier * 100;
2624 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2625 editorpitch -= multiplier * 100;
2626 if (editorpitch < -.01)
2629 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2630 int closest = findClosestObject();
2632 objects.DeleteObject(closest);
2638 void doJumpReversals()
2640 for (unsigned k = 0; k < Person::players.size(); k++)
2641 for (unsigned i = k; i < Person::players.size(); i++) {
2644 if ( Person::players[k]->skeleton.free == 0 &&
2645 Person::players[i]->skeleton.oldfree == 0 &&
2646 (Person::players[i]->animTarget == jumpupanim ||
2647 Person::players[k]->animTarget == jumpupanim) &&
2648 (Person::players[i]->aitype == playercontrolled ||
2649 Person::players[k]->aitype == playercontrolled) &&
2650 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2651 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2652 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2653 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2654 //TODO: refactor two huge similar ifs
2655 if (Person::players[i]->animTarget == jumpupanim &&
2656 Person::players[k]->animTarget != getupfrombackanim &&
2657 Person::players[k]->animTarget != getupfromfrontanim &&
2658 animation[Person::players[k]->animTarget].height == middleheight &&
2659 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2660 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2661 Person::players[k]->aitype != playercontrolled)) {
2662 Person::players[i]->victim = Person::players[k];
2663 Person::players[i]->velocity = 0;
2664 Person::players[i]->animCurrent = jumpreversedanim;
2665 Person::players[i]->animTarget = jumpreversedanim;
2666 Person::players[i]->frameCurrent = 0;
2667 Person::players[i]->frameTarget = 1;
2668 Person::players[i]->targettilt2 = 0;
2669 Person::players[k]->victim = Person::players[i];
2670 Person::players[k]->velocity = 0;
2671 Person::players[k]->animCurrent = jumpreversalanim;
2672 Person::players[k]->animTarget = jumpreversalanim;
2673 Person::players[k]->frameCurrent = 0;
2674 Person::players[k]->frameTarget = 1;
2675 Person::players[k]->targettilt2 = 0;
2676 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2677 Person::players[i]->animCurrent = rabbitkickreversedanim;
2678 Person::players[i]->animTarget = rabbitkickreversedanim;
2679 Person::players[i]->frameCurrent = 1;
2680 Person::players[i]->frameTarget = 2;
2681 Person::players[k]->animCurrent = rabbitkickreversalanim;
2682 Person::players[k]->animTarget = rabbitkickreversalanim;
2683 Person::players[k]->frameCurrent = 1;
2684 Person::players[k]->frameTarget = 2;
2686 Person::players[i]->target = 0;
2687 Person::players[k]->oldcoords = Person::players[k]->coords;
2688 Person::players[i]->coords = Person::players[k]->coords;
2689 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2690 Person::players[k]->yaw = Person::players[i]->targetyaw;
2691 if (Person::players[k]->aitype == attacktypecutoff)
2692 Person::players[k]->stunned = .5;
2694 if (Person::players[k]->animTarget == jumpupanim &&
2695 Person::players[i]->animTarget != getupfrombackanim &&
2696 Person::players[i]->animTarget != getupfromfrontanim &&
2697 animation[Person::players[i]->animTarget].height == middleheight &&
2698 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2699 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2700 Person::players[i]->aitype != playercontrolled)) {
2701 Person::players[k]->victim = Person::players[i];
2702 Person::players[k]->velocity = 0;
2703 Person::players[k]->animCurrent = jumpreversedanim;
2704 Person::players[k]->animTarget = jumpreversedanim;
2705 Person::players[k]->frameCurrent = 0;
2706 Person::players[k]->frameTarget = 1;
2707 Person::players[k]->targettilt2 = 0;
2708 Person::players[i]->victim = Person::players[k];
2709 Person::players[i]->velocity = 0;
2710 Person::players[i]->animCurrent = jumpreversalanim;
2711 Person::players[i]->animTarget = jumpreversalanim;
2712 Person::players[i]->frameCurrent = 0;
2713 Person::players[i]->frameTarget = 1;
2714 Person::players[i]->targettilt2 = 0;
2715 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2716 Person::players[k]->animTarget = rabbitkickreversedanim;
2717 Person::players[k]->animCurrent = rabbitkickreversedanim;
2718 Person::players[i]->animCurrent = rabbitkickreversalanim;
2719 Person::players[i]->animTarget = rabbitkickreversalanim;
2720 Person::players[k]->frameCurrent = 1;
2721 Person::players[k]->frameTarget = 2;
2722 Person::players[i]->frameCurrent = 1;
2723 Person::players[i]->frameTarget = 2;
2725 Person::players[k]->target = 0;
2726 Person::players[i]->oldcoords = Person::players[i]->coords;
2727 Person::players[k]->coords = Person::players[i]->coords;
2728 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2729 Person::players[i]->yaw = Person::players[k]->targetyaw;
2730 if (Person::players[i]->aitype == attacktypecutoff)
2731 Person::players[i]->stunned = .5;
2738 void doAerialAcrobatics()
2740 static XYZ facing, flatfacing;
2741 for (unsigned k = 0; k < Person::players.size(); k++) {
2742 Person::players[k]->turnspeed = 500;
2744 if ((Person::players[k]->isRun() &&
2745 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2746 Person::players[k]->targetyaw != wolfrunninganim) ||
2747 Person::players[k]->frameTarget == 4)) ||
2748 Person::players[k]->animTarget == removeknifeanim ||
2749 Person::players[k]->animTarget == crouchremoveknifeanim ||
2750 Person::players[k]->animTarget == flipanim ||
2751 Person::players[k]->animTarget == fightsidestep ||
2752 Person::players[k]->animTarget == walkanim) {
2753 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2757 if (Person::players[k]->isStop() ||
2758 Person::players[k]->isLanding() ||
2759 Person::players[k]->animTarget == staggerbackhighanim ||
2760 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2761 Person::players[k]->animTarget == staggerbackhardanim ||
2762 Person::players[k]->animTarget == backhandspringanim ||
2763 Person::players[k]->animTarget == dodgebackanim ||
2764 Person::players[k]->animTarget == rollanim ||
2765 (animation[Person::players[k]->animTarget].attack &&
2766 Person::players[k]->animTarget != rabbitkickanim &&
2767 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2768 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2769 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2772 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2773 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2776 Person::players[k]->DoStuff();
2777 if (Person::players[k]->immobile && k != 0)
2778 Person::players[k]->coords = Person::players[k]->realoldcoords;
2780 //if player's position has changed (?)
2781 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2782 !Person::players[k]->skeleton.free &&
2783 Person::players[k]->animTarget != climbanim &&
2784 Person::players[k]->animTarget != hanganim) {
2785 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2787 bool tempcollide = 0;
2789 if (Person::players[k]->collide < -.3)
2790 Person::players[k]->collide = -.3;
2791 if (Person::players[k]->collide > 1)
2792 Person::players[k]->collide = 1;
2793 Person::players[k]->collide -= multiplier * 30;
2796 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2798 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2799 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2800 if (objects.type[i] != rocktype ||
2801 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2802 objects.position[i].y > Person::players[k]->coords.y) {
2803 lowpoint = Person::players[k]->coords;
2804 if (Person::players[k]->animTarget != jumpupanim &&
2805 Person::players[k]->animTarget != jumpdownanim &&
2806 !Person::players[k]->isFlip())
2810 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2811 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2812 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2813 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2814 flatfacing = lowpoint - Person::players[k]->coords;
2815 Person::players[k]->coords = lowpoint;
2816 Person::players[k]->coords.y -= 1.3;
2817 Person::players[k]->collide = 1;
2820 //TODO: refactor four similar blocks
2821 if (Person::players[k]->aitype == playercontrolled &&
2822 (Person::players[k]->animTarget == jumpupanim ||
2823 Person::players[k]->animTarget == jumpdownanim ||
2824 Person::players[k]->isFlip()) &&
2825 !Person::players[k]->jumptogglekeydown &&
2826 Person::players[k]->jumpkeydown) {
2827 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2828 XYZ tempcoords1 = lowpoint;
2829 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2830 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2831 Person::players[k]->setAnimation(walljumpleftanim);
2832 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2834 pause_sound(whooshsound);
2836 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2837 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2838 if (lowpointtarget.z < 0)
2839 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2840 Person::players[k]->targetyaw = Person::players[k]->yaw;
2841 Person::players[k]->lowyaw = Person::players[k]->yaw;
2845 lowpoint = tempcoords1;
2846 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2847 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2848 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2849 Person::players[k]->setAnimation(walljumprightanim);
2850 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2852 pause_sound(whooshsound);
2854 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2855 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2856 if (lowpointtarget.z < 0)
2857 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2858 Person::players[k]->targetyaw = Person::players[k]->yaw;
2859 Person::players[k]->lowyaw = Person::players[k]->yaw;
2863 lowpoint = tempcoords1;
2864 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2865 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2866 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2867 Person::players[k]->setAnimation(walljumpbackanim);
2868 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2870 pause_sound(whooshsound);
2872 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2873 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2874 if (lowpointtarget.z < 0)
2875 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2876 Person::players[k]->targetyaw = Person::players[k]->yaw;
2877 Person::players[k]->lowyaw = Person::players[k]->yaw;
2881 lowpoint = tempcoords1;
2882 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2883 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2884 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2885 Person::players[k]->setAnimation(walljumpfrontanim);
2886 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2888 pause_sound(whooshsound);
2890 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2891 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2892 if (lowpointtarget.z < 0)
2893 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2894 Person::players[k]->yaw += 180;
2895 Person::players[k]->targetyaw = Person::players[k]->yaw;
2896 Person::players[k]->lowyaw = Person::players[k]->yaw;
2905 } else if (objects.type[i] == rocktype) {
2906 lowpoint2 = Person::players[k]->coords;
2907 lowpoint = Person::players[k]->coords;
2909 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2910 Person::players[k]->coords = colpoint;
2911 Person::players[k]->collide = 1;
2914 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2915 //flipped into a rock
2916 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2917 Person::players[k]->RagDoll(0);
2919 if (Person::players[k]->animTarget == jumpupanim) {
2920 Person::players[k]->jumppower = -4;
2921 Person::players[k]->animTarget = Person::players[k]->getIdle();
2923 Person::players[k]->target = 0;
2924 Person::players[k]->frameTarget = 0;
2925 Person::players[k]->onterrain = 1;
2927 if (Person::players[k]->id == 0) {
2928 pause_sound(whooshsound);
2929 OPENAL_SetVolume(channels[whooshsound], 0);
2933 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2934 if (Person::players[k]->isFlip())
2935 Person::players[k]->jumppower = -4;
2936 Person::players[k]->animTarget = Person::players[k]->getLanding();
2937 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2939 envsound[numenvsounds] = Person::players[k]->coords;
2940 envsoundvol[numenvsounds] = 16;
2941 envsoundlife[numenvsounds] = .4;
2952 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2953 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2954 lowpoint = Person::players[k]->coords;
2956 if (objects.type[i] != rocktype)
2957 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2958 if (Person::players[k]->animTarget != jumpupanim &&
2959 Person::players[k]->animTarget != jumpdownanim &&
2960 Person::players[k]->onterrain)
2961 Person::players[k]->avoidcollided = 1;
2962 Person::players[k]->coords = lowpoint;
2963 Person::players[k]->coords.y -= 1.35;
2964 Person::players[k]->collide = 1;
2966 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2967 (Person::players[k]->animCurrent != climbanim &&
2968 Person::players[k]->animCurrent != hanganim &&
2969 !Person::players[k]->isWallJump() ||
2970 Person::players[k]->animTarget == jumpupanim ||
2971 Person::players[k]->animTarget == jumpdownanim)) {
2972 lowpoint = Person::players[k]->coords;
2973 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2974 lowpoint = Person::players[k]->coords;
2978 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2979 lowpointtarget = lowpoint + facing * 1.4;
2980 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2981 if (whichhit != -1) {
2982 lowpoint = Person::players[k]->coords;
2984 lowpointtarget = lowpoint + facing * 1.4;
2985 lowpoint2 = lowpoint;
2986 lowpointtarget2 = lowpointtarget;
2987 lowpoint3 = lowpoint;
2988 lowpointtarget3 = lowpointtarget;
2989 lowpoint4 = lowpoint;
2990 lowpointtarget4 = lowpointtarget;
2991 lowpoint5 = lowpoint;
2992 lowpointtarget5 = lowpointtarget;
2993 lowpoint6 = lowpoint;
2994 lowpointtarget6 = lowpointtarget;
2995 lowpoint7 = lowpoint;
2996 lowpointtarget7 = lowpoint;
2998 lowpointtarget2.x += .1;
3000 lowpointtarget3.z += .1;
3002 lowpointtarget4.x -= .1;
3004 lowpointtarget5.z -= .1;
3005 lowpoint6.y += 45 / 13;
3006 lowpointtarget6.y += 45 / 13;
3007 lowpointtarget6 += facing * .6;
3008 lowpointtarget7.y += 90 / 13;
3009 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3010 if (objects.friction[i] > .5)
3011 if (whichhit != -1) {
3012 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3013 Person::players[k]->collided = 1;
3014 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3015 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3016 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3017 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3018 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3019 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3020 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3021 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3022 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3023 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3024 for (int j = 0; j < 45; j++) {
3025 lowpoint = Person::players[k]->coords;
3026 lowpoint.y += (float)j / 13;
3027 lowpointtarget = lowpoint + facing * 1.4;
3028 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3029 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3030 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3032 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3033 lowpoint = Person::players[k]->coords;
3034 lowpoint.y += (float)j / 13;
3035 lowpointtarget = lowpoint + facing * 1.3;
3036 flatfacing = Person::players[k]->coords;
3037 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3038 Person::players[k]->coords.y = lowpointtarget.y - .07;
3039 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3041 if (j > 10 || !Person::players[k]->isRun()) {
3042 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3044 pause_sound(whooshsound);
3046 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3048 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3049 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3050 if (lowpointtarget.z < 0)
3051 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3052 Person::players[k]->targetyaw = Person::players[k]->yaw;
3053 Person::players[k]->lowyaw = Person::players[k]->yaw;
3055 //Person::players[k]->velocity=lowpointtarget*.03;
3056 Person::players[k]->velocity = 0;
3059 if (Person::players[k]->animTarget == jumpupanim) {
3060 Person::players[k]->animTarget = climbanim;
3061 Person::players[k]->jumppower = 0;
3062 Person::players[k]->jumpclimb = 1;
3064 Person::players[k]->transspeed = 6;
3065 Person::players[k]->target = 0;
3066 Person::players[k]->frameTarget = 1;
3069 Person::players[k]->setAnimation(hanganim);
3070 Person::players[k]->jumppower = 0;
3082 if (Person::players[k]->collide <= 0) {
3084 if (!Person::players[k]->onterrain &&
3085 Person::players[k]->animTarget != jumpupanim &&
3086 Person::players[k]->animTarget != jumpdownanim &&
3087 Person::players[k]->animTarget != climbanim &&
3088 Person::players[k]->animTarget != hanganim &&
3089 !Person::players[k]->isWallJump() &&
3090 !Person::players[k]->isFlip()) {
3091 if (Person::players[k]->animCurrent != climbanim &&
3092 Person::players[k]->animCurrent != tempanim &&
3093 Person::players[k]->animTarget != backhandspringanim &&
3094 (Person::players[k]->animTarget != rollanim ||
3095 Person::players[k]->frameTarget < 2 ||
3096 Person::players[k]->frameTarget > 6)) {
3097 //stagger off ledge (?)
