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 bool Game::AddClothes(const char *fileName, GLubyte *array)
391 bool opened = load_image(fileName, texture);
396 if (tintr > 1) tintr = 1;
397 if (tintg > 1) tintg = 1;
398 if (tintb > 1) tintb = 1;
400 if (tintr < 0) tintr = 0;
401 if (tintg < 0) tintg = 0;
402 if (tintb < 0) tintb = 0;
404 int bytesPerPixel = texture.bpp / 8;
408 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
409 if (bytesPerPixel == 3)
411 else if ((i + 1) % 4 == 0)
412 alphanum = texture.data[i];
413 if ((i + 1) % 4 || bytesPerPixel == 3) {
415 texture.data[i] *= tintr;
417 texture.data[i] *= tintg;
419 texture.data[i] *= tintb;
420 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
430 int Game::findClosestPlayer()
433 float closestdist = std::numeric_limits<float>::max();
435 for (unsigned i = 1; i < Person::players.size(); i++) {
436 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
437 if (distance < closestdist) {
438 closestdist = distance;
445 static int findClosestObject()
448 float closestdist = std::numeric_limits<float>::max();
450 for (int i = 0; i < objects.numobjects; i++) {
451 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
452 if (distance < closestdist) {
453 closestdist = distance;
460 static void cmd_dispatch(const string cmd)
462 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
464 for (i = 0; i < n_cmds; i++)
465 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
466 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
467 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
470 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
473 /********************> Tick() <*****/
474 extern bool save_screenshot(const char * fname);
475 void Screenshot (void)
478 time_t t = time(NULL);
479 struct tm *tme = localtime(&t);
480 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
481 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
484 mkdir("Screenshots");
487 save_screenshot(filename);
490 void Game::SetUpLighting()
492 if (environment == snowyenvironment)
493 light.setColors(.65, .65, .7, .4, .4, .44);
494 if (environment == desertenvironment)
495 light.setColors(.95, .95, .95, .4, .35, .3);
496 if (environment == grassyenvironment)
497 light.setColors(.95, .95, 1, .4, .4, .44);
499 light.setColors(1, 1, 1, .4, .4, .4);
501 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
502 light.color[0] *= (skyboxlightr + average) / 2;
503 light.color[1] *= (skyboxlightg + average) / 2;
504 light.color[2] *= (skyboxlightb + average) / 2;
505 light.ambient[0] *= (skyboxlightr + average) / 2;
506 light.ambient[1] *= (skyboxlightg + average) / 2;
507 light.ambient[2] *= (skyboxlightb + average) / 2;
510 int findPathDist(int start, int end)
512 int smallestcount, count, connected;
513 int last, last2, last3, last4;
516 smallestcount = 1000;
517 for (int i = 0; i < 50; i++) {
523 while (last != end && count < 30) {
525 for (int j = 0; j < numpathpoints; j++) {
526 if (j != last && j != last2 && j != last3 && j != last4) {
528 if (numpathpointconnect[j])
529 for (int k = 0; k < numpathpointconnect[j]; k++) {
530 if (pathpointconnect[j][k] == last)connected = 1;
533 if (numpathpointconnect[last])
534 for (int k = 0; k < numpathpointconnect[last]; k++) {
535 if (pathpointconnect[last][k] == j)connected = 1;
538 if (closest == -1 || Random() % 2 == 0) {
549 if (count < smallestcount)
550 smallestcount = count;
552 return smallestcount;
555 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
557 static XYZ colpoint, colviewer, coltarget;
558 static float minx, minz, maxx, maxz, miny, maxy;
560 minx = min(startpoint.x, endpoint.x) - 1;
561 miny = min(startpoint.y, endpoint.y) - 1;
562 minz = min(startpoint.z, endpoint.z) - 1;
563 maxx = max(startpoint.x, endpoint.x) + 1;
564 maxy = max(startpoint.y, endpoint.y) + 1;
565 maxz = max(startpoint.z, endpoint.z) + 1;
567 for (int i = 0; i < objects.numobjects; i++) {
568 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
569 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
570 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
571 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
572 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
573 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
574 if ( objects.type[i] != treeleavestype &&
575 objects.type[i] != bushtype &&
576 objects.type[i] != firetype) {
577 colviewer = startpoint;
578 coltarget = endpoint;
579 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
588 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
590 static XYZ colpoint, colviewer, coltarget;
591 static float minx, minz, maxx, maxz, miny, maxy;
592 static int i; //FIXME: see below
594 minx = min(startpoint.x, endpoint.x) - 1;
595 miny = min(startpoint.y, endpoint.y) - 1;
596 minz = min(startpoint.z, endpoint.z) - 1;
597 maxx = max(startpoint.x, endpoint.x) + 1;
598 maxy = max(startpoint.y, endpoint.y) + 1;
599 maxz = max(startpoint.z, endpoint.z) + 1;
602 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
603 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
604 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
605 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
606 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
607 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
608 if ( objects.type[what] != treeleavestype &&
609 objects.type[what] != bushtype &&
610 objects.type[what] != firetype) {
611 colviewer = startpoint;
612 coltarget = endpoint;
614 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
621 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
627 void Setenvironment(int which)
631 LOG(" Setting environment...");
636 pause_sound(stream_snowtheme);
637 pause_sound(stream_grasstheme);
638 pause_sound(stream_deserttheme);
639 pause_sound(stream_wind);
640 pause_sound(stream_desertambient);
643 if (environment == snowyenvironment) {
647 emit_stream_np(stream_wind);
649 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
650 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
651 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
652 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
654 footstepsound = footstepsn1;
655 footstepsound2 = footstepsn2;
656 footstepsound3 = footstepst1;
657 footstepsound4 = footstepst2;
659 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
660 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
663 temptexdetail = texdetail;
666 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
667 ":Data:Textures:Skybox(snow):Left.jpg",
668 ":Data:Textures:Skybox(snow):Back.jpg",
669 ":Data:Textures:Skybox(snow):Right.jpg",
670 ":Data:Textures:Skybox(snow):Up.jpg",
671 ":Data:Textures:Skybox(snow):Down.jpg");
676 texdetail = temptexdetail;
677 } else if (environment == desertenvironment) {
680 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
681 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
682 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
683 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
687 emit_stream_np(stream_desertambient);
689 footstepsound = footstepsn1;
690 footstepsound2 = footstepsn2;
691 footstepsound3 = footstepsn1;
692 footstepsound4 = footstepsn2;
694 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
695 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
698 temptexdetail = texdetail;
701 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
702 ":Data:Textures:Skybox(sand):Left.jpg",
703 ":Data:Textures:Skybox(sand):Back.jpg",
704 ":Data:Textures:Skybox(sand):Right.jpg",
705 ":Data:Textures:Skybox(sand):Up.jpg",
706 ":Data:Textures:Skybox(sand):Down.jpg");
711 texdetail = temptexdetail;
712 } else if (environment == grassyenvironment) {
715 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
716 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
717 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
718 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
721 emit_stream_np(stream_wind, 100.);
723 footstepsound = footstepgr1;
724 footstepsound2 = footstepgr2;
725 footstepsound3 = footstepst1;
726 footstepsound4 = footstepst2;
728 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
729 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
732 temptexdetail = texdetail;
735 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
736 ":Data:Textures:Skybox(grass):Left.jpg",
737 ":Data:Textures:Skybox(grass):Back.jpg",
738 ":Data:Textures:Skybox(grass):Right.jpg",
739 ":Data:Textures:Skybox(grass):Up.jpg",
740 ":Data:Textures:Skybox(grass):Down.jpg");
744 texdetail = temptexdetail;
746 temptexdetail = texdetail;