3098 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3099 Person::players[k]->RagDoll(0);
3100 Person::players[k]->setAnimation(jumpdownanim);
3103 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3106 Person::players[k]->velocity.y += gravity;
3110 Person::players[k]->realoldcoords = Person::players[k]->coords;
3116 static int randattack;
3117 static bool playerrealattackkeydown = 0;
3119 if (!Input::isKeyDown(attackkey))
3122 Person::players[0]->attackkeydown = 0;
3124 playerrealattackkeydown = 0;
3126 playerrealattackkeydown = Input::isKeyDown(attackkey);
3127 if ((Person::players[0]->parriedrecently <= 0 ||
3128 Person::players[0]->weaponactive == -1) &&
3131 Person::players[0]->lastattack != swordslashanim &&
3132 Person::players[0]->lastattack != knifeslashstartanim &&
3133 Person::players[0]->lastattack != staffhitanim &&
3134 Person::players[0]->lastattack != staffspinhitanim)))
3135 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3136 if (Input::isKeyDown(attackkey) &&
3138 !Person::players[0]->backkeydown) {
3139 for (unsigned k = 0; k < Person::players.size(); k++) {
3140 if ((Person::players[k]->animTarget == swordslashanim ||
3141 Person::players[k]->animTarget == staffhitanim ||
3142 Person::players[k]->animTarget == staffspinhitanim) &&
3143 Person::players[0]->animCurrent != dodgebackanim &&
3144 !Person::players[k]->skeleton.free)
3145 Person::players[k]->Reverse();
3149 if (!hostile || indialogue != -1)
3150 Person::players[0]->attackkeydown = 0;
3152 for (unsigned k = 0; k < Person::players.size(); k++) {
3153 if (indialogue != -1)
3154 Person::players[k]->attackkeydown = 0;
3155 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3156 if (Person::players[k]->aitype != playercontrolled)
3157 Person::players[k]->victim = Person::players[0];
3158 //attack key pressed
3159 if (Person::players[k]->attackkeydown) {
3161 if (Person::players[k]->backkeydown &&
3162 Person::players[k]->animTarget != backhandspringanim &&
3163 (Person::players[k]->isIdle() ||
3164 Person::players[k]->isStop() ||
3165 Person::players[k]->isRun() ||
3166 Person::players[k]->animTarget == walkanim)) {
3167 if (Person::players[k]->jumppower <= 1) {
3168 Person::players[k]->jumppower -= 2;
3170 for (unsigned i = 0; i < Person::players.size(); i++) {
3173 if (Person::players[i]->animTarget == swordslashanim ||
3174 Person::players[i]->animTarget == knifeslashstartanim ||
3175 Person::players[i]->animTarget == staffhitanim ||
3176 Person::players[i]->animTarget == staffspinhitanim)
3177 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3178 Person::players[k]->setAnimation(dodgebackanim);
3179 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3180 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3183 if (Person::players[k]->animTarget != dodgebackanim) {
3186 Person::players[k]->setAnimation(backhandspringanim);
3187 Person::players[k]->targetyaw = -yaw + 180;
3188 if (Person::players[k]->leftkeydown)
3189 Person::players[k]->targetyaw -= 45;
3190 if (Person::players[k]->rightkeydown)
3191 Person::players[k]->targetyaw += 45;
3192 Person::players[k]->yaw = Person::players[k]->targetyaw;
3193 Person::players[k]->jumppower -= 2;
3198 if (!animation[Person::players[k]->animTarget].attack &&
3199 !Person::players[k]->backkeydown &&
3200 (Person::players[k]->isIdle() ||
3201 Person::players[k]->isRun() ||
3202 Person::players[k]->animTarget == walkanim ||
3203 Person::players[k]->animTarget == sneakanim ||
3204 Person::players[k]->isCrouch())) {
3205 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3206 //normal attacks (?)
3207 Person::players[k]->hasvictim = 0;
3208 if (Person::players.size() > 1)
3209 for (unsigned i = 0; i < Person::players.size(); i++) {
3210 if (i == k || !(k == 0 || i == 0))
3212 if (!Person::players[k]->hasvictim)
3213 if (animation[Person::players[k]->animTarget].attack != reversal) {
3215 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3216 if (distance < 4.5 &&
3217 !Person::players[i]->skeleton.free &&
3218 Person::players[i]->howactive < typedead1 &&
3219 Person::players[i]->animTarget != jumpreversedanim &&
3220 Person::players[i]->animTarget != rabbitkickreversedanim &&
3221 Person::players[i]->animTarget != rabbitkickanim &&
3222 Person::players[k]->animTarget != rabbitkickanim &&
3223 Person::players[i]->animTarget != getupfrombackanim &&
3224 (Person::players[i]->animTarget != staggerbackhighanim &&
3225 (Person::players[i]->animTarget != staggerbackhardanim ||
3226 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3227 Person::players[i]->animTarget != jumpdownanim &&
3228 Person::players[i]->animTarget != jumpupanim &&
3229 Person::players[i]->animTarget != getupfromfrontanim) {
3230 Person::players[k]->victim = Person::players[i];
3231 Person::players[k]->hasvictim = 1;
3232 if (Person::players[k]->aitype == playercontrolled) { //human player
3234 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3235 Person::players[k]->crouchkeydown &&
3236 animation[Person::players[i]->animTarget].height != lowheight)
3237 Person::players[k]->animTarget = sweepanim;
3239 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3240 animation[Person::players[i]->animTarget].height != lowheight &&
3241 !Person::players[k]->forwardkeydown &&
3242 !Person::players[k]->leftkeydown &&
3243 !Person::players[k]->rightkeydown &&
3244 !Person::players[k]->crouchkeydown &&
3247 Person::players[k]->animTarget = winduppunchanim;
3249 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3250 animation[Person::players[i]->animTarget].height != lowheight &&
3251 !Person::players[k]->forwardkeydown &&
3252 !Person::players[k]->leftkeydown &&
3253 !Person::players[k]->rightkeydown &&
3254 !Person::players[k]->crouchkeydown &&
3256 Person::players[k]->animTarget = upunchanim;
3258 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3259 Person::players[i]->staggerdelay > 0 &&
3260 attackweapon == knife &&
3261 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3262 Person::players[k]->animTarget = knifefollowanim;
3264 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3265 animation[Person::players[i]->animTarget].height != lowheight &&
3266 !Person::players[k]->forwardkeydown &&
3267 !Person::players[k]->leftkeydown &&
3268 !Person::players[k]->rightkeydown &&
3269 !Person::players[k]->crouchkeydown &&
3270 attackweapon == knife &&
3271 Person::players[k]->weaponmissdelay <= 0)
3272 Person::players[k]->animTarget = knifeslashstartanim;
3274 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3275 animation[Person::players[i]->animTarget].height != lowheight &&
3276 !Person::players[k]->crouchkeydown &&
3277 attackweapon == sword &&
3278 Person::players[k]->weaponmissdelay <= 0)
3279 Person::players[k]->animTarget = swordslashanim;
3281 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3282 animation[Person::players[i]->animTarget].height != lowheight &&
3283 !Person::players[k]->crouchkeydown &&
3284 attackweapon == staff &&
3285 Person::players[k]->weaponmissdelay <= 0 &&
3286 !Person::players[k]->leftkeydown &&
3287 !Person::players[k]->rightkeydown &&
3288 !Person::players[k]->forwardkeydown)
3289 Person::players[k]->animTarget = staffhitanim;
3291 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3292 animation[Person::players[i]->animTarget].height != lowheight &&
3293 !Person::players[k]->crouchkeydown &&
3294 attackweapon == staff &&
3295 Person::players[k]->weaponmissdelay <= 0)
3296 Person::players[k]->animTarget = staffspinhitanim;
3298 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3299 animation[Person::players[i]->animTarget].height != lowheight)
3300 Person::players[k]->animTarget = spinkickanim;
3302 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3303 animation[Person::players[i]->animTarget].height == lowheight &&
3304 animation[Person::players[k]->animTarget].attack != normalattack)
3305 Person::players[k]->animTarget = lowkickanim;
3306 } else { //AI player
3307 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3308 randattack = abs(Random() % 5);
3309 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3311 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3312 Person::players[k]->animTarget = sweepanim;
3314 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3316 Person::players[k]->animTarget = upunchanim;
3318 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3319 Person::players[k]->animTarget = spinkickanim;
3321 else if (animation[Person::players[i]->animTarget].height == lowheight)
3322 Person::players[k]->animTarget = lowkickanim;
3326 if ((tutoriallevel != 1 || !attackweapon) &&
3327 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3329 animation[Person::players[i]->animTarget].height != lowheight)
3330 Person::players[k]->animTarget = sweepanim;
3332 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3333 attackweapon == knife &&
3334 Person::players[k]->weaponmissdelay <= 0)
3335 Person::players[k]->animTarget = knifeslashstartanim;
3337 else if (!(Person::players[0]->victim == Person::players[i] &&
3338 Person::players[0]->hasvictim &&
3339 Person::players[0]->animTarget == swordslashanim) &&
3340 attackweapon == sword &&
3341 Person::players[k]->weaponmissdelay <= 0)
3342 Person::players[k]->animTarget = swordslashanim;
3344 else if (!(Person::players[0]->victim == Person::players[i] &&
3345 Person::players[0]->hasvictim &&
3346 Person::players[0]->animTarget == swordslashanim) &&
3347 attackweapon == staff &&
3348 Person::players[k]->weaponmissdelay <= 0 &&
3350 Person::players[k]->animTarget = staffhitanim;
3352 else if (!(Person::players[0]->victim == Person::players[i] &&
3353 Person::players[0]->hasvictim &&
3354 Person::players[0]->animTarget == swordslashanim) &&
3355 attackweapon == staff &&
3356 Person::players[k]->weaponmissdelay <= 0 &&
3358 Person::players[k]->animTarget = staffspinhitanim;
3360 else if ((tutoriallevel != 1 || !attackweapon) &&
3361 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3363 animation[Person::players[i]->animTarget].height != lowheight)
3364 Person::players[k]->animTarget = spinkickanim;
3366 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3367 animation[Person::players[i]->animTarget].height == lowheight &&
3368 animation[Person::players[k]->animTarget].attack != normalattack)
3369 Person::players[k]->animTarget = lowkickanim;
3373 //upunch becomes wolfslap
3374 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3375 Person::players[k]->animTarget = wolfslapanim;
3378 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3379 Person::players[i]->howactive < typedead1 &&
3380 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3381 !Person::players[i]->skeleton.free &&
3382 Person::players[i]->animTarget != getupfrombackanim &&
3383 Person::players[i]->animTarget != getupfromfrontanim &&
3384 (Person::players[i]->surprised > 0 ||
3385 Person::players[i]->aitype == passivetype ||
3386 attackweapon && Person::players[i]->stunned > 0) &&
3387 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3389 if (!attackweapon) {
3390 Person::players[k]->animCurrent = sneakattackanim;
3391 Person::players[k]->animTarget = sneakattackanim;
3392 Person::players[i]->animCurrent = sneakattackedanim;
3393 Person::players[i]->animTarget = sneakattackedanim;
3394 Person::players[k]->oldcoords = Person::players[k]->coords;
3395 Person::players[k]->coords = Person::players[i]->coords;
3398 if (attackweapon == knife) {
3399 Person::players[k]->animCurrent = knifesneakattackanim;
3400 Person::players[k]->animTarget = knifesneakattackanim;
3401 Person::players[i]->animCurrent = knifesneakattackedanim;
3402 Person::players[i]->animTarget = knifesneakattackedanim;
3403 Person::players[i]->oldcoords = Person::players[i]->coords;
3404 Person::players[i]->coords = Person::players[k]->coords;
3407 if (attackweapon == sword) {
3408 Person::players[k]->animCurrent = swordsneakattackanim;
3409 Person::players[k]->animTarget = swordsneakattackanim;
3410 Person::players[i]->animCurrent = swordsneakattackedanim;
3411 Person::players[i]->animTarget = swordsneakattackedanim;
3412 Person::players[i]->oldcoords = Person::players[i]->coords;
3413 Person::players[i]->coords = Person::players[k]->coords;
3415 if (attackweapon != staff) {
3416 Person::players[k]->victim = Person::players[i];
3417 Person::players[k]->hasvictim = 1;
3418 Person::players[i]->targettilt2 = 0;
3419 Person::players[i]->frameTarget = 1;
3420 Person::players[i]->frameCurrent = 0;
3421 Person::players[i]->target = 0;
3422 Person::players[i]->velocity = 0;
3423 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3424 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3425 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3426 Person::players[k]->target = Person::players[i]->target;
3427 Person::players[k]->velocity = 0;
3428 Person::players[k]->targetyaw = Person::players[i]->yaw;
3429 Person::players[k]->yaw = Person::players[i]->yaw;
3430 Person::players[i]->targetyaw = Person::players[i]->yaw;
3433 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3434 Person::players[k]->victim == Person::players[i] &&
3435 (!Person::players[i]->skeleton.free)) {
3437 Person::players[k]->frameTarget = 0;
3438 Person::players[k]->target = 0;
3440 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3441 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3442 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3443 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3444 Person::players[k]->lastattack = Person::players[k]->animTarget;
3446 if (Person::players[k]->animTarget == knifefollowanim &&
3447 Person::players[k]->victim == Person::players[i]) {
3449 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3450 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3451 Person::players[k]->victim = Person::players[i];
3452 Person::players[k]->hasvictim = 1;
3453 Person::players[i]->animTarget = knifefollowedanim;
3454 Person::players[i]->animCurrent = knifefollowedanim;
3455 Person::players[i]->targettilt2 = 0;
3456 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3457 Person::players[i]->frameTarget = 1;
3458 Person::players[i]->frameCurrent = 0;
3459 Person::players[i]->target = 0;
3460 Person::players[i]->velocity = 0;
3461 Person::players[k]->animCurrent = knifefollowanim;
3462 Person::players[k]->animTarget = knifefollowanim;
3463 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3464 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3465 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3466 Person::players[k]->target = Person::players[i]->target;
3467 Person::players[k]->velocity = 0;
3468 Person::players[k]->oldcoords = Person::players[k]->coords;
3469 Person::players[i]->coords = Person::players[k]->coords;
3470 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3471 Person::players[i]->yaw = Person::players[k]->targetyaw;
3472 Person::players[k]->yaw = Person::players[k]->targetyaw;
3473 Person::players[i]->yaw = Person::players[k]->targetyaw;
3477 const bool hasstaff = attackweapon == staff;
3478 if (k == 0 && Person::players.size() > 1)
3479 for (unsigned i = 0; i < Person::players.size(); i++) {
3482 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3483 animation[Person::players[k]->animTarget].attack == neutral) {
3484 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3485 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3486 if (Person::players[i]->skeleton.free)
3487 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3488 (Person::players[i]->dead ||
3489 Person::players[i]->skeleton.longdead > 1000 ||
3490 Person::players[k]->isRun() ||
3493 (Person::players[i]->skeleton.longdead > 2000 ||
3494 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3495 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3496 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3497 Person::players[k]->victim = Person::players[i];
3498 Person::players[k]->hasvictim = 1;
3499 if (attackweapon && tutoriallevel != 1) {
3501 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3502 Person::players[k]->animTarget = crouchstabanim;
3504 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3505 Person::players[k]->animTarget = swordgroundstabanim;
3507 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3508 Person::players[k]->animTarget = staffgroundsmashanim;
3510 if (distance < 2.5 &&
3511 Person::players[k]->crouchkeydown &&
3512 Person::players[k]->animTarget != crouchstabanim &&
3514 Person::players[i]->dead &&
3515 Person::players[i]->skeleton.free &&
3516 Person::players[i]->skeleton.longdead > 1000) {
3517 Person::players[k]->animTarget = killanim;
3518 //TODO: refactor this out, what does it do?