748 terrain.load(":Data:Textures:heightmap.png");
750 texdetail = temptexdetail;
757 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
758 if (!ipstream.good()) {
759 if (accountactive->getCurrentCampaign() == "main") {
760 cerr << "Could not found main campaign!" << endl;
763 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
764 accountactive->setCurrentCampaign("main");
765 return LoadCampaign();
767 ipstream.ignore(256, ':');
769 ipstream >> numlevels;
770 campaignlevels.clear();
771 for (int i = 0; i < numlevels; i++) {
774 campaignlevels.push_back(cl);
778 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
780 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
782 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
785 if (accountactive->getCampaignChoicesMade() == 0) {
786 accountactive->setCampaignScore(0);
787 accountactive->resetFasttime();
791 vector<string> ListCampaigns()
793 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
794 struct dirent *campaign = NULL;
796 perror("Problem while loading campaigns");
797 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
800 vector<string> campaignNames;
801 while ((campaign = readdir(campaigns)) != NULL) {
802 string name(campaign->d_name);
803 if (name.length() < 5)
805 if (!name.compare(name.length() - 4, 4, ".txt")) {
806 campaignNames.push_back(name.substr(0, name.length() - 4));
810 return campaignNames;
813 void Game::Loadlevel(int which)
820 Loadlevel("tutorial");
821 } else if (which >= 0 && which <= 15) {
823 snprintf(buf, 32, "map%d", which + 1); // challenges
826 Loadlevel("mapsave");
829 void Game::Loadlevel(const char *name)
831 int indemo; // FIXME this should be removed
834 static const char *pfx = ":Data:Maps:";
837 float headprop, legprop, armprop, bodyprop;
841 LOG(std::string("Loading level...") + name);
853 if (tutoriallevel != -1)
858 if (tutoriallevel == 1)
860 if (tutorialstage == 0) {
861 tutorialstagetime = 0;
865 pause_sound(whooshsound);
866 pause_sound(stream_firesound);
868 // Change the map filename into something that is os specific
869 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
870 sprintf(buf, "%s%s", pfx, name);
871 const char *FixedFN = ConvertFileName(buf);
875 tfile = fopen( FixedFN, "rb" );
877 pause_sound(stream_firesound);
883 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
887 for (int i = 0; i < 20; i++)
888 dialoguegonethrough[i] = 0;
897 difficulty = accountactive->getDifficulty();
911 for (int i = 0; i < 100; i++)
920 numunarmedattack = 0;
931 bonustotal = startbonustotal;
936 emit_sound_np(consolesuccesssound);
941 if (!stealthloading) {
942 terrain.numdecals = 0;
943 Sprite::deleteSprites();
944 for (int i = 0; i < objects.numobjects; i++)
945 objects.model[i].numdecals = 0;
947 int j = objects.numobjects;
948 for (int i = 0; i < j; i++) {
949 objects.DeleteObject(0);
954 for (int i = 0; i < subdivision; i++)
955 for (int j = 0; j < subdivision; j++)
956 terrain.patchobjectnum[i][j] = 0;
963 funpackf(tfile, "Bi", &mapvers);
965 funpackf(tfile, "Bi", &indemo);
969 funpackf(tfile, "Bi", &maptype);
971 maptype = mapkilleveryone;
973 funpackf(tfile, "Bi", &hostile);
977 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
983 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
991 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
993 skyboxlightr = skyboxr;
994 skyboxlightg = skyboxg;
995 skyboxlightb = skyboxb;
998 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);
1000 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1001 Person::players[0]->originalcoords = Person::players[0]->coords;
1002 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1003 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1004 Person::players[0]->weaponids[j] = weapons.size();
1006 funpackf(tfile, "Bi", &type);
1007 weapons.push_back(Weapon(type, 0));
1013 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1014 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1015 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1016 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1018 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1021 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1023 Person::players[0]->whichskin = 0;
1024 Person::players[0]->creature = rabbittype;
1027 Person::players[0]->lastattack = -1;
1028 Person::players[0]->lastattack2 = -1;
1029 Person::players[0]->lastattack3 = -1;
1033 funpackf(tfile, "Bi", &numdialogues);
1034 for (int k = 0; k < numdialogues; k++) {
1035 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1036 funpackf(tfile, "Bi", &dialoguetype[k]);
1037 for (int l = 0; l < 10; l++) {
1038 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1039 funpackf(tfile, "Bf", &participantyaw[k][l]);
1041 for (int l = 0; l < numdialogueboxes[k]; l++) {
1042 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1043 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1044 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1045 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1046 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1048 funpackf(tfile, "Bi", &templength);
1049 if (templength > 128 || templength <= 0)
1052 for (m = 0; m < templength; m++) {
1053 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1054 if (dialoguetext[k][l][m] == '\0')
1057 dialoguetext[k][l][m] = 0;
1059 funpackf(tfile, "Bi", &templength);
1060 if (templength > 64 || templength <= 0)
1062 for (m = 0; m < templength; m++) {
1063 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1064 if (dialoguename[k][l][m] == '\0')
1067 dialoguename[k][l][m] = 0;
1068 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1069 funpackf(tfile, "Bi", &participantfocus[k][l]);
1070 funpackf(tfile, "Bi", &participantaction[k][l]);
1072 for (m = 0; m < 10; m++)
1073 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1075 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1081 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1082 funpackf(tfile, "Bi", &templength);
1083 for (int l = 0; l < templength; l++)
1084 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1085 Person::players[0]->clothes[k][templength] = '\0';
1086 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1089 funpackf(tfile, "Bi", &environment);
1091 funpackf(tfile, "Bi", &objects.numobjects);
1092 for (int i = 0; i < objects.numobjects; i++) {
1093 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]);
1094 if (objects.type[i] == treeleavestype)
1095 objects.scale[i] = objects.scale[i - 1];
1099 funpackf(tfile, "Bi", &numhotspots);
1100 for (int i = 0; i < numhotspots; i++) {
1101 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1102 funpackf(tfile, "Bi", &templength);
1104 for (int l = 0; l < templength; l++)
1105 funpackf(tfile, "Bb", &hotspottext[i][l]);
1106 hotspottext[i][templength] = '\0';
1107 if (hotspottype[i] == -111)
1116 if (!stealthloading) {
1118 for (int i = 0; i < objects.numobjects; i++)
1119 objects.center += objects.position[i];
1120 objects.center /= objects.numobjects;
1126 float maxdistance = 0;
1128 for (int i = 0; i < objects.numobjects; i++) {
1129 tempdist = distsq(&objects.center, &objects.position[i]);
1130 if (tempdist > maxdistance) {
1131 maxdistance = tempdist;
1134 objects.radius = fast_sqrt(maxdistance);
1141 funpackf(tfile, "Bi", &numplayers);
1142 int howmanyremoved = 0;
1143 bool removeanother = 0;
1144 if (numplayers > maxplayers) {
1145 cout << "Warning: this level contains more players than allowed" << endl;
1147 if (numplayers > 1) {
1148 for (int i = 1; i < numplayers; i++) {
1149 Person::players.push_back(shared_ptr<Person>(new Person()));
1154 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);
1156 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1158 Person::players[i - howmanyremoved]->howactive = typeactive;
1160 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1162 Person::players[i - howmanyremoved]->scale = -1;
1164 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1166 Person::players[i - howmanyremoved]->immobile = 0;
1168 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1170 Person::players[i - howmanyremoved]->yaw = 0;
1171 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1172 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1176 if (!removeanother) {
1177 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1178 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1179 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1181 funpackf(tfile, "Bi", &type);
1182 weapons.push_back(Weapon(type, i));