3519 for (int j = 0; j < terrain.numdecals; j++) {
3520 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3521 terrain.decalalivetime[j] < 2)
3522 terrain.DeleteDecal(j);
3524 for (int l = 0; l < objects.numobjects; l++) {
3525 if (objects.model[l].type == decalstype)
3526 for (int j = 0; j < objects.model[l].numdecals; j++) {
3527 if ((objects.model[l].decaltype[j] == blooddecal ||
3528 objects.model[l].decaltype[j] == blooddecalslow) &&
3529 objects.model[l].decalalivetime[j] < 2)
3530 objects.model[l].DeleteDecal(j);
3534 if (!Person::players[i]->dead || musictype != 2)
3535 if (distance < 3.5 &&
3536 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3537 Person::players[k]->staggerdelay <= 0 &&
3538 (Person::players[i]->dead ||
3539 Person::players[i]->skeleton.longdead < 300 &&
3540 Person::players[k]->lastattack != spinkickanim &&
3541 Person::players[i]->skeleton.free) &&
3542 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3543 Person::players[k]->animTarget = dropkickanim;
3544 for (int j = 0; j < terrain.numdecals; j++) {
3545 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3546 terrain.decalalivetime[j] < 2) {
3547 terrain.DeleteDecal(j);
3550 for (int l = 0; l < objects.numobjects; l++) {
3551 if (objects.model[l].type == decalstype)
3552 for (int j = 0; j < objects.model[l].numdecals; j++) {
3553 if ((objects.model[l].decaltype[j] == blooddecal ||
3554 objects.model[l].decaltype[j] == blooddecalslow) &&
3555 objects.model[l].decalalivetime[j] < 2) {
3556 objects.model[l].DeleteDecal(j);
3562 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3563 Person::players[k]->victim == Person::players[i] &&
3564 (!Person::players[i]->skeleton.free ||
3565 Person::players[k]->animTarget == killanim ||
3566 Person::players[k]->animTarget == crouchstabanim ||
3567 Person::players[k]->animTarget == swordgroundstabanim ||
3568 Person::players[k]->animTarget == staffgroundsmashanim ||
3569 Person::players[k]->animTarget == dropkickanim)) {
3571 Person::players[k]->frameTarget = 0;
3572 Person::players[k]->target = 0;
3574 XYZ targetpoint = Person::players[i]->coords;
3575 if (Person::players[k]->animTarget == crouchstabanim ||
3576 Person::players[k]->animTarget == swordgroundstabanim ||
3577 Person::players[k]->animTarget == staffgroundsmashanim) {
3578 targetpoint += (Person::players[i]->jointPos(abdomen) +
3579 Person::players[i]->jointPos(neck)) / 2 *
3580 Person::players[i]->scale;
3582 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3583 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3585 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3586 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3589 if (Person::players[k]->animTarget == staffgroundsmashanim)
3590 Person::players[k]->targettilt2 += 10;
3592 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3593 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3594 Person::players[k]->lastattack = Person::players[k]->animTarget;
3596 if (Person::players[k]->animTarget == swordgroundstabanim) {
3597 Person::players[k]->targetyaw += 30;
3602 if (!Person::players[k]->hasvictim) {
3604 for (unsigned i = 0; i < Person::players.size(); i++) {
3605 if (i == k || !(i == 0 || k == 0))
3607 if (!Person::players[i]->skeleton.free) {
3608 if (Person::players[k]->hasvictim) {
3609 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3610 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3611 Person::players[k]->victim = Person::players[i];
3613 Person::players[k]->victim = Person::players[i];
3614 Person::players[k]->hasvictim = 1;
3619 if (Person::players[k]->aitype == playercontrolled)
3621 if (Person::players[k]->attackkeydown &&
3622 Person::players[k]->isRun() &&
3623 Person::players[k]->wasRun() &&
3624 ((Person::players[k]->hasvictim &&
3625 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3626 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3627 !Person::players[k]->victim->skeleton.free &&
3628 Person::players[k]->victim->animTarget != getupfrombackanim &&
3629 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3630 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3631 Person::players[k]->aitype != playercontrolled && //wat???
3632 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3633 Person::players[k]->rabbitkickenabled) ||
3634 Person::players[k]->jumpkeydown)) {
3636 Person::players[k]->setAnimation(rabbitkickanim);
3639 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3641 switch (attackweapon) {
3662 void doPlayerCollisions()
3664 static XYZ rotatetarget;
3665 static float collisionradius;
3666 if (Person::players.size() > 1)
3667 for (unsigned k = 0; k < Person::players.size(); k++)
3668 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3669 //neither player is part of a reversal
3670 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3671 animation[Person::players[i]->animTarget].attack != reversal &&
3672 animation[Person::players[k]->animTarget].attack != reversed &&
3673 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3674 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3675 animation[Person::players[i]->animCurrent].attack != reversal &&
3676 animation[Person::players[k]->animCurrent].attack != reversed &&
3677 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3678 //neither is sleeping
3679 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3680 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3681 //in same patch, neither is climbing
3682 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3683 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3684 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3685 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3686 Person::players[i]->animTarget != climbanim &&
3687 Person::players[i]->animTarget != hanganim &&
3688 Person::players[k]->animTarget != climbanim &&
3689 Person::players[k]->animTarget != hanganim)
3690 //players are close (bounding box test)
3691 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3692 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3693 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3694 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3695 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3696 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3697 //spread fire from player to player
3698 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3699 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3700 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3701 if (!Person::players[i]->onfire)
3702 Person::players[i]->CatchFire();
3703 if (!Person::players[k]->onfire)
3704 Person::players[k]->CatchFire();
3708 XYZ tempcoords1 = Person::players[i]->coords;
3709 XYZ tempcoords2 = Person::players[k]->coords;
3710 if (!Person::players[i]->skeleton.oldfree)
3711 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3712 if (!Person::players[k]->skeleton.oldfree)
3713 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3714 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3715 if (Person::players[0]->hasvictim)
3716 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3717 collisionradius = 3;
3718 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3719 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3720 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3721 //jump down on a dead body
3722 if (k == 0 || i == 0) {
3724 if (Person::players[0]->animTarget == jumpdownanim &&
3725 !Person::players[0]->skeleton.oldfree &&
3726 !Person::players[0]->skeleton.free &&
3727 Person::players[l]->skeleton.oldfree &&
3728 Person::players[l]->skeleton.free &&
3729 Person::players[l]->dead &&
3730 Person::players[0]->lastcollide <= 0 &&
3731 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3732 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3733 Person::players[0]->coords.y = Person::players[l]->coords.y;
3734 Person::players[l]->velocity = Person::players[0]->velocity;
3735 Person::players[l]->skeleton.free = 0;
3736 Person::players[l]->yaw = 0;
3737 Person::players[l]->RagDoll(0);
3738 Person::players[l]->DoDamage(20);
3740 Person::players[l]->skeleton.longdead = 0;
3741 Person::players[0]->lastcollide = 1;
3745 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3746 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3747 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3748 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3749 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3750 Person::players[i]->skeleton.free) &&
3751 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3752 Person::players[k]->skeleton.free))
3753 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3754 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3755 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3757 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3758 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3759 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3760 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3761 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3763 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3764 (k != 0 || Person::players[k]->skeleton.free) ||
3765 (animation[Person::players[i]->animTarget].height == highheight &&
3766 animation[Person::players[k]->animTarget].height == highheight)) {
3767 if (tutoriallevel != 1) {
3768 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3771 Person::players[i]->RagDoll(0);
3772 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3773 award_bonus(0, aimbonus);
3775 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3776 Person::players[k]->RagDoll(0);
3777 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3778 award_bonus(0, aimbonus); // Huh, again?
3780 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3782 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3783 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3785 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3786 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3791 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3792 animation[Person::players[i]->animTarget].attack == normalattack) &&
3793 (animation[Person::players[k]->animTarget].attack == neutral ||
3794 animation[Person::players[k]->animTarget].attack == normalattack)) {
3796 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3797 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3798 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3799 Normalise(&rotatetarget);
3800 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3801 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3802 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3803 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3804 if (Person::players[k]->howactive == typeactive || hostile)
3805 if (Person::players[k]->isIdle()) {
3806 if (Person::players[k]->howactive < typesleeping)
3807 Person::players[k]->setAnimation(Person::players[k]->getStop());
3808 else if (Person::players[k]->howactive == typesleeping)
3809 Person::players[k]->setAnimation(getupfromfrontanim);
3811 Person::players[k]->howactive = typeactive;
3813 if (Person::players[i]->howactive == typeactive || hostile)
3814 if (Person::players[i]->isIdle()) {
3815 if (Person::players[i]->howactive < typesleeping)
3816 Person::players[i]->setAnimation(Person::players[k]->getStop());
3818 Person::players[i]->setAnimation(getupfromfrontanim);
3820 Person::players[i]->howactive = typeactive;
3823 //jump down on player
3825 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3826 !Person::players[i]->isCrouch() &&
3827 Person::players[i]->animTarget != rollanim &&
3828 !Person::players[k]->skeleton.oldfree && !
3829 Person::players[k]->skeleton.free &&
3830 Person::players[k]->lastcollide <= 0 &&
3831 Person::players[k]->velocity.y < -10) {
3832 Person::players[i]->velocity = Person::players[k]->velocity;
3833 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3834 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3835 Person::players[i]->DoDamage(20);
3836 Person::players[i]->RagDoll(0);
3837 Person::players[k]->lastcollide = 1;
3838 award_bonus(k, AboveBonus);
3840 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3841 !Person::players[k]->isCrouch() &&
3842 Person::players[k]->animTarget != rollanim &&
3843 !Person::players[i]->skeleton.oldfree &&
3844 !Person::players[i]->skeleton.free &&
3845 Person::players[i]->lastcollide <= 0 &&
3846 Person::players[i]->velocity.y < -10) {
3847 Person::players[k]->velocity = Person::players[i]->velocity;
3848 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3849 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3850 Person::players[k]->DoDamage(20);
3851 Person::players[k]->RagDoll(0);
3852 Person::players[i]->lastcollide = 1;
3853 award_bonus(i, AboveBonus);
3859 Person::players[i]->CheckKick();
3860 Person::players[k]->CheckKick();
3866 void doAI(unsigned i)
3868 static bool connected;
3869 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3870 Person::players[i]->jumpclimb = 0;
3871 //disable movement in editor
3873 Person::players[i]->stunned = 1;
3875 Person::players[i]->pause = 0;
3876 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3877 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3878 !Person::players[0]->onterrain)
3879 Person::players[i]->pause = 1;
3882 if (Person::players[i]->aitype == pathfindtype) {
3883 if (Person::players[i]->finalpathfindpoint == -1) {
3884 float closestdistance;
3889 closestdistance = -1;
3890 for (int j = 0; j < numpathpoints; j++)
3891 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3892 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3894 Person::players[i]->finaltarget = pathpoint[j];
3896 Person::players[i]->finalpathfindpoint = closest;
3897 for (int j = 0; j < numpathpoints; j++)
3898 for (int k = 0; k < numpathpointconnect[j]; k++) {
3899 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3900 if (sq(tempdist) < closestdistance)
3901 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3902 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3903 closestdistance = sq(tempdist);
3905 Person::players[i]->finaltarget = colpoint;
3908 Person::players[i]->finalpathfindpoint = closest;
3911 if (Person::players[i]->targetpathfindpoint == -1) {
3912 float closestdistance;
3917 closestdistance = -1;
3918 if (Person::players[i]->lastpathfindpoint == -1) {
3919 for (int j = 0; j < numpathpoints; j++) {
3920 if (j != Person::players[i]->lastpathfindpoint)
3921 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3922 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3926 Person::players[i]->targetpathfindpoint = closest;
3927 for (int j = 0; j < numpathpoints; j++)
3928 if (j != Person::players[i]->lastpathfindpoint)
3929 for (int k = 0; k < numpathpointconnect[j]; k++) {
3930 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3931 if (sq(tempdist) < closestdistance) {
3932 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3933 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3934 closestdistance = sq(tempdist);
3939 Person::players[i]->targetpathfindpoint = closest;
3941 for (int j = 0; j < numpathpoints; j++)
3942 if (j != Person::players[i]->lastpathfindpoint &&
3943 j != Person::players[i]->lastpathfindpoint2 &&
3944 j != Person::players[i]->lastpathfindpoint3 &&
3945 j != Person::players[i]->lastpathfindpoint4) {
3947 if (numpathpointconnect[j])
3948 for (int k = 0; k < numpathpointconnect[j]; k++)
3949 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3952 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3953 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3954 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3957 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3958 if (closest == -1 || tempdist < closestdistance) {
3959 closestdistance = tempdist;
3964 Person::players[i]->targetpathfindpoint = closest;
3967 Person::players[i]->losupdatedelay -= multiplier;
3969 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3970 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3972 //reached target point
3973 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3974 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3975 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3976 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3977 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3978 if (Person::players[i]->lastpathfindpoint2 == -1)
3979 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3980 if (Person::players[i]->lastpathfindpoint3 == -1)
3981 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3982 if (Person::players[i]->lastpathfindpoint4 == -1)
3983 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3984 Person::players[i]->targetpathfindpoint = -1;
3986 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3987 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3988 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3989 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3990 Person::players[i]->aitype = passivetype;
3993 Person::players[i]->forwardkeydown = 1;
3994 Person::players[i]->leftkeydown = 0;
3995 Person::players[i]->backkeydown = 0;
3996 Person::players[i]->rightkeydown = 0;
3997 Person::players[i]->crouchkeydown = 0;
3998 Person::players[i]->attackkeydown = 0;
3999 Person::players[i]->throwkeydown = 0;
4001 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4002 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4004 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4005 Person::players[i]->jumpkeydown = 0;
4006 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4007 Person::players[i]->jumpkeydown = 1;
4009 if ((tutoriallevel != 1 || cananger) &&
4011 !Person::players[0]->dead &&
4012 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4013 Person::players[i]->occluded < 25) {
4014 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4015 animation[Person::players[0]->animTarget].height != lowheight &&
4017 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4018 Person::players[i]->aitype = attacktypecutoff;
4019 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4020 animation[Person::players[0]->animTarget].height == highheight &&
4022 Person::players[i]->aitype = attacktypecutoff;
4024 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4025 Person::players[i]->losupdatedelay = .2;
4026 for (unsigned j = 0; j < Person::players.size(); j++)
4027 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4028 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4029 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4030 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4031 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4032 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4033 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4034 *Person::players[i]->scale + Person::players[i]->coords,
4035 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4036 *Person::players[j]->scale + Person::players[j]->coords) ||
4037 (Person::players[j]->animTarget == hanganim &&
4038 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4039 Person::players[i]->aitype = searchtype;
4040 Person::players[i]->lastchecktime = 12;
4041 Person::players[i]->lastseen = Person::players[j]->coords;
4042 Person::players[i]->lastseentime = 12;
4046 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4047 if (Person::players[i]->creature != wolftype) {
4048 Person::players[i]->stunned = .6;
4049 Person::players[i]->surprised = .6;
4053 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4054 Person::players[i]->howactive = typeactive;
4056 if (Person::players[i]->aitype == passivetype) {
4057 Person::players[i]->aiupdatedelay -= multiplier;
4058 Person::players[i]->losupdatedelay -= multiplier;
4059 Person::players[i]->lastseentime += multiplier;
4060 Person::players[i]->pausetime -= multiplier;
4061 if (Person::players[i]->lastseentime > 1)
4062 Person::players[i]->lastseentime = 1;
4064 if (Person::players[i]->aiupdatedelay < 0) {
4065 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4066 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4067 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4068 Person::players[i]->aiupdatedelay = .05;
4070 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4071 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4072 Person::players[i]->pausetime = 4;