1185 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1186 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1187 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1188 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1189 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1191 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1193 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1196 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1197 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1198 Person::players[i - howmanyremoved]->waypoint = 0;
1200 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1201 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1202 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1203 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1206 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1213 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1214 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1215 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1216 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1217 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1220 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1221 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1222 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1223 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1224 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1225 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1228 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1229 if (Person::players[i - howmanyremoved]->numclothes) {
1230 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1232 funpackf(tfile, "Bi", &templength);
1233 for (int l = 0; l < templength; l++)
1234 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1235 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1236 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1245 numplayers -= howmanyremoved;
1246 Person::players.resize(numplayers);
1248 funpackf(tfile, "Bi", &numpathpoints);
1249 if (numpathpoints > 30 || numpathpoints < 0)
1251 for (int j = 0; j < numpathpoints; j++) {
1252 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1253 for (int k = 0; k < numpathpointconnect[j]; k++) {
1254 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1260 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1263 if (environment != oldenvironment)
1264 Setenvironment(environment);
1265 oldenvironment = environment;
1267 if (!stealthloading) {
1268 int j = objects.numobjects;
1269 objects.numobjects = 0;
1270 for (int i = 0; i < j; i++) {
1271 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1276 terrain.DoShadows();
1279 objects.DoShadows();
1286 for (unsigned i = 0; i < Person::players.size(); i++) {
1289 Person::players[i]->burnt = 0;
1290 Person::players[i]->bled = 0;
1291 Person::players[i]->onfire = 0;
1292 if (i == 0 || Person::players[i]->scale < 0)
1293 Person::players[i]->scale = .2;
1294 Person::players[i]->skeleton.free = 0;
1295 Person::players[i]->skeleton.id = i;
1296 if (i == 0 && mapvers < 9)
1297 Person::players[i]->creature = rabbittype;
1298 if (Person::players[i]->creature != wolftype) {
1299 Person::players[i]->skeleton.Load(
1300 (char *)":Data:Skeleton:Basic Figure",
1301 (char *)":Data:Skeleton:Basic Figurelow",
1302 (char *)":Data:Skeleton:Rabbitbelt",
1303 (char *)":Data:Models:Body.solid",
1304 (char *)":Data:Models:Body2.solid",
1305 (char *)":Data:Models:Body3.solid",
1306 (char *)":Data:Models:Body4.solid",
1307 (char *)":Data:Models:Body5.solid",
1308 (char *)":Data:Models:Body6.solid",
1309 (char *)":Data:Models:Body7.solid",
1310 (char *)":Data:Models:Bodylow.solid",
1311 (char *)":Data:Models:Belt.solid", 0);
1313 if (Person::players[i]->creature != wolftype) {
1314 Person::players[i]->skeleton.Load(
1315 (char *)":Data:Skeleton:Basic Figure",
1316 (char *)":Data:Skeleton:Basic Figurelow",
1317 (char *)":Data:Skeleton:Rabbitbelt",
1318 (char *)":Data:Models:Body.solid",
1319 (char *)":Data:Models:Body2.solid",
1320 (char *)":Data:Models:Body3.solid",
1321 (char *)":Data:Models:Body4.solid",
1322 (char *)":Data:Models:Body5.solid",
1323 (char *)":Data:Models:Body6.solid",
1324 (char *)":Data:Models:Body7.solid",
1325 (char *)":Data:Models:Bodylow.solid",
1326 (char *)":Data:Models:Belt.solid", 1);