4073 Person::players[i]->waypoint++;
4074 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4075 Person::players[i]->waypoint = 0;
4080 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4081 Person::players[i]->forwardkeydown = 1;
4083 Person::players[i]->forwardkeydown = 0;
4084 Person::players[i]->leftkeydown = 0;
4085 Person::players[i]->backkeydown = 0;
4086 Person::players[i]->rightkeydown = 0;
4087 Person::players[i]->crouchkeydown = 0;
4088 Person::players[i]->attackkeydown = 0;
4089 Person::players[i]->throwkeydown = 0;
4091 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4092 if (!Person::players[i]->avoidsomething)
4093 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4095 XYZ leftpos, rightpos;
4096 float leftdist, rightdist;
4097 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4098 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4099 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4100 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4101 if (leftdist < rightdist)
4102 Person::players[i]->targetyaw += 90;
4104 Person::players[i]->targetyaw -= 90;
4108 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4109 Person::players[i]->jumpkeydown = 0;
4110 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4111 Person::players[i]->jumpkeydown = 1;
4115 if (!editorenabled) {
4116 if (Person::players[i]->howactive <= typesleeping)
4117 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4118 for (int j = 0; j < numenvsounds; j++) {
4119 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4120 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4121 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4122 Person::players[i]->aitype = attacktypecutoff;
4125 if (Person::players[i]->aitype != passivetype) {
4126 if (Person::players[i]->howactive == typesleeping)
4127 Person::players[i]->setAnimation(getupfromfrontanim);
4128 Person::players[i]->howactive = typeactive;
4132 if (Person::players[i]->howactive < typesleeping &&
4133 ((tutoriallevel != 1 || cananger) && hostile) &&
4134 !Person::players[0]->dead &&
4135 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4136 Person::players[i]->occluded < 25) {
4137 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4138 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4139 Person::players[i]->aitype = attacktypecutoff;
4140 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4141 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4142 Person::players[i]->aitype = attacktypecutoff;
4145 if (Person::players[i]->creature == wolftype) {
4147 for (unsigned j = 0; j < Person::players.size(); j++) {
4148 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4149 float smelldistance = 50;
4150 if (j == 0 && Person::players[j]->num_weapons > 0) {
4151 if (weapons[Person::players[j]->weaponids[0]].bloody)
4152 smelldistance = 100;
4153 if (Person::players[j]->num_weapons == 2)
4154 if (weapons[Person::players[j]->weaponids[1]].bloody)
4155 smelldistance = 100;
4158 smelldistance = 100;
4159 windsmell = windvector;
4160 Normalise(&windsmell);
4161 windsmell = windsmell * 2 + Person::players[j]->coords;
4162 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4163 Person::players[i]->aitype = attacktypecutoff;
4168 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4169 Person::players[i]->losupdatedelay = .2;
4170 for (unsigned j = 0; j < Person::players.size(); j++) {
4171 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4172 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4173 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4174 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4175 if ((-1 == checkcollide(
4176 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4177 Person::players[i]->scale + Person::players[i]->coords,
4178 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4179 Person::players[j]->scale + Person::players[j]->coords) &&
4180 !Person::players[j]->isWallJump()) ||
4181 (Person::players[j]->animTarget == hanganim &&
4182 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4183 Person::players[i]->lastseentime -= .2;
4184 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4185 Person::players[i]->lastseentime -= .4;
4187 Person::players[i]->lastseentime -= .6;
4189 if (Person::players[i]->lastseentime <= 0) {
4190 Person::players[i]->aitype = searchtype;
4191 Person::players[i]->lastchecktime = 12;
4192 Person::players[i]->lastseen = Person::players[j]->coords;
4193 Person::players[i]->lastseentime = 12;
4200 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4201 if (Person::players[i]->creature != wolftype) {
4202 Person::players[i]->stunned = .6;
4203 Person::players[i]->surprised = .6;
4205 if (Person::players[i]->creature == wolftype) {
4206 Person::players[i]->stunned = .47;
4207 Person::players[i]->surprised = .47;
4215 if (Person::players[i]->aitype == searchtype) {
4216 Person::players[i]->aiupdatedelay -= multiplier;
4217 Person::players[i]->losupdatedelay -= multiplier;
4218 if (!Person::players[i]->pause)
4219 Person::players[i]->lastseentime -= multiplier;
4220 Person::players[i]->lastchecktime -= multiplier;
4222 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4223 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4224 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4226 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4228 j = checkcollide(test2, test, Person::players[i]->laststanding);
4230 j = checkcollide(test2, test);
4232 Person::players[i]->velocity = 0;
4233 Person::players[i]->setAnimation(Person::players[i]->getStop());
4234 Person::players[i]->targetyaw += 180;
4235 Person::players[i]->stunned = .5;
4236 //Person::players[i]->aitype=passivetype;
4237 Person::players[i]->aitype = pathfindtype;
4238 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4239 Person::players[i]->finalpathfindpoint = -1;
4240 Person::players[i]->targetpathfindpoint = -1;
4241 Person::players[i]->lastpathfindpoint = -1;
4242 Person::players[i]->lastpathfindpoint2 = -1;
4243 Person::players[i]->lastpathfindpoint3 = -1;
4244 Person::players[i]->lastpathfindpoint4 = -1;
4246 Person::players[i]->laststanding = j;
4249 //check out last seen location
4250 if (Person::players[i]->aiupdatedelay < 0) {
4251 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4252 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4253 Person::players[i]->aiupdatedelay = .05;
4254 Person::players[i]->forwardkeydown = 1;
4256 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4257 Person::players[i]->forwardkeydown = 0;
4258 Person::players[i]->aiupdatedelay = 1;
4259 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4260 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4261 Person::players[i]->lastchecktime = 3;
4264 Person::players[i]->leftkeydown = 0;
4265 Person::players[i]->backkeydown = 0;
4266 Person::players[i]->rightkeydown = 0;
4267 Person::players[i]->crouchkeydown = 0;
4268 Person::players[i]->attackkeydown = 0;
4269 Person::players[i]->throwkeydown = 0;
4271 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4272 if (!Person::players[i]->avoidsomething)
4273 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4275 XYZ leftpos, rightpos;
4276 float leftdist, rightdist;
4277 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4278 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4279 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4280 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4281 if (leftdist < rightdist)
4282 Person::players[i]->targetyaw += 90;
4284 Person::players[i]->targetyaw -= 90;
4288 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4289 Person::players[i]->jumpkeydown = 0;
4290 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4291 Person::players[i]->jumpkeydown = 1;
4293 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4294 for (int k = 0; k < numenvsounds; k++) {
4295 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4296 Person::players[i]->aitype = attacktypecutoff;
4300 if (!Person::players[0]->dead &&
4301 Person::players[i]->losupdatedelay < 0 &&
4303 Person::players[i]->occluded < 2 &&
4304 ((tutoriallevel != 1 || cananger) && hostile)) {
4305 Person::players[i]->losupdatedelay = .2;
4306 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4307 Person::players[i]->aitype = attacktypecutoff;
4308 Person::players[i]->lastseentime = 1;
4310 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4311 //TODO: factor out canSeePlayer()
4312 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4313 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4315 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4316 Person::players[i]->scale + Person::players[i]->coords,
4317 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4318 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4319 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4320 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4321 /* //TODO: changed j to 0 on a whim, make sure this is correct
4322 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4323 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4325 Person::players[i]->aitype = attacktypecutoff;
4326 Person::players[i]->lastseentime = 1;
4330 if (Person::players[i]->lastseentime < 0) {
4331 //Person::players[i]->aitype=passivetype;
4333 Person::players[i]->aitype = pathfindtype;
4334 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4335 Person::players[i]->finalpathfindpoint = -1;
4336 Person::players[i]->targetpathfindpoint = -1;
4337 Person::players[i]->lastpathfindpoint = -1;
4338 Person::players[i]->lastpathfindpoint2 = -1;
4339 Person::players[i]->lastpathfindpoint3 = -1;
4340 Person::players[i]->lastpathfindpoint4 = -1;
4344 if (Person::players[i]->aitype != gethelptype)
4345 Person::players[i]->runninghowlong = 0;
4347 //get help from buddies
4348 if (Person::players[i]->aitype == gethelptype) {
4349 Person::players[i]->runninghowlong += multiplier;
4350 Person::players[i]->aiupdatedelay -= multiplier;
4352 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4353 Person::players[i]->aiupdatedelay = .2;
4356 //TODO: factor out closest search somehow
4357 if (!Person::players[i]->ally) {
4359 float closestdist = -1;
4360 for (unsigned k = 0; k < Person::players.size(); k++) {
4361 if (k != i && k != 0 && !Person::players[k]->dead &&
4362 Person::players[k]->howactive < typedead1 &&
4363 !Person::players[k]->skeleton.free &&
4364 Person::players[k]->aitype == passivetype) {
4365 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4366 if (closestdist == -1 || distance < closestdist) {
4367 closestdist = distance;
4374 Person::players[i]->ally = closest;
4376 Person::players[i]->ally = 0;
4377 Person::players[i]->lastseen = Person::players[0]->coords;
4378 Person::players[i]->lastseentime = 12;
4382 Person::players[i]->lastchecktime = 12;
4384 XYZ facing = Person::players[i]->coords;
4385 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4386 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4387 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4388 if (-1 != checkcollide(facing, flatfacing))
4389 Person::players[i]->lastseentime -= .1;
4391 //no available ally, run back to player
4392 if (Person::players[i]->ally <= 0 ||
4393 Person::players[Person::players[i]->ally]->skeleton.free ||
4394 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4395 Person::players[i]->lastseentime <= 0) {
4396 Person::players[i]->aitype = searchtype;
4397 Person::players[i]->lastseentime = 12;
4401 if (Person::players[i]->ally > 0) {
4402 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4403 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4404 Person::players[i]->aiupdatedelay = .05;
4405 Person::players[i]->forwardkeydown = 1;
4407 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4408 Person::players[i]->aitype = searchtype;
4409 Person::players[i]->lastseentime = 12;
4410 Person::players[Person::players[i]->ally]->aitype = searchtype;
4411 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4412 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4413 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4414 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4418 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4419 if (!Person::players[i]->avoidsomething)
4420 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4422 XYZ leftpos, rightpos;
4423 float leftdist, rightdist;
4424 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4425 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4426 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4427 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4428 if (leftdist < rightdist)
4429 Person::players[i]->targetyaw += 90;
4431 Person::players[i]->targetyaw -= 90;
4436 Person::players[i]->leftkeydown = 0;
4437 Person::players[i]->backkeydown = 0;
4438 Person::players[i]->rightkeydown = 0;
4439 Person::players[i]->crouchkeydown = 0;
4440 Person::players[i]->attackkeydown = 0;
4442 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4443 Person::players[i]->jumpkeydown = 0;
4444 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4445 Person::players[i]->jumpkeydown = 1;
4448 //retreiving a weapon on the ground
4449 if (Person::players[i]->aitype == getweapontype) {
4450 Person::players[i]->aiupdatedelay -= multiplier;
4451 Person::players[i]->lastchecktime -= multiplier;
4453 if (Person::players[i]->aiupdatedelay < 0) {
4454 Person::players[i]->aiupdatedelay = .2;
4457 if (Person::players[i]->ally < 0) {
4459 float closestdist = -1;
4460 for (unsigned k = 0; k < weapons.size(); k++)
4461 if (weapons[k].owner == -1) {
4462 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4463 if (closestdist == -1 || distance < closestdist) {
4464 closestdist = distance;
4470 Person::players[i]->ally = closest;
4472 Person::players[i]->ally = -1;
4475 Person::players[i]->lastseentime = 12;
4477 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4478 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4479 Person::players[i]->aitype = attacktypecutoff;
4480 Person::players[i]->lastseentime = 1;
4482 if (!Person::players[0]->dead)
4483 if (Person::players[i]->ally >= 0) {
4484 if (weapons[Person::players[i]->ally].owner != -1 ||
4485 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4486 Person::players[i]->aitype = attacktypecutoff;
4487 Person::players[i]->lastseentime = 1;
4489 //TODO: factor these out as moveToward()
4490 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4491 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4492 Person::players[i]->aiupdatedelay = .05;
4493 Person::players[i]->forwardkeydown = 1;
4496 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4497 if (!Person::players[i]->avoidsomething)
4498 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4500 XYZ leftpos, rightpos;
4501 float leftdist, rightdist;
4502 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4503 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4504 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4505 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4506 if (leftdist < rightdist)
4507 Person::players[i]->targetyaw += 90;
4509 Person::players[i]->targetyaw -= 90;
4514 Person::players[i]->leftkeydown = 0;
4515 Person::players[i]->backkeydown = 0;
4516 Person::players[i]->rightkeydown = 0;
4517 Person::players[i]->attackkeydown = 0;
4518 Person::players[i]->throwkeydown = 1;
4519 Person::players[i]->crouchkeydown = 0;
4520 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4521 Person::players[i]->animTarget != removeknifeanim)
4522 Person::players[i]->throwtogglekeydown = 0;
4523 Person::players[i]->drawkeydown = 0;
4525 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4526 Person::players[i]->jumpkeydown = 0;
4527 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4528 Person::players[i]->jumpkeydown = 1;
4531 if (Person::players[i]->aitype == attacktypecutoff) {
4532 Person::players[i]->aiupdatedelay -= multiplier;
4533 //dodge or reverse rabbit kicks, knife throws, flips
4534 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4535 if ((Person::players[0]->animTarget == rabbitkickanim ||
4536 Person::players[0]->animTarget == knifethrowanim ||
4537 (Person::players[0]->isFlip() &&
4538 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4539 !Person::players[0]->skeleton.free &&
4540 (Person::players[i]->aiupdatedelay < .1)) {
4541 Person::players[i]->attackkeydown = 0;
4542 if (Person::players[i]->isIdle())
4543 Person::players[i]->crouchkeydown = 1;
4544 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4545 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4546 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4547 if (abs(Random() % 2) == 0)
4548 Person::players[i]->setAnimation(backhandspringanim);
4550 Person::players[i]->setAnimation(rollanim);
4551 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4552 Person::players[i]->wentforweapon = 0;
4554 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4555 Person::players[i]->setAnimation(flipanim);
4558 Person::players[i]->forwardkeydown = 0;
4559 Person::players[i]->aiupdatedelay = .02;
4561 //get confused by flips
4562 if (Person::players[0]->isFlip() &&
4563 !Person::players[0]->skeleton.free &&
4564 Person::players[0]->animTarget != walljumprightkickanim &&
4565 Person::players[0]->animTarget != walljumpleftkickanim) {
4566 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4567 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4568 Person::players[i]->stunned = 1;
4570 //go for weapon on the ground
4571 if (Person::players[i]->wentforweapon < 3)
4572 for (unsigned k = 0; k < weapons.size(); k++)
4573 if (Person::players[i]->creature != wolftype)
4574 if (Person::players[i]->num_weapons == 0 &&
4575 weapons[k].owner == -1 &&
4576 weapons[i].velocity.x == 0 &&
4577 weapons[i].velocity.z == 0 &&
4578 weapons[i].velocity.y == 0) {
4579 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4580 Person::players[i]->wentforweapon++;
4581 Person::players[i]->lastchecktime = 6;
4582 Person::players[i]->aitype = getweapontype;
4583 Person::players[i]->ally = -1;
4586 //dodge/reverse walljump kicks
4587 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4588 if (animation[Person::players[i]->animTarget].height != highheight)
4589 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4590 ((Person::players[0]->animTarget == walljumprightkickanim ||
4591 Person::players[0]->animTarget == walljumpleftkickanim) &&
4592 ((Person::players[i]->aiupdatedelay < .15 &&
4594 (Person::players[i]->aiupdatedelay < .08 &&
4595 difficulty != 2)))) {
4596 Person::players[i]->crouchkeydown = 1;
4598 //walked off a ledge (?)
4599 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4600 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4601 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4603 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4605 j = checkcollide(test2, test, Person::players[i]->laststanding);
4607 j = checkcollide(test2, test);
4609 Person::players[i]->velocity = 0;
4610 Person::players[i]->setAnimation(Person::players[i]->getStop());
4611 Person::players[i]->targetyaw += 180;
4612 Person::players[i]->stunned = .5;
4613 Person::players[i]->aitype = pathfindtype;
4614 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4615 Person::players[i]->finalpathfindpoint = -1;
4616 Person::players[i]->targetpathfindpoint = -1;
4617 Person::players[i]->lastpathfindpoint = -1;
4618 Person::players[i]->lastpathfindpoint2 = -1;
4619 Person::players[i]->lastpathfindpoint3 = -1;
4620 Person::players[i]->lastpathfindpoint4 = -1;
4622 Person::players[i]->laststanding = j;
4624 //lose sight of player in the air (?)
4625 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4626 animation[Person::players[0]->animTarget].height != highheight &&
4627 !Person::players[0]->onterrain) {
4628 Person::players[i]->aitype = pathfindtype;
4629 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4630 Person::players[i]->finalpathfindpoint = -1;
4631 Person::players[i]->targetpathfindpoint = -1;
4632 Person::players[i]->lastpathfindpoint = -1;
4633 Person::players[i]->lastpathfindpoint2 = -1;
4634 Person::players[i]->lastpathfindpoint3 = -1;
4635 Person::players[i]->lastpathfindpoint4 = -1;
4637 //it's time to think (?)
4638 if (Person::players[i]->aiupdatedelay < 0 &&
4639 !animation[Person::players[i]->animTarget].attack &&
4640 Person::players[i]->animTarget != staggerbackhighanim &&
4641 Person::players[i]->animTarget != staggerbackhardanim &&
4642 Person::players[i]->animTarget != backhandspringanim &&
4643 Person::players[i]->animTarget != dodgebackanim) {
4645 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4646 Person::players[i]->drawkeydown = Random() % 2;
4648 Person::players[i]->drawkeydown = 0;
4649 Person::players[i]->rabbitkickenabled = Random() % 2;
4651 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4652 XYZ targetpoint = Person::players[0]->coords;
4653 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4654 distsq(&rotatetarget, &Person::players[i]->coords))
4655 targetpoint += Person::players[0]->velocity *
4656 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4657 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4658 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4659 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4661 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4662 Person::players[i]->forwardkeydown = 1;
4663 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4664 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4665 Person::players[0]->weaponactive != -1)
4666 Person::players[i]->forwardkeydown = 1;
4667 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4668 Person::players[i]->forwardkeydown = 1;
4670 Person::players[i]->forwardkeydown = 0;
4671 //chill out around the corpse
4672 if (Person::players[0]->dead) {
4673 Person::players[i]->forwardkeydown = 0;
4674 if (Random() % 10 == 0)
4675 Person::players[i]->forwardkeydown = 1;
4676 if (Random() % 100 == 0) {
4677 Person::players[i]->aitype = pathfindtype;
4678 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4679 Person::players[i]->finalpathfindpoint = -1;
4680 Person::players[i]->targetpathfindpoint = -1;
4681 Person::players[i]->lastpathfindpoint = -1;
4682 Person::players[i]->lastpathfindpoint2 = -1;
4683 Person::players[i]->lastpathfindpoint3 = -1;
4684 Person::players[i]->lastpathfindpoint4 = -1;
4687 Person::players[i]->leftkeydown = 0;
4688 Person::players[i]->backkeydown = 0;
4689 Person::players[i]->rightkeydown = 0;
4690 Person::players[i]->crouchkeydown = 0;
4691 Person::players[i]->throwkeydown = 0;
4693 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4694 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4696 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4697 Person::players[i]->attackkeydown = 1;
4699 Person::players[i]->attackkeydown = 0;
4700 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4701 Person::players[i]->attackkeydown = 0;
4704 if (Person::players[i]->aitype != playercontrolled &&
4705 (Person::players[i]->isIdle() ||
4706 Person::players[i]->isCrouch() ||
4707 Person::players[i]->isRun())) {
4709 for (unsigned j = 0; j < Person::players.size(); j++)
4710 if (j != i && !Person::players[j]->skeleton.free &&
4711 Person::players[j]->hasvictim &&
4712 (tutoriallevel == 1 && reversaltrain ||
4713 Random() % 2 == 0 && difficulty == 2 ||
4714 Random() % 4 == 0 && difficulty == 1 ||
4715 Random() % 8 == 0 && difficulty == 0 ||
4716 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4717 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4718 (Random() % 2 == 0 || difficulty == 2) ||
4719 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4720 Person::players[j]->weaponactive != -1 ||
4721 Person::players[j]->animTarget == swordslashanim &&
4722 Person::players[i]->weaponactive != -1 ||
4723 Person::players[j]->animTarget == staffhitanim ||
4724 Person::players[j]->animTarget == staffspinhitanim))
4725 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4726 Person::players[j]->victim == Person::players[i] &&
4727 (Person::players[j]->animTarget == sweepanim ||
4728 Person::players[j]->animTarget == spinkickanim ||
4729 Person::players[j]->animTarget == staffhitanim ||
4730 Person::players[j]->animTarget == staffspinhitanim ||
4731 Person::players[j]->animTarget == winduppunchanim ||
4732 Person::players[j]->animTarget == upunchanim ||
4733 Person::players[j]->animTarget == wolfslapanim ||
4734 Person::players[j]->animTarget == knifeslashstartanim ||
4735 Person::players[j]->animTarget == swordslashanim &&
4736 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4737 Person::players[i]->weaponactive != -1))) {
4744 Person::players[target]->Reverse();
4747 if (Person::players[i]->collided < 1)
4748 Person::players[i]->jumpkeydown = 0;
4749 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4750 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4751 Person::players[i]->onterrain &&
4752 Person::players[i]->creature == rabbittype)
4753 Person::players[i]->jumpkeydown = 1;
4754 //TODO: why are we controlling the human?
4755 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4756 Person::players[0]->jumpkeydown = 0;
4757 if (Person::players[0]->animTarget == jumpdownanim &&
4758 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4759 Person::players[i]->crouchkeydown = 1;
4760 if (Person::players[i]->jumpkeydown)
4761 Person::players[i]->attackkeydown = 0;
4763 if (tutoriallevel == 1)
4765 Person::players[i]->attackkeydown = 0;
4768 XYZ facing = Person::players[i]->coords;
4769 XYZ flatfacing = Person::players[0]->coords;
4770 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4771 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4772 if (Person::players[i]->occluded >= 2)
4773 if (-1 != checkcollide(facing, flatfacing)) {
4774 if (!Person::players[i]->pause)
4775 Person::players[i]->lastseentime -= .2;
4776 if (Person::players[i]->lastseentime <= 0 &&
4777 (Person::players[i]->creature != wolftype ||
4778 Person::players[i]->weaponstuck == -1)) {
4779 Person::players[i]->aitype = searchtype;
4780 Person::players[i]->lastchecktime = 12;
4781 Person::players[i]->lastseen = Person::players[0]->coords;
4782 Person::players[i]->lastseentime = 12;
4785 Person::players[i]->lastseentime = 1;
4788 if (animation[Person::players[0]->animTarget].height == highheight &&
4789 (Person::players[i]->aitype == attacktypecutoff ||
4790 Person::players[i]->aitype == searchtype))
4791 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4792 XYZ test = Person::players[0]->coords;
4794 if (-1 == checkcollide(Person::players[0]->coords, test))
4795 Person::players[i]->stunned = 1;
4798 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4799 Person::players[i]->stunned > 0 ||
4800 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4801 if (Person::players[i]->pause)
4802 Person::players[i]->lastseentime = 1;
4803 Person::players[i]->targetyaw = Person::players[i]->yaw;
4804 Person::players[i]->forwardkeydown = 0;
4805 Person::players[i]->leftkeydown = 0;
4806 Person::players[i]->backkeydown = 0;
4807 Person::players[i]->rightkeydown = 0;
4808 Person::players[i]->jumpkeydown = 0;
4809 Person::players[i]->attackkeydown = 0;
4810 Person::players[i]->crouchkeydown = 0;
4811 Person::players[i]->throwkeydown = 0;
4819 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4820 facing = flatfacing;
4822 if (Person::players[i]->aitype == attacktypecutoff) {
4823 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4824 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4825 } else if (Person::players[i]->howactive >= typesleeping) {
4826 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4827 Person::players[i]->targetheadpitch = 0;
4829 if (Person::players[i]->interestdelay <= 0) {
4830 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4831 Person::players[i]->headtarget = Person::players[i]->coords;
4832 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4833 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4834 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4835 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4837 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4838 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4845 void updateSettingsMenu()
4848 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4849 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4851 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4852 Menu::setText(0, sbuf);
4853 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4854 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4855 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4856 if (newdetail == 2) Menu::setText(1, "Detail: High");
4857 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4858 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4859 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4860 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4861 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4862 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4863 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4864 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4865 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4866 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4867 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4868 Menu::setText(10, sbuf);
4869 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4870 Menu::setText(11, sbuf);
4871 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4872 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4873 sprintf (sbuf, "Back");
4875 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4876 Menu::setText(8, sbuf);
4879 void updateStereoConfigMenu()
4882 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4883 Menu::setText(0, sbuf);
4884 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4885 Menu::setText(1, sbuf);
4886 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4887 Menu::setText(2, sbuf);
4890 void updateControlsMenu()
4892 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4893 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4894 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4895 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4896 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4897 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4898 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4899 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4900 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4902 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4906 Values of mainmenu :
4908 2 Menu pause (resume/end game)
4910 4 Controls configuration menu
4911 5 Main game menu (choose level or challenge)
4912 6 Deleting user menu
4913 7 User managment menu (select/add)
4914 8 Choose difficulty menu
4915 9 Challenge level selection menu
4916 10 End of the campaign congratulation (is that really a menu?)
4917 11 Same that 9 ??? => unused
4918 18 stereo configuration
4921 void Game::LoadMenu()
4927 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4928 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4929 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4930 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4933 Menu::addButton( 0, "", 10 + 20, 440);
4934 Menu::addButton(14, "", 10 + 400, 440);
4935 Menu::addButton( 1, "", 10 + 60, 405);
4936 Menu::addButton( 2, "", 10 + 70, 370);
4937 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4938 Menu::addButton( 4, "", 10 , 335);
4939 Menu::addButton( 5, "", 10 + 60, 300);
4940 Menu::addButton( 6, "", 10 + 70, 265);
4941 Menu::addButton( 9, "", 10 , 230);
4942 Menu::addButton(10, "", 20 , 195);
4943 Menu::addButton(11, "", 10 + 60, 160);
4944 Menu::addButton(13, "", 30 , 125);
4945 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4946 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4947 Menu::addButton(8, "Back", 10, 10);
4948 updateSettingsMenu();
4951 Menu::addButton(0, "", 10 , 400);
4952 Menu::addButton(1, "", 10 + 40, 360);
4953 Menu::addButton(2, "", 10 + 40, 320);
4954 Menu::addButton(3, "", 10 + 30, 280);
4955 Menu::addButton(4, "", 10 + 20, 240);
4956 Menu::addButton(5, "", 10 + 40, 200);
4957 Menu::addButton(6, "", 10 + 40, 160);
4958 Menu::addButton(7, "", 10 + 30, 120);
4959 Menu::addButton(8, "", 10 + 20, 80);
4961 Menu::addButton(9, "", 10 + 10, 40);
4962 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4963 updateControlsMenu();
4967 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4968 Menu::addButton(1, "Tutorial", 5, 300);
4969 Menu::addButton(2, "Challenge", 5, 240);
4970 Menu::addButton(3, "Delete User", 400, 10);
4971 Menu::addButton(4, "Main Menu", 5, 10);
4972 Menu::addButton(5, "Change User", 5, 180);
4973 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4976 //with (2,-5) offset from old code
4977 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4979 int numlevels = accountactive->getCampaignChoicesMade();
4980 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4981 for (int i = 0; i < numlevels; i++) {
4982 XYZ midpoint = campaignlevels[i].getCenter();
4983 float itemsize = campaignlevels[i].getWidth();
4984 const bool active = i >= accountactive->getCampaignChoicesMade();
4989 XYZ start = campaignlevels[i - 1].getCenter();
4990 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);
4992 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4993 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4996 Menu::addMapLabel(-2, campaignlevels[i].description,
4997 campaignlevels[i].getStartX() + 10,
4998 campaignlevels[i].getStartY() - 4);
5004 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5005 Menu::addButton(1, "Yes", 10, 360);
5006 Menu::addButton(2, "No", 10, 320);
5009 if (Account::getNbAccounts() < 8)
5010 Menu::addButton(0, "New User", 10, 400);
5012 Menu::addLabel(0, "No More Users", 10, 400);
5013 Menu::addLabel(-2, "", 20, 400);
5014 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5015 for (int i = 0; i < Account::getNbAccounts(); i++)
5016 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5019 Menu::addButton(0, "Easier", 10, 400);
5020 Menu::addButton(1, "Difficult", 10, 360);
5021 Menu::addButton(2, "Insane", 10, 320);
5024 for (int i = 0; i < numchallengelevels; i++) {
5027 sprintf (temp, "Level %d", i + 1);
5028 for (int j = strlen(temp); j < 17; j++)
5031 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5032 for (int j = strlen(temp); j < (32 - 17); j++)
5035 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5036 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5039 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5042 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5045 Menu::addButton(-1, " High Score Best Time", 10, 440);
5046 Menu::addButton(numchallengelevels, "Back", 10, 10);
5049 Menu::addLabel(0, "Congratulations!", 220, 330);
5050 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5051 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5052 Menu::addButton(3, "Back", 10, 10);
5054 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5055 Menu::addLabel(4, sbuf, 190, 200);
5056 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5057 Menu::addLabel(5, sbuf, 190, 180);
5061 Menu::addButton(0, "", 70, 400);
5062 Menu::addButton(1, "", 10, 360);
5063 Menu::addButton(2, "", 40, 320);
5064 Menu::addButton(3, "Back", 10, 10);
5065 updateStereoConfigMenu();
5070 extern set<pair<int,int>> resolutions;
5075 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5077 // some specific case where we do something even if the left mouse button is not pressed.
5078 if ((mainmenu == 5) && (endgame == 2)) {
5079 accountactive->endGame();
5084 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5085 stereoseparation -= 0.001;
5086 updateStereoConfigMenu();
5089 static int oldmainmenu = mainmenu;
5091 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5092 set<pair<int,int>>::iterator newscreenresolution;
5098 if (gameon) { //resume
5100 pause_sound(stream_menutheme);
5101 resume_stream(leveltheme);
5103 fireSound(firestartsound);
5105 mainmenu = (accountactive ? 5 : 7);
5117 if (newscreenwidth > 3000)
5118 newscreenwidth = screenwidth;
5119 if (newscreenwidth < 0)
5120 newscreenwidth = screenwidth;
5121 if (newscreenheight > 3000)
5122 newscreenheight = screenheight;
5123 if (newscreenheight < 0)
5124 newscreenheight = screenheight;
5129 if (gameon) { //end game
5134 pause_sound(stream_menutheme);
5143 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5144 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5145 newscreenresolution++;
5146 if (newscreenresolution == resolutions.end()) {
5147 /* It was the last one (or not found), go back to the beginning */
5148 newscreenresolution = resolutions.begin();
5150 newscreenwidth = newscreenresolution->first;
5151 newscreenheight = newscreenresolution->second;
5160 if (bloodtoggle > 2)
5169 ismotionblur = !ismotionblur;
5175 musictoggle = !musictoggle;
5177 emit_stream_np(stream_menutheme);
5179 pause_sound(leveltheme);
5180 pause_sound(stream_fighttheme);
5181 pause_sound(stream_menutheme);
5183 for (int i = 0; i < 4; i++) {
5184 oldmusicvolume[i] = 0;
5198 mainmenu = gameon ? 2 : 1;
5201 invertmouse = !invertmouse;
5204 usermousesensitivity += .2;
5205 if (usermousesensitivity > 2)
5206 usermousesensitivity = .2;
5210 if (volume > 1.0001f)
5212 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5216 newstereomode = stereomode;
5221 showdamagebar = !showdamagebar;
5227 updateSettingsMenu();
5232 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5233 keyselect = selected;
5234 if (keyselect != -1)
5236 if (selected == (debugmode ? 10 : 9)) {
5241 updateControlsMenu();
5246 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5247 startbonustotal = 0;
5256 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5257 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5260 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5264 pause_sound(stream_menutheme);
5268 startbonustotal = 0;
5281 pause_sound(stream_menutheme);
5290 mainmenu = (gameon ? 2 : 1);
5296 vector<string> campaigns = ListCampaigns();
5297 vector<string>::iterator c;
5298 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5299 if (!campaigns.empty())
5300 accountactive->setCurrentCampaign(campaigns.front());
5303 if (c == campaigns.end())
5304 c = campaigns.begin();
5305 accountactive->setCurrentCampaign(*c);
5313 if (selected == 1) {
5315 accountactive = Account::destroy(accountactive);
5317 } else if (selected == 2) {
5324 if (selected == 0 && Account::getNbAccounts() < 8) {
5326 } else if (selected < Account::getNbAccounts() + 1) {
5329 accountactive = Account::get(selected - 1);
5330 } else if (selected == Account::getNbAccounts() + 1) {
5336 displaytext[0].clear();
5337 displayselected = 0;
5345 accountactive->setDifficulty(selected);
5349 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5353 startbonustotal = 0;
5357 targetlevel = selected;
5362 Loadlevel(selected);
5367 pause_sound(stream_menutheme);
5369 if (selected == numchallengelevels) {
5376 if (selected == 3) {
5384 stereoseparation += 0.001;
5387 if (selected == 0) {
5388 newstereomode = (StereoMode)(newstereomode + 1);
5389 while (!CanInitStereo(newstereomode)) {
5390 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5391 newstereomode = (StereoMode)(newstereomode + 1);
5392 if (newstereomode >= stereoCount)
5393 newstereomode = stereoNone;
5395 } else if (selected == 2) {
5396 stereoreverse = !stereoreverse;
5397 } else if (selected == 3) {
5401 stereomode = newstereomode;
5402 InitStereo(stereomode);
5405 updateStereoConfigMenu();
5410 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5413 inputText(displaytext[0], &displayselected);
5414 if (!waiting) { // the input as finished
5415 if (!displaytext[0].empty()) { // with enter
5416 accountactive = Account::add(string(displaytext[0]));
5422 fireSound(firestartsound);
5424 displaytext[0].clear();
5426 displayselected = 0;
5432 displayblinkdelay -= multiplier;
5433 if (displayblinkdelay <= 0) {
5434 displayblinkdelay = .3;
5435 displayblink = !displayblink;
5440 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5441 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5444 if (oldmainmenu != mainmenu)
5446 oldmainmenu = mainmenu;
5452 static XYZ facing, flatfacing;
5455 for (int i = 0; i < 15; i++) {
5456 displaytime[i] += multiplier;
5459 keyboardfrozen = false;
5462 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5463 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5464 stereoreverse = true;
5466 stereoreverse = false;
5469 printf("Stereo reversed\n");
5471 printf("Stereo unreversed\n");
5474 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5475 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5476 stereoseparation -= 0.001;
5478 stereoseparation -= 0.010;
5479 printf("Stereo decreased increased to %f\n", stereoseparation);
5482 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5483 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5484 stereoseparation += 0.001;
5486 stereoseparation += 0.010;
5487 printf("Stereo separation increased to %f\n", stereoseparation);
5491 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5492 if (tutorialstage != 51)
5493 tutorialstagetime = tutorialmaxtime;
5494 emit_sound_np(consolefailsound, 128.);
5498 Values of mainmenu :
5500 2 Menu pause (resume/end game)
5502 4 Controls configuration menu
5503 5 Main game menu (choose level or challenge)
5504 6 Deleting user menu
5505 7 User managment menu (select/add)
5506 8 Choose difficulty menu
5507 9 Challenge level selection menu
5508 10 End of the campaign congratulation (is that really a menu?)