1327 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1329 if (Person::players[i]->creature == wolftype) {
1330 Person::players[i]->skeleton.Load(
1331 (char *)":Data:Skeleton:Basic Figure Wolf",
1332 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1333 (char *)":Data:Skeleton:Rabbitbelt",
1334 (char *)":Data:Models:Wolf.solid",
1335 (char *)":Data:Models:Wolf2.solid",
1336 (char *)":Data:Models:Wolf3.solid",
1337 (char *)":Data:Models:Wolf4.solid",
1338 (char *)":Data:Models:Wolf5.solid",
1339 (char *)":Data:Models:Wolf6.solid",
1340 (char *)":Data:Models:Wolf7.solid",
1341 (char *)":Data:Models:Wolflow.solid",
1342 (char *)":Data:Models:Belt.solid", 0);
1346 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);
1348 if (Person::players[i]->numclothes) {
1349 for (int j = 0; j < Person::players[i]->numclothes; j++) {
1350 tintr = Person::players[i]->clothestintr[j];
1351 tintg = Person::players[i]->clothestintg[j];
1352 tintb = Person::players[i]->clothestintb[j];
1353 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
1355 Person::players[i]->DoMipmaps();
1358 Person::players[i]->animCurrent = bounceidleanim;
1359 Person::players[i]->animTarget = bounceidleanim;
1360 Person::players[i]->frameCurrent = 0;
1361 Person::players[i]->frameTarget = 1;
1362 Person::players[i]->target = 0;
1363 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1364 if (difficulty == 0)
1365 Person::players[i]->speed -= .2;
1366 if (difficulty == 1)
1367 Person::players[i]->speed -= .1;
1369 Person::players[i]->velocity = 0;
1370 Person::players[i]->oldcoords = Person::players[i]->coords;
1371 Person::players[i]->realoldcoords = Person::players[i]->coords;
1373 Person::players[i]->id = i;
1374 Person::players[i]->skeleton.id = i;
1375 Person::players[i]->updatedelay = 0;
1376 Person::players[i]->normalsupdatedelay = 0;
1378 Person::players[i]->aitype = passivetype;
1379 Person::players[i]->madskills = 0;
1382 Person::players[i]->proportionhead = 1.2;
1383 Person::players[i]->proportionbody = 1.05;
1384 Person::players[i]->proportionarms = 1.00;
1385 Person::players[i]->proportionlegs = 1.1;
1386 Person::players[i]->proportionlegs.y = 1.05;
1388 Person::players[i]->headless = 0;
1389 Person::players[i]->currentoffset = 0;
1390 Person::players[i]->targetoffset = 0;
1392 Person::players[i]->damagetolerance = 200;
1394 if (Person::players[i]->creature == wolftype) {
1395 if (i == 0 || Person::players[i]->scale < 0)
1396 Person::players[i]->scale = .23;
1397 Person::players[i]->damagetolerance = 300;
1403 Person::players[i]->proportionhead.z = 0;
1404 Person::players[i]->proportionbody.z = 0;
1405 Person::players[i]->proportionarms.z = 0;
1406 Person::players[i]->proportionlegs.z = 0;
1409 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1411 Person::players[i]->headmorphness = 0;
1412 Person::players[i]->targetheadmorphness = 1;
1413 Person::players[i]->headmorphstart = 0;
1414 Person::players[i]->headmorphend = 0;
1416 Person::players[i]->pausetime = 0;
1418 Person::players[i]->dead = 0;
1419 Person::players[i]->jumppower = 5;
1420 Person::players[i]->damage = 0;
1421 Person::players[i]->permanentdamage = 0;
1422 Person::players[i]->superpermanentdamage = 0;
1424 Person::players[i]->forwardkeydown = 0;
1425 Person::players[i]->leftkeydown = 0;
1426 Person::players[i]->backkeydown = 0;
1427 Person::players[i]->rightkeydown = 0;
1428 Person::players[i]->jumpkeydown = 0;
1429 Person::players[i]->crouchkeydown = 0;
1430 Person::players[i]->throwkeydown = 0;
1432 Person::players[i]->collided = -10;
1433 Person::players[i]->loaded = 1;
1434 Person::players[i]->bloodloss = 0;
1435 Person::players[i]->weaponactive = -1;
1436 Person::players[i]->weaponstuck = -1;
1437 Person::players[i]->bleeding = 0;
1438 Person::players[i]->deathbleeding = 0;
1439 Person::players[i]->stunned = 0;
1440 Person::players[i]->hasvictim = 0;
1441 Person::players[i]->wentforweapon = 0;
1444 Person::players[0]->aitype = playercontrolled;
1445 Person::players[0]->weaponactive = -1;
1447 if (difficulty == 1) {
1448 Person::players[0]->power = 1 / .9;
1449 Person::players[0]->damagetolerance = 250;
1450 } else if (difficulty == 0) {
1451 Person::players[0]->power = 1 / .8;
1452 Person::players[0]->damagetolerance = 300;
1453 Person::players[0]->armorhead *= 1.5;
1454 Person::players[0]->armorhigh *= 1.5;