5509 11 Same that 9 ??? => unused
5510 18 stereo configuration
5515 if (mainmenu && endgame == 1)
5517 //go to level select after completing a campaign level
5518 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5525 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5526 emit_stream_np(stream_menutheme);
5527 pause_sound(leveltheme);
5531 //escape key pressed
5532 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5533 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5535 if (mainmenu == 0 && !winfreeze)
5536 mainmenu = 2; //pause
5537 else if (mainmenu == 1 || mainmenu == 2) {
5538 mainmenu = 0; //unpause
5541 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5542 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5543 emit_stream_np(stream_menutheme);
5544 pause_sound(leveltheme);
5546 //on resume, play level music
5548 pause_sound(stream_menutheme);
5549 resume_stream(leveltheme);
5551 //finished with settings menu
5552 if (mainmenu == 3) {
5556 if (mainmenu >= 3 && mainmenu != 8) {
5564 mainmenu = gameon ? 2 : 1;
5586 hostiletime += multiplier;
5590 leveltime += multiplier;
5593 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5596 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5600 if (Input::isKeyPressed(consolekey) && debugmode) {
5603 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5612 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5613 inputText(consoletext[0], &consoleselected);
5615 if (!consoletext[0].empty()) {
5616 cmd_dispatch(consoletext[0]);
5617 for (int k = 14; k >= 1; k--) {
5618 consoletext[k] = consoletext[k - 1];
5620 consoletext[0].clear();
5621 consoleselected = 0;
5625 consoleblinkdelay -= multiplier;
5626 if (consoleblinkdelay <= 0) {
5627 consoleblinkdelay = .3;
5628 consoleblink = !consoleblink;
5632 static int oldwinfreeze;
5633 if (winfreeze && !oldwinfreeze) {
5634 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5635 emit_sound_np(consolesuccesssound);
5638 oldwinfreeze = winfreeze;
5642 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5645 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5649 } else if (winfreeze) {
5657 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5660 static float talkdelay = 0;
5662 if (indialogue != -1)
5664 talkdelay -= multiplier;
5666 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5667 for (int i = 0; i < numdialogues; i++) {
5668 unsigned realdialoguetype;
5670 /* FIXME - Seems like modulo done with ifs */
5671 if (dialoguetype[i] > 49) {
5672 realdialoguetype = dialoguetype[i] - 50;
5674 } else if (dialoguetype[i] > 39) {
5675 realdialoguetype = dialoguetype[i] - 40;
5677 } else if (dialoguetype[i] > 29) {
5678 realdialoguetype = dialoguetype[i] - 30;
5680 } else if (dialoguetype[i] > 19) {
5681 realdialoguetype = dialoguetype[i] - 20;
5683 } else if (dialoguetype[i] > 9) {
5684 realdialoguetype = dialoguetype[i] - 10;
5687 realdialoguetype = dialoguetype[i];
5690 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5691 realdialoguetype < Person::players.size() &&
5692 realdialoguetype > 0 &&
5693 (dialoguegonethrough[i] == 0 || !special) &&
5694 (special || Input::isKeyPressed(attackkey))) {
5695 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5696 Person::players[realdialoguetype]->howactive >= typedead1 ||
5697 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5699 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5700 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5701 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5702 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5703 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5704 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5705 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5710 dialoguegonethrough[i]++;
5711 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5712 playdialogueboxsound();
5718 windvar += multiplier;
5719 smoketex += multiplier;
5720 tutorialstagetime += multiplier;
5723 static float hotspotvisual[40];
5727 for (int i = 0; i < numhotspots; i++)
5728 hotspotvisual[i] -= multiplier / 320;
5730 for (int i = 0; i < numhotspots; i++) {
5731 while (hotspotvisual[i] < 0) {
5733 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5734 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5735 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5736 hotspotsprite += hotspot[i];
5737 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5738 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5742 for (int i = 0; i < numhotspots; i++) {
5743 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5744 hotspot[i] = Person::players[hotspottype[i]]->coords;
5750 if (tutoriallevel) {
5755 if (tutoriallevel != 1) {
5756 if (bonustime == 0 &&
5757 bonus != solidhit &&
5758 bonus != spinecrusher &&
5759 bonus != tracheotomy &&
5760 bonus != backstab &&
5762 emit_sound_np(consolesuccesssound);
5764 } else if (bonustime == 0) {
5765 emit_sound_np(fireendsound);
5767 if (bonustime == 0) {
5768 if (bonus != solidhit &&
5769 bonus != twoxcombo &&
5770 bonus != threexcombo &&
5771 bonus != fourxcombo &&
5775 bonusnum[bonus] += 0.15;
5778 bonusvalue /= bonusnum[bonus];
5779 bonustotal += bonusvalue;
5781 bonustime += multiplier;
5784 if (environment == snowyenvironment) {
5785 precipdelay -= multiplier;
5786 while (precipdelay < 0) {
5790 XYZ footvel, footpoint;
5793 footpoint = viewer + viewerfacing * 6;
5794 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5795 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5796 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5797 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5802 doAerialAcrobatics();
5805 static XYZ oldviewer;
5808 if (indialogue == -1) {
5809 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5810 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5811 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5812 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5813 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5814 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5815 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5816 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5818 Person::players[0]->forwardkeydown = 0;
5819 Person::players[0]->leftkeydown = 0;
5820 Person::players[0]->backkeydown = 0;
5821 Person::players[0]->rightkeydown = 0;
5822 Person::players[0]->jumpkeydown = 0;
5823 Person::players[0]->crouchkeydown = 0;
5824 Person::players[0]->drawkeydown = 0;
5825 Person::players[0]->throwkeydown = 0;
5828 if (!Person::players[0]->jumpkeydown)
5829 Person::players[0]->jumpclimb = 0;
5832 if (indialogue != -1) {
5838 facing = DoRotation(facing, -pitch, 0, 0);
5839 facing = DoRotation(facing, 0, 0 - yaw, 0);
5844 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5846 if (Input::isKeyDown(forwardkey))
5847 viewer += facing * multiplier * 4;
5848 if (Input::isKeyDown(backkey))
5849 viewer -= facing * multiplier * 4;
5850 if (Input::isKeyDown(leftkey))
5851 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5852 if (Input::isKeyDown(rightkey))
5853 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5854 if (Input::isKeyDown(jumpkey))
5855 viewer.y += multiplier * 4;
5856 if (Input::isKeyDown(crouchkey))
5857 viewer.y -= multiplier * 4;
5858 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5859 Input::isKeyPressed(SDL_SCANCODE_2) ||
5860 Input::isKeyPressed(SDL_SCANCODE_3) ||
5861 Input::isKeyPressed(SDL_SCANCODE_4) ||
5862 Input::isKeyPressed(SDL_SCANCODE_5) ||
5863 Input::isKeyPressed(SDL_SCANCODE_6) ||
5864 Input::isKeyPressed(SDL_SCANCODE_7) ||
5865 Input::isKeyPressed(SDL_SCANCODE_8) ||
5866 Input::isKeyPressed(SDL_SCANCODE_9) ||
5867 Input::isKeyPressed(SDL_SCANCODE_0) ||
5868 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5870 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5871 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5872 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5873 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5874 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5875 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5876 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5877 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5878 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5879 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5880 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5882 if (whichend != -1) {
5883 participantfocus[whichdialogue][indialogue] = whichend;
5884 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5885 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5887 if (whichend == -1) {
5888 participantfocus[whichdialogue][indialogue] = -1;
5890 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5895 dialoguecamera[whichdialogue][indialogue] = viewer;
5896 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5897 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5899 if (indialogue < numdialogueboxes[whichdialogue]) {
5900 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5901 playdialogueboxsound();
5905 for (unsigned j = 0; j < Person::players.size(); j++) {
5906 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5909 //TODO: should these be KeyDown or KeyPressed?
5910 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5911 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5912 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5913 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5914 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5915 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5916 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5917 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5918 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5919 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5921 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5922 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5923 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5924 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5925 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5926 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5927 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5928 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5929 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5930 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5931 participantfacing[whichdialogue][indialogue][whichend] = facing;
5933 if (indialogue >= numdialogueboxes[whichdialogue]) {
5940 pause_sound(whooshsound);
5941 viewer = dialoguecamera[whichdialogue][indialogue];
5942 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5943 yaw = dialoguecamerayaw[whichdialogue][indialogue];
5944 pitch = dialoguecamerapitch[whichdialogue][indialogue];
5945 if (dialoguetime > 0.5)
5946 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5947 Input::isKeyPressed(SDL_SCANCODE_2) ||
5948 Input::isKeyPressed(SDL_SCANCODE_3) ||
5949 Input::isKeyPressed(SDL_SCANCODE_4) ||
5950 Input::isKeyPressed(SDL_SCANCODE_5) ||
5951 Input::isKeyPressed(SDL_SCANCODE_6) ||
5952 Input::isKeyPressed(SDL_SCANCODE_7) ||
5953 Input::isKeyPressed(SDL_SCANCODE_8) ||
5954 Input::isKeyPressed(SDL_SCANCODE_9) ||
5955 Input::isKeyPressed(SDL_SCANCODE_0) ||
5956 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5957 Input::isKeyPressed(attackkey)) {
5959 if (indialogue < numdialogueboxes[whichdialogue]) {
5960 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5961 playdialogueboxsound();
5962 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5963 hotspot[numhotspots] = Person::players[0]->coords;
5964 hotspotsize[numhotspots] = 10;
5965 hotspottype[numhotspots] = -1;
5969 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5973 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5981 if (indialogue >= numdialogueboxes[whichdialogue]) {
5985 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5988 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5991 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5993 for (unsigned i = 1; i < Person::players.size(); i++) {
5994 Person::players[i]->aitype = attacktypecutoff;
6001 if (!Person::players[0]->jumpkeydown) {
6002 Person::players[0]->jumptogglekeydown = 0;
6004 if (Person::players[0]->jumpkeydown &&
6005 Person::players[0]->animTarget != jumpupanim &&
6006 Person::players[0]->animTarget != jumpdownanim &&
6007 !Person::players[0]->isFlip())
6008 Person::players[0]->jumptogglekeydown = 1;
6011 dialoguetime += multiplier;
6012 hawkyaw += multiplier * 25;
6014 realhawkcoords.x = 25;
6015 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6016 hawkcalldelay -= multiplier / 2;
6018 if (hawkcalldelay <= 0) {
6019 emit_sound_at(hawksound, realhawkcoords);
6021 hawkcalldelay = 16 + abs(Random() % 8);
6028 doPlayerCollisions();
6032 for (unsigned k = 0; k < Person::players.size(); k++)
6033 if (k != 0 && Person::players[k]->immobile)
6034 Person::players[k]->coords = Person::players[k]->realoldcoords;
6036 for (unsigned k = 0; k < Person::players.size(); k++) {
6037 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6038 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6039 Person::players[k]->DoDamage(1000);
6045 static bool respawnkeydown;
6046 if (!editorenabled &&
6047 (whichlevel != -2 &&
6048 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6049 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6051 (Input::isKeyDown(jumpkey) &&
6054 Person::players[0]->dead))) {
6055 targetlevel = whichlevel;
6059 if (!Input::isKeyDown(jumpkey))
6061 if (Input::isKeyDown(jumpkey))
6067 static bool movekey;
6070 for (unsigned i = 0; i < Person::players.size(); i++) {
6071 static float oldtargetyaw;
6072 if (!Person::players[i]->skeleton.free) {
6073 oldtargetyaw = Person::players[i]->targetyaw;
6074 if (i == 0 && indialogue == -1) {
6075 //TODO: refactor repetitive code
6076 if (!animation[Person::players[0]->animTarget].attack &&
6077 Person::players[0]->animTarget != staggerbackhighanim &&
6078 Person::players[0]->animTarget != staggerbackhardanim &&
6079 Person::players[0]->animTarget != crouchremoveknifeanim &&
6080 Person::players[0]->animTarget != removeknifeanim &&
6081 Person::players[0]->animTarget != backhandspringanim &&
6082 Person::players[0]->animTarget != dodgebackanim &&
6083 Person::players[0]->animTarget != walljumprightkickanim &&
6084 Person::players[0]->animTarget != walljumpleftkickanim) {
6086 Person::players[0]->targetyaw = 0;
6088 Person::players[0]->targetyaw = -yaw + 180;
6094 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6096 facing = flatfacing;
6098 facing = DoRotation(facing, -pitch, 0, 0);
6099 facing = DoRotation(facing, 0, 0 - yaw, 0);
6102 Person::players[0]->lookyaw = -yaw;
6104 Person::players[i]->targetheadyaw = yaw;
6105 Person::players[i]->targetheadpitch = pitch;
6107 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6108 if (!animation[Person::players[i]->animTarget].attack &&
6109 Person::players[i]->animTarget != staggerbackhighanim &&
6110 Person::players[i]->animTarget != staggerbackhardanim &&
6111 Person::players[i]->animTarget != crouchremoveknifeanim &&
6112 Person::players[i]->animTarget != removeknifeanim &&
6113 Person::players[i]->animTarget != backhandspringanim &&
6114 Person::players[i]->animTarget != dodgebackanim &&
6115 Person::players[i]->animTarget != walljumprightkickanim &&
6116 Person::players[i]->animTarget != walljumpleftkickanim) {
6117 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6123 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6125 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6126 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6128 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6129 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6131 if (indialogue != -1) {
6132 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6133 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6139 Person::players[i]->avoidsomething = 0;
6141 //avoid flaming things
6142 for (int j = 0; j < objects.numobjects; j++)
6143 if (objects.onfire[j])
6144 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6145 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6146 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6147 Person::players[i]->collided = 0;
6148 Person::players[i]->avoidcollided = 1;
6149 if (Person::players[i]->avoidsomething == 0 ||
6150 distsq(&Person::players[i]->coords, &objects.position[j]) <
6151 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6152 Person::players[i]->avoidwhere = objects.position[j];
6153 Person::players[i]->avoidsomething = 1;
6157 //avoid flaming players
6158 for (unsigned j = 0; j < Person::players.size(); j++)
6159 if (Person::players[j]->onfire)
6160 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6161 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6162 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6163 Person::players[i]->collided = 0;
6164 Person::players[i]->avoidcollided = 1;
6165 if (Person::players[i]->avoidsomething == 0 ||
6166 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6167 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6168 Person::players[i]->avoidwhere = Person::players[j]->coords;
6169 Person::players[i]->avoidsomething = 1;
6173 if (Person::players[i]->collided > .8)
6174 Person::players[i]->avoidcollided = 0;
6178 if (animation[Person::players[i]->animTarget].attack == reversed) {
6179 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6180 Person::players[i]->forwardkeydown = 0;
6181 Person::players[i]->leftkeydown = 0;
6182 Person::players[i]->backkeydown = 0;
6183 Person::players[i]->rightkeydown = 0;
6184 Person::players[i]->jumpkeydown = 0;
6185 Person::players[i]->attackkeydown = 0;
6186 //Person::players[i]->crouchkeydown=0;
6187 Person::players[i]->throwkeydown = 0;
6190 if (indialogue != -1) {
6191 Person::players[i]->forwardkeydown = 0;
6192 Person::players[i]->leftkeydown = 0;
6193 Person::players[i]->backkeydown = 0;
6194 Person::players[i]->rightkeydown = 0;
6195 Person::players[i]->jumpkeydown = 0;
6196 Person::players[i]->crouchkeydown = 0;
6197 Person::players[i]->drawkeydown = 0;
6198 Person::players[i]->throwkeydown = 0;
6201 if (Person::players[i]->collided < -.3)
6202 Person::players[i]->collided = -.3;
6203 if (Person::players[i]->collided > 1)
6204 Person::players[i]->collided = 1;
6205 Person::players[i]->collided -= multiplier * 4;
6206 Person::players[i]->whichdirectiondelay -= multiplier;
6207 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6208 Person::players[i]->avoidcollided = -.3;
6209 Person::players[i]->whichdirection = abs(Random() % 2);
6210 Person::players[i]->whichdirectiondelay = .4;
6212 if (Person::players[i]->avoidcollided > 1)
6213 Person::players[i]->avoidcollided = 1;
6214 Person::players[i]->avoidcollided -= multiplier / 4;
6215 if (!Person::players[i]->skeleton.free) {
6216 Person::players[i]->stunned -= multiplier;
6217 Person::players[i]->surprised -= multiplier;
6219 if (i != 0 && Person::players[i]->surprised <= 0 &&
6220 Person::players[i]->aitype == attacktypecutoff &&
6221 !Person::players[i]->dead &&
6222 !Person::players[i]->skeleton.free &&
6223 animation[Person::players[i]->animTarget].attack == neutral)
6226 if (!Person::players[i]->throwkeydown)
6227 Person::players[i]->throwtogglekeydown = 0;
6230 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6231 if (Person::players[i]->weaponactive == -1 &&
6232 Person::players[i]->num_weapons < 2 &&
6233 (Person::players[i]->isIdle() ||
6234 Person::players[i]->isCrouch() ||
6235 Person::players[i]->animTarget == sneakanim ||
6236 Person::players[i]->animTarget == rollanim ||
6237 Person::players[i]->animTarget == backhandspringanim ||
6238 Person::players[i]->isFlip() ||
6239 Person::players[i]->aitype != playercontrolled)) {
6240 for (unsigned j = 0; j < weapons.size(); j++) {
6241 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6242 Person::players[i]->aitype == playercontrolled) &&
6243 weapons[j].owner == -1 &&
6244 Person::players[i]->weaponactive == -1)
6245 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6246 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6247 if (Person::players[i]->isCrouch() ||
6248 Person::players[i]->animTarget == sneakanim ||
6249 Person::players[i]->isRun() ||
6250 Person::players[i]->isIdle() ||
6251 Person::players[i]->aitype != playercontrolled) {
6252 Person::players[i]->throwtogglekeydown = 1;
6253 Person::players[i]->setAnimation(crouchremoveknifeanim);
6254 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6255 Person::players[i]->hasvictim = 0;
6257 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6258 Person::players[i]->throwtogglekeydown = 1;
6259 Person::players[i]->hasvictim = 0;
6261 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6262 Person::players[i]->aitype == playercontrolled) &&
6263 weapons[j].owner == -1 ||
6264 Person::players[i]->victim &&
6265 weapons[j].owner == int(Person::players[i]->victim->id))
6266 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6267 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6268 if (weapons[j].getType() != staff)
6269 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6271 Person::players[i]->takeWeapon(j);
6274 } else if ((Person::players[i]->isIdle() ||
6275 Person::players[i]->isFlip() ||
6276 Person::players[i]->aitype != playercontrolled) &&
6277 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6278 Person::players[i]->coords.y < weapons[j].position.y) {
6279 if (!Person::players[i]->isFlip()) {
6280 Person::players[i]->throwtogglekeydown = 1;
6281 Person::players[i]->setAnimation(removeknifeanim);
6282 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6284 if (Person::players[i]->isFlip()) {
6285 Person::players[i]->throwtogglekeydown = 1;
6286 Person::players[i]->hasvictim = 0;
6288 for (unsigned k = 0; k < weapons.size(); k++) {
6289 if (Person::players[i]->weaponactive == -1)
6290 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6291 Person::players[i]->aitype == playercontrolled) &&
6292 weapons[k].owner == -1 ||
6293 Person::players[i]->victim &&
6294 weapons[k].owner == int(Person::players[i]->victim->id))
6295 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6296 Person::players[i]->weaponactive == -1) {
6297 if (weapons[k].getType() != staff)
6298 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6300 Person::players[i]->takeWeapon(k);
6307 if (Person::players[i]->isCrouch() ||
6308 Person::players[i]->animTarget == sneakanim ||
6309 Person::players[i]->isRun() ||
6310 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6311 Person::players[i]->animTarget == backhandspringanim) {
6312 if (Person::players.size() > 1)
6313 for (unsigned j = 0; j < Person::players.size(); j++) {
6314 if (Person::players[i]->weaponactive == -1)
6316 if (Person::players[j]->num_weapons &&
6317 Person::players[j]->skeleton.free &&
6318 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6319 (((Person::players[j]->skeleton.forward.y < 0 &&
6320 Person::players[j]->weaponstuckwhere == 0) ||
6321 (Person::players[j]->skeleton.forward.y > 0 &&
6322 Person::players[j]->weaponstuckwhere == 1)) ||
6323 Person::players[j]->weaponstuck == -1 ||
6324 Person::players[j]->num_weapons > 1)) {
6325 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6326 Person::players[i]->throwtogglekeydown = 1;
6327 Person::players[i]->victim = Person::players[j];
6328 Person::players[i]->hasvictim = 1;
6329 Person::players[i]->setAnimation(crouchremoveknifeanim);
6330 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6332 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6333 Person::players[i]->throwtogglekeydown = 1;
6334 Person::players[i]->victim = Person::players[j];
6335 Person::players[i]->hasvictim = 1;
6336 int k = Person::players[j]->weaponids[0];
6337 if (Person::players[i]->hasvictim) {
6340 if (Person::players[i]->victim->weaponstuck != -1) {
6341 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6346 if (weapons[k].getType() != staff)
6347 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6350 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6352 if (weapons[k].owner != -1) {
6353 if (Person::players[i]->victim->num_weapons == 1)
6354 Person::players[i]->victim->num_weapons = 0;
6356 Person::players[i]->victim->num_weapons = 1;
6358 Person::players[i]->victim->skeleton.longdead = 0;
6359 Person::players[i]->victim->skeleton.free = 1;
6360 Person::players[i]->victim->skeleton.broken = 0;
6362 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6363 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6364 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6370 Normalise(&relative);
6371 XYZ footvel, footpoint;
6373 footpoint = weapons[k].position;
6374 if (Person::players[i]->victim->weaponstuck != -1) {
6375 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6377 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6378 weapons[k].bloody = 2;
6379 weapons[k].blooddrip = 5;
6380 Person::players[i]->victim->weaponstuck = -1;
6381 Person::players[i]->victim->bloodloss += 2000;
6382 Person::players[i]->victim->DoDamage(2000);
6385 if (Person::players[i]->victim->num_weapons > 0) {
6386 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6387 Person::players[i]->victim->weaponstuck = 0;
6388 if (Person::players[i]->victim->weaponids[0] == k)
6389 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6392 Person::players[i]->victim->weaponactive = -1;
6394 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6395 Person::players[i]->victim->jointVel(neck) += relative * 6;
6396 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6397 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6399 Person::players[i]->takeWeapon(k);
6406 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6407 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6408 if (Person::players[i]->isIdle() ||
6409 Person::players[i]->isRun() ||
6410 Person::players[i]->isCrouch() ||
6411 Person::players[i]->animTarget == sneakanim ||
6412 Person::players[i]->isFlip())
6413 if (Person::players.size() > 1)
6414 for (unsigned j = 0; j < Person::players.size(); j++) {
6416 if (tutoriallevel != 1 || tutorialstage == 49)
6418 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6419 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6420 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6421 !Person::players[j]->skeleton.free &&
6422 -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)) {
6423 if (!Person::players[i]->isFlip()) {
6424 Person::players[i]->throwtogglekeydown = 1;
6425 Person::players[i]->victim = Person::players[j];
6426 Person::players[i]->setAnimation(knifethrowanim);
6427 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6428 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6430 if (Person::players[i]->isFlip()) {
6431 if (Person::players[i]->weaponactive != -1) {
6432 Person::players[i]->throwtogglekeydown = 1;
6433 Person::players[i]->victim = Person::players[j];
6435 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);
6438 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6440 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6441 Person::players[i]->num_weapons--;
6442 if (Person::players[i]->num_weapons) {
6443 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6445 Person::players[i]->weaponactive = -1;
6452 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6453 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6454 Person::players[i]->throwtogglekeydown = 1;
6455 XYZ tempVelocity = Person::players[i]->velocity * .2;
6456 if (tempVelocity.x == 0)
6457 tempVelocity.x = .1;
6458 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6459 Person::players[i]->num_weapons--;
6460 if (Person::players[i]->num_weapons) {
6461 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6462 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6463 Person::players[i]->weaponstuck = 0;
6466 Person::players[i]->weaponactive = -1;
6467 for (unsigned j = 0; j < Person::players.size(); j++) {
6468 Person::players[j]->wentforweapon = 0;
6476 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6477 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6478 (Person::players[i]->num_weapons == 2) &&
6479 (Person::players[i]->weaponactive == -1) &&
6480 Person::players[i]->isIdle() ||
6481 Person::players[0]->dead &&
6482 (Person::players[i]->weaponactive != -1) &&
6485 if (Person::players[i]->weaponactive != -1)
6486 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6488 if (isgood && Person::players[i]->creature != wolftype) {
6489 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6490 Person::players[i]->setAnimation(drawrightanim);
6491 Person::players[i]->drawtogglekeydown = 1;
6493 if ((Person::players[i]->isIdle() ||
6494 (Person::players[i]->aitype != playercontrolled &&
6495 Person::players[0]->weaponactive != -1 &&
6496 Person::players[i]->isRun())) &&
6497 Person::players[i]->num_weapons &&
6498 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6499 Person::players[i]->setAnimation(drawleftanim);
6500 Person::players[i]->drawtogglekeydown = 1;
6502 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6503 Person::players[i]->setAnimation(crouchdrawrightanim);
6504 Person::players[i]->drawtogglekeydown = 1;
6511 if (Person::players[i]->weaponactive != -1) {
6512 if (Person::players[i]->isCrouch() &&
6513 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6515 Person::players[i]->onterrain &&
6516 Person::players[i]->num_weapons &&
6517 Person::players[i]->attackkeydown &&
6518 musictype != stream_fighttheme) {
6519 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6520 Person::players[i]->setAnimation(crouchstabanim);
6521 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6522 Person::players[i]->setAnimation(swordgroundstabanim);
6523 Person::players[i]->hasvictim = 0;
6527 if (!Person::players[i]->drawkeydown)
6528 Person::players[i]->drawtogglekeydown = 0;
6533 absflatfacing.z = -1;
6535 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6537 absflatfacing = flatfacing;
6539 if (indialogue != -1) {
6540 Person::players[i]->forwardkeydown = 0;
6541 Person::players[i]->leftkeydown = 0;
6542 Person::players[i]->backkeydown = 0;
6543 Person::players[i]->rightkeydown = 0;
6544 Person::players[i]->jumpkeydown = 0;
6545 Person::players[i]->crouchkeydown = 0;
6546 Person::players[i]->drawkeydown = 0;
6547 Person::players[i]->throwkeydown = 0;
6551 if (!animation[Person::players[i]->animTarget].attack &&
6552 Person::players[i]->animTarget != staggerbackhighanim &&
6553 Person::players[i]->animTarget != staggerbackhardanim &&
6554 Person::players[i]->animTarget != backhandspringanim &&
6555 Person::players[i]->animTarget != dodgebackanim) {
6556 if (!Person::players[i]->forwardkeydown)
6557 Person::players[i]->forwardstogglekeydown = 0;
6558 if (Person::players[i]->crouchkeydown) {
6562 Person::players[i]->superruntoggle = 1;
6563 if (Person::players.size() > 1)
6564 for (unsigned j = 0; j < Person::players.size(); j++)
6565 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6566 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6567 Person::players[i]->superruntoggle = 0;
6570 if (Person::players.size() > 1)
6571 for (unsigned j = 0; j < Person::players.size(); j++) {
6572 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6573 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6574 Person::players[j]->victim == Person::players[i] &&
6575 (Person::players[j]->animTarget == sweepanim ||
6576 Person::players[j]->animTarget == upunchanim ||
6577 Person::players[j]->animTarget == wolfslapanim ||
6578 ((Person::players[j]->animTarget == swordslashanim ||
6579 Person::players[j]->animTarget == knifeslashstartanim ||
6580 Person::players[j]->animTarget == staffhitanim ||
6581 Person::players[j]->animTarget == staffspinhitanim) &&
6582 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6591 Person::players[target]->Reverse();
6592 Person::players[i]->lowreversaldelay = .5;
6594 if (Person::players[i]->isIdle()) {
6595 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6596 Person::players[i]->transspeed = 10;
6598 if (Person::players[i]->isRun() ||
6599 (Person::players[i]->isStop() &&
6600 (Person::players[i]->leftkeydown ||
6601 Person::players[i]->rightkeydown ||
6602 Person::players[i]->forwardkeydown ||
6603 Person::players[i]->backkeydown))) {
6604 Person::players[i]->setAnimation(rollanim);
6605 Person::players[i]->transspeed = 20;
6608 if (!Person::players[i]->crouchkeydown) {
6610 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6611 Person::players[i]->superruntoggle = 0;
6613 if (Person::players[i]->isCrouch()) {
6614 if (Person::players.size() > 1)
6615 for (unsigned j = 0; j < Person::players.size(); j++) {
6617 !Person::players[j]->skeleton.free &&
6618 Person::players[j]->victim &&
6619 Person::players[i]->highreversaldelay <= 0) {
6620 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6621 Person::players[j]->victim == Person::players[i] &&
6622 (Person::players[j]->animTarget == spinkickanim) &&
6623 Person::players[i]->isCrouch()) {
6632 Person::players[target]->Reverse();
6633 Person::players[i]->highreversaldelay = .5;
6635 if (Person::players[i]->isCrouch()) {
6636 if (!Person::players[i]->wasCrouch()) {
6637 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6638 Person::players[i]->frameCurrent = 0;
6640 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6641 Person::players[i]->transspeed = 10;
6644 if (Person::players[i]->animTarget == sneakanim) {
6645 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6646 Person::players[i]->transspeed = 10;
6649 if (Person::players[i]->forwardkeydown) {
6650 if (Person::players[i]->isIdle() ||
6651 (Person::players[i]->isStop() &&
6652 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6653 (Person::players[i]->isLanding() &&
6654 Person::players[i]->frameTarget > 0 &&
6655 !Person::players[i]->jumpkeydown) ||
6656 (Person::players[i]->isLandhard() &&
6657 Person::players[i]->frameTarget > 0 &&
6658 !Person::players[i]->jumpkeydown &&
6659 Person::players[i]->crouchkeydown)) {
6660 if (Person::players[i]->aitype == passivetype)
6661 Person::players[i]->setAnimation(walkanim);
6663 Person::players[i]->setAnimation(Person::players[i]->getRun());
6665 if (Person::players[i]->isCrouch()) {
6666 Person::players[i]->animTarget = sneakanim;
6667 if (Person::players[i]->wasCrouch())
6668 Person::players[i]->target = 0;
6669 Person::players[i]->frameTarget = 0;
6671 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6672 Person::players[i]->setAnimation(climbanim);
6673 Person::players[i]->frameTarget = 1;
6674 Person::players[i]->jumpclimb = 1;
6676 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6677 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6679 Person::players[i]->forwardstogglekeydown = 1;
6682 if (Person::players[i]->rightkeydown) {
6683 if (Person::players[i]->isIdle() ||
6684 (Person::players[i]->isStop() &&
6685 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6686 (Person::players[i]->isLanding() &&
6687 Person::players[i]->frameTarget > 0 &&
6688 !Person::players[i]->jumpkeydown) ||
6689 (Person::players[i]->isLandhard() &&
6690 Person::players[i]->frameTarget > 0 &&
6691 !Person::players[i]->jumpkeydown &&
6692 Person::players[i]->crouchkeydown)) {
6693 Person::players[i]->setAnimation(Person::players[i]->getRun());
6695 if (Person::players[i]->isCrouch()) {
6696 Person::players[i]->animTarget = sneakanim;
6697 if (Person::players[i]->wasCrouch())
6698 Person::players[i]->target = 0;
6699 Person::players[i]->frameTarget = 0;
6701 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6702 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6704 Person::players[i]->targetyaw -= 90;
6705 if (Person::players[i]->forwardkeydown)
6706 Person::players[i]->targetyaw += 45;
6707 if (Person::players[i]->backkeydown)
6708 Person::players[i]->targetyaw -= 45;
6711 if ( Person::players[i]->leftkeydown) {
6712 if (Person::players[i]->isIdle() ||
6713 (Person::players[i]->isStop() &&
6714 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6715 (Person::players[i]->isLanding() &&
6716 Person::players[i]->frameTarget > 0 &&
6717 !Person::players[i]->jumpkeydown) ||
6718 (Person::players[i]->isLandhard() &&
6719 Person::players[i]->frameTarget > 0 &&
6720 !Person::players[i]->jumpkeydown &&
6721 Person::players[i]->crouchkeydown)) {
6722 Person::players[i]->setAnimation(Person::players[i]->getRun());
6724 if (Person::players[i]->isCrouch()) {
6725 Person::players[i]->animTarget = sneakanim;
6726 if (Person::players[i]->wasCrouch())
6727 Person::players[i]->target = 0;
6728 Person::players[i]->frameTarget = 0;
6730 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6731 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6733 Person::players[i]->targetyaw += 90;
6734 if (Person::players[i]->forwardkeydown)
6735 Person::players[i]->targetyaw -= 45;
6736 if (Person::players[i]->backkeydown)
6737 Person::players[i]->targetyaw += 45;
6740 if (Person::players[i]->backkeydown) {
6741 if (Person::players[i]->isIdle() ||
6742 (Person::players[i]->isStop() &&
6743 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6744 (Person::players[i]->isLanding() &&
6745 Person::players[i]->frameTarget > 0 &&
6746 !Person::players[i]->jumpkeydown) ||
6747 (Person::players[i]->isLandhard() &&
6748 Person::players[i]->frameTarget > 0 &&
6749 !Person::players[i]->jumpkeydown &&
6750 Person::players[i]->crouchkeydown)) {
6751 Person::players[i]->setAnimation(Person::players[i]->getRun());
6753 if (Person::players[i]->isCrouch()) {
6754 Person::players[i]->animTarget = sneakanim;
6755 if (Person::players[i]->wasCrouch())
6756 Person::players[i]->target = 0;
6757 Person::players[i]->frameTarget = 0;
6759 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6760 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6762 if (Person::players[i]->animTarget == hanganim) {
6763 Person::players[i]->animCurrent = jumpdownanim;
6764 Person::players[i]->animTarget = jumpdownanim;
6765 Person::players[i]->target = 0;
6766 Person::players[i]->frameCurrent = 0;
6767 Person::players[i]->frameTarget = 1;
6768 Person::players[i]->velocity = 0;
6769 Person::players[i]->velocity.y += gravity;
6770 Person::players[i]->coords.y -= 1.4;
6771 Person::players[i]->grabdelay = 1;
6773 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6774 Person::players[i]->targetyaw += 180;
6777 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6778 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6779 Person::players[i]->isRun() ||
6780 Person::players[i]->animTarget == walkanim ||
6781 Person::players[i]->isCrouch() ||
6782 Person::players[i]->animTarget == sneakanim) &&
6783 Person::players[i]->jumppower > 1) &&
6784 ((Person::players[i]->animTarget != rabbitrunninganim &&
6785 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6786 Person::players[i]->jumpstart = 0;
6787 Person::players[i]->setAnimation(jumpupanim);
6788 Person::players[i]->yaw = Person::players[i]->targetyaw;
6789 Person::players[i]->transspeed = 20;
6790 Person::players[i]->FootLand(0, 1);
6791 Person::players[i]->FootLand(1, 1);
6795 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6798 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6800 Person::players[i]->velocity = 0;
6804 if (Person::players.size() > 1)
6805 for (unsigned j = 0; j < Person::players.size(); j++) {
6806 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6807 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6808 (Person::players[j]->victim == Person::players[i]) &&
6809 (Person::players[j]->animTarget == sweepanim)) {
6818 Person::players[i]->velocity.y = 1;
6820 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6821 Person::players[i]->velocity.y = 7;
6822 Person::players[i]->crouchtogglekeydown = 1;
6823 } else Person::players[i]->velocity.y = 5;
6825 if (mousejump && i == 0 && debugmode) {
6826 if (!Person::players[i]->isLanding())
6827 Person::players[i]->tempdeltav = deltav;
6828 if (Person::players[i]->tempdeltav < 0)
6829 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6832 Person::players[i]->coords.y += .2;
6833 Person::players[i]->jumppower -= 1;
6836 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6838 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6840 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6841 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6842 Person::players[i]->frameTarget = 2;
6843 Person::players[i]->landhard = 0;
6844 Person::players[i]->jumpstart = 1;
6845 Person::players[i]->tempdeltav = deltav;
6847 if (Person::players[i]->animTarget == jumpupanim &&
6851 Person::players[i]->aitype != playercontrolled)) {
6852 if (Person::players[i]->jumppower > multiplier * 6) {
6853 Person::players[i]->velocity.y += multiplier * 6;
6854 Person::players[i]->jumppower -= multiplier * 6;
6856 if (Person::players[i]->jumppower <= multiplier * 6) {
6857 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6858 Person::players[i]->jumppower = 0;
6861 if (((floatjump || editorenabled) && debugmode) && i == 0)
6862 Person::players[i]->velocity.y += multiplier * 30;
6866 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6867 Person::players[i]->setAnimation(Person::players[i]->getStop());
6868 if (Person::players[i]->animTarget == sneakanim) {
6869 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6870 if (Person::players[i]->animCurrent == sneakanim)
6871 Person::players[i]->target = 0;
6872 Person::players[i]->frameTarget = 0;
6875 if (Person::players[i]->animTarget == walkanim &&
6876 (Person::players[i]->aitype == attacktypecutoff ||
6877 Person::players[i]->aitype == searchtype ||
6878 (Person::players[i]->aitype == passivetype &&
6879 Person::players[i]->numwaypoints <= 1)))
6880 Person::players[i]->setAnimation(Person::players[i]->getStop());
6881 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6882 Person::players[i]->setAnimation(Person::players[i]->getStop());
6885 if (Person::players[i]->animTarget == rollanim)
6886 Person::players[i]->targetyaw = oldtargetyaw;
6890 for (unsigned k = 0; k < Person::players.size(); k++) {
6891 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6892 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6893 Person::players[k]->yaw -= 360;
6895 Person::players[k]->yaw += 360;
6898 //stop to turn in right direction
6899 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6900 Person::players[k]->setAnimation(Person::players[k]->getStop());
6902 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6903 Person::players[k]->targettilt = 0;
6905 if (Person::players[k]->animTarget != jumpupanim &&
6906 Person::players[k]->animTarget != backhandspringanim &&
6907 Person::players[k]->animTarget != jumpdownanim &&
6908 !Person::players[k]->isFlip()) {
6909 Person::players[k]->targettilt = 0;
6910 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6911 Person::players[k]->jumppower = 0;
6912 Person::players[k]->jumppower += multiplier * 7;
6913 if (Person::players[k]->isCrouch())
6914 Person::players[k]->jumppower += multiplier * 7;
6915 if (Person::players[k]->jumppower > 5)
6916 Person::players[k]->jumppower = 5;
6919 if (Person::players[k]->isRun())
6920 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6922 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6923 Person::players[k]->grabdelay -= multiplier;
6927 for (unsigned k = 0; k < Person::players.size(); k++) {
6928 Person::players[k]->DoAnimations();
6929 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6930 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6936 for (int j = numenvsounds - 1; j >= 0; j--) {
6937 envsoundlife[j] -= multiplier;
6938 if (envsoundlife[j] < 0) {
6940 envsoundlife[j] = envsoundlife[numenvsounds];
6941 envsound[j] = envsound[numenvsounds];
6945 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6947 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6949 if (tutoriallevel == 1) {
6966 if (tutorialstage >= 51)
6967 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6968 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6969 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6971 emit_stream_np(stream_menutheme);
6980 if (tutorialstage < 51)
6981 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6982 emit_sound_at(fireendsound, Person::players[0]->coords);
6984 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6988 if (tutorialstage >= 14 && tutorialstage < 50)
6989 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6990 emit_sound_at(fireendsound, Person::players[1]->coords);
6992 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6993 if (Random() % 2 == 0) {
6994 if (!Person::players[1]->skeleton.free)
6995 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6996 if (Person::players[1]->skeleton.free)
6997 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6998 if (!Person::players[1]->skeleton.free)
6999 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;
7000 if (Person::players[1]->skeleton.free)
7001 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7002 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7006 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7007 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7008 Person::players[1]->skeleton.joints[i].velocity = 0;
7009 if (Random() % 2 == 0) {
7010 if (!Person::players[1]->skeleton.free)
7011 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7012 if (Person::players[1]->skeleton.free)
7013 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7014 if (!Person::players[1]->skeleton.free)
7015 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;
7016 if (Person::players[1]->skeleton.free)
7017 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7018 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7026 static float gLoc[3];
7030 static float vel[3];
7031 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7032 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7033 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7035 //Set orientation with forward and up vectors
7036 static XYZ upvector;
7040 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7041 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7046 facing = DoRotation(facing, -pitch, 0, 0);
7047 facing = DoRotation(facing, 0, 0 - yaw, 0);
7050 static float ori[6];
7054 ori[3] = -upvector.x;
7055 ori[4] = upvector.y;
7056 ori[5] = -upvector.z;
7058 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7065 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7069 void Game::TickOnce()
7072 yaw += multiplier * 5;
7073 else if (directing || indialogue == -1) {
7076 pitch += deltav * .7;
7078 pitch -= deltav * .7;
7086 void Game::TickOnceAfter()
7088 static XYZ colviewer;
7089 static XYZ coltarget;
7093 static float changedelay;
7094 static bool alldead;
7095 static float unseendelay;
7096 static float cameraspeed;
7099 static int oldmusictype = musictype;
7101 if (environment == snowyenvironment)
7102 leveltheme = stream_snowtheme;
7103 if (environment == grassyenvironment)
7104 leveltheme = stream_grasstheme;
7105 if (environment == desertenvironment)
7106 leveltheme = stream_deserttheme;
7110 musictype = leveltheme;
7111 for (unsigned i = 0; i < Person::players.size(); i++) {
7112 if ((Person::players[i]->aitype == attacktypecutoff ||
7113 Person::players[i]->aitype == getweapontype ||
7114 Person::players[i]->aitype == gethelptype ||
7115 Person::players[i]->aitype == searchtype) &&
7116 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7117 (Person::players[i]->animTarget != sneakattackedanim &&
7118 Person::players[i]->animTarget != knifesneakattackedanim &&
7119 Person::players[i]->animTarget != swordsneakattackedanim)) {
7120 musictype = stream_fighttheme;
7124 if (Person::players[0]->dead)
7125 musictype = stream_menutheme;
7128 if (musictype == stream_fighttheme)
7131 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7132 unseendelay -= multiplier;
7133 if (unseendelay > 0)
7134 musictype = stream_fighttheme;
7139 musictype = stream_menutheme;
7140 musicvolume[2] = 512;
7147 if (musictype != oldmusictype && musictype == stream_fighttheme)
7148 emit_sound_np(alarmsound);
7149 musicselected = musictype;
7151 if (musicselected == leveltheme)
7152 musicvolume[0] += multiplier * 450;
7154 musicvolume[0] -= multiplier * 450;
7155 if (musicselected == stream_fighttheme)
7156 musicvolume[1] += multiplier * 450;
7158 musicvolume[1] -= multiplier * 450;
7159 if (musicselected == stream_menutheme)
7160 musicvolume[2] += multiplier * 450;
7162 musicvolume[2] -= multiplier * 450;
7164 for (int i = 0; i < 3; i++) {
7165 if (musicvolume[i] < 0)
7167 if (musicvolume[i] > 512)
7168 musicvolume[i] = 512;
7171 if (musicvolume[2] > 128 && !loading && !mainmenu)
7172 musicvolume[2] = 128;
7175 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7176 emit_stream_np(leveltheme, musicvolume[0]);
7177 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7178 emit_stream_np(stream_fighttheme, musicvolume[1]);
7179 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7180 emit_stream_np(stream_menutheme, musicvolume[2]);
7181 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7182 pause_sound(leveltheme);
7183 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7184 pause_sound(stream_fighttheme);
7185 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7186 pause_sound(stream_menutheme);
7188 if (musicvolume[0] != oldmusicvolume[0])
7189 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7190 if (musicvolume[1] != oldmusicvolume[1])
7191 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7192 if (musicvolume[2] != oldmusicvolume[2])
7193 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7195 for (int i = 0; i < 3; i++)
7196 oldmusicvolume[i] = musicvolume[i];
7198 pause_sound(leveltheme);
7199 pause_sound(stream_fighttheme);
7200 pause_sound(stream_menutheme);
7202 for (int i = 0; i < 4; i++) {
7203 oldmusicvolume[i] = 0;
7209 for (int i = 0; i < numhotspots; i++) {
7210 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7211 if (Person::players[hotspottype[i] - 10]->dead == 0)
7213 else if (killhotspot == 2)
7217 if (killhotspot == 2)
7222 for (int i = 0; i < numhotspots; i++)
7223 if (hotspottype[i] == -1)
7224 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7228 for (unsigned i = 1; i < Person::players.size(); i++)
7229 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7231 if (numalarmed > maxalarmed)
7232 maxalarmed = numalarmed;
7234 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7235 if (Person::players[0]->dead && changedelay <= 0) {
7237 targetlevel = whichlevel;
7240 for (unsigned i = 1; i < Person::players.size(); i++) {
7241 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7248 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7250 targetlevel = whichlevel + 1;
7251 if (targetlevel > numchallengelevels - 1)
7254 if (winhotspot || windialogue) {
7256 targetlevel = whichlevel + 1;
7257 if (targetlevel > numchallengelevels - 1)
7264 targetlevel = whichlevel + 1;
7265 if (targetlevel > numchallengelevels - 1)
7269 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7270 //high scores, awards, win
7272 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7275 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7283 if (leveltime < 1) {
7291 if (!editorenabled && gameon && !mainmenu) {
7292 if (changedelay != -999)
7293 changedelay -= multiplier / 7;
7294 if (Person::players[0]->dead)
7295 targetlevel = whichlevel;
7296 if (loading == 2 && !campaign) {
7299 fireSound(firestartsound);
7301 if (!Person::players[0]->dead && targetlevel != whichlevel)
7302 startbonustotal = bonustotal;
7303 if (Person::players[0]->dead)
7304 Loadlevel(whichlevel);
7306 Loadlevel(targetlevel);
7312 if (loading == 2 && targetlevel == whichlevel) {
7316 fireSound(firestartsound);
7318 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7324 if (changedelay <= -999 &&
7327 (Person::players[0]->dead ||
7328 (alldead && maptype == mapkilleveryone) ||
7332 if ((Person::players[0]->dead ||
7333 (alldead && maptype == mapkilleveryone) ||
7338 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7342 if (Person::players[0]->dead)
7348 // campaignchoosenext determines what to do when the level is complete:
7349 // 0 = load next level
7350 // 1 = go back to level select screen
7351 // 2 = stealthload next level
7352 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7353 if (campaignlevels[actuallevel].nextlevel.empty())
7355 } else if (mainmenu == 0 && winfreeze) {
7356 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7358 if (!stealthloading) {
7359 fireSound(firestartsound);
7364 startbonustotal = 0;
7374 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7377 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7381 pause_sound(stream_menutheme);
7392 oldmusictype = musictype;
7398 facing = DoRotation(facing, -pitch, 0, 0);
7399 facing = DoRotation(facing, 0, 0 - yaw, 0);
7400 viewerfacing = facing;
7403 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7404 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;
7406 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;
7408 if (Person::players[0]->skeleton.free) {
7409 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7410 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7411 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7415 if (Person::players[0]->skeleton.free != 2) {
7417 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7418 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7420 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7422 coltarget = target - cameraloc;
7423 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7426 Normalise(&coltarget);
7427 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7428 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7430 cameraloc = cameraloc + coltarget * multiplier * 8;
7434 cameradist += multiplier * 5;
7435 if (cameradist > 2.3)
7437 viewer = cameraloc - facing * cameradist;
7439 coltarget = cameraloc;
7440 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7441 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7442 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7443 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7445 coltarget = cameraloc;
7446 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7449 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7450 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7451 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7453 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7457 cameradist = findDistance(&viewer, &target);
7458 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7459 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7460 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7463 if (camerashake > .8)
7465 woozy += multiplier;
7466 if (Person::players[0]->dead)
7468 if (Person::players[0]->dead)
7470 camerashake -= multiplier * 2;
7471 blackout -= multiplier * 2;
7472 if (camerashake < 0)
7477 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7478 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7479 viewer.z += (float)(Random() % 100) * .0005 * camerashake;