1455 Person::players[0]->armorlow *= 1.5;
1458 cameraloc = Person::players[0]->coords;
1460 yaw = Person::players[0]->yaw;
1462 hawkcoords = Person::players[0]->coords;
1468 LOG("Starting background music...");
1470 OPENAL_StopSound(OPENAL_ALL);
1472 if (environment == snowyenvironment) {
1473 emit_stream_np(stream_wind);
1474 } else if (environment == desertenvironment) {
1475 emit_stream_np(stream_desertambient);
1476 } else if (environment == grassyenvironment) {
1477 emit_stream_np(stream_wind, 100.);
1480 oldmusicvolume[0] = 0;
1481 oldmusicvolume[1] = 0;
1482 oldmusicvolume[2] = 0;
1483 oldmusicvolume[3] = 0;
1497 if (tutorialstagetime > tutorialmaxtime) {
1499 tutorialsuccess = 0;
1500 if (tutorialstage <= 1) {
1505 switch (tutorialstage) {
1507 tutorialmaxtime = 5;
1510 tutorialmaxtime = 2;
1513 tutorialmaxtime = 600;
1516 tutorialmaxtime = 1000;
1519 tutorialmaxtime = 600;
1522 tutorialmaxtime = 600;
1525 tutorialmaxtime = 600;
1528 tutorialmaxtime = 600;
1531 tutorialmaxtime = 600;
1534 tutorialmaxtime = 2;
1537 tutorialmaxtime = 1000;
1540 tutorialmaxtime = 1000;
1543 tutorialmaxtime = 2;
1546 tutorialmaxtime = 3;
1557 Person::players[1]->coords = (temp + temp2) / 2;
1559 emit_sound_at(fireendsound, Person::players[1]->coords);
1561 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1562 if (Random() % 2 == 0) {
1563 if (!Person::players[1]->skeleton.free)
1564 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1565 if (Person::players[1]->skeleton.free)
1566 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1567 if (!Person::players[1]->skeleton.free)
1568 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;
1569 if (Person::players[1]->skeleton.free)
1570 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1571 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1577 tutorialmaxtime = 500;
1580 tutorialmaxtime = 500;
1583 tutorialmaxtime = 500;
1586 tutorialmaxtime = 500;
1592 tutorialmaxtime = 500;
1595 tutorialmaxtime = 500;
1596 if (bonus == cannon) {
1603 tutorialmaxtime = 500;
1606 tutorialmaxtime = 500;
1609 tutorialmaxtime = 500;
1612 tutorialmaxtime = 500;
1615 tutorialmaxtime = 2;
1618 tutorialmaxtime = 4;
1621 Person::players[1]->aitype = attacktypecutoff;
1624 tutorialmaxtime = 400;
1627 tutorialmaxtime = 400;
1628 Person::players[0]->escapednum = 0;
1631 tutorialmaxtime = 4;
1634 Person::players[1]->aitype = passivetype;
1637 tutorialmaxtime = 13;
1640 tutorialmaxtime = 8;
1643 tutorialmaxtime = 400;
1646 Person::players[1]->aitype = attacktypecutoff;
1649 tutorialmaxtime = 400;
1652 tutorialmaxtime = 400;
1655 tutorialmaxtime = 2;
1658 Person::players[1]->aitype = passivetype;
1663 tutorialmaxtime = 50;
1666 Person::players[1]->aitype = attacktypecutoff;
1669 tutorialmaxtime = 4;
1672 Person::players[1]->aitype = passivetype;
1684 Weapon w(knife, -1);
1685 w.position = (temp + temp2) / 2;
1686 w.tippoint = (temp + temp2) / 2;
1689 w.tipvelocity = 0.1;
1696 weapons.push_back(w);
1700 tutorialmaxtime = 300;
1703 tutorialmaxtime = 300;
1706 tutorialmaxtime = 8;
1709 tutorialmaxtime = 300;
1712 weapons[0].owner = 1;
1713 Person::players[0]->weaponactive = -1;
1714 Person::players[0]->num_weapons = 0;
1715 Person::players[1]->weaponactive = 0;
1716 Person::players[1]->num_weapons = 1;
1717 Person::players[1]->weaponids[0] = 0;
1721 Person::players[1]->aitype = attacktypecutoff;
1723 tutorialmaxtime = 300;
1726 weapons[0].owner = 1;
1727 Person::players[0]->weaponactive = -1;
1728 Person::players[0]->num_weapons = 0;
1729 Person::players[1]->weaponactive = 0;
1730 Person::players[1]->num_weapons = 1;
1731 Person::players[1]->weaponids[0] = 0;
1733 tutorialmaxtime = 300;
1736 weapons[0].owner = 1;
1737 Person::players[0]->weaponactive = -1;
1738 Person::players[0]->num_weapons = 0;
1739 Person::players[1]->weaponactive = 0;
1740 Person::players[1]->num_weapons = 1;
1741 Person::players[1]->weaponids[0] = 0;
1743 weapons[0].setType(sword);
1745 tutorialmaxtime = 300;
1748 tutorialmaxtime = 10;
1759 Weapon w(sword, -1);
1760 w.position = (temp + temp2) / 2;
1761 w.tippoint = (temp + temp2) / 2;
1764 w.tipvelocity = 0.1;
1771 weapons.push_back(w);
1773 weapons[0].owner = 1;
1774 weapons[1].owner = 0;
1775 Person::players[0]->weaponactive = 0;
1776 Person::players[0]->num_weapons = 1;
1777 Person::players[0]->weaponids[0] = 1;
1778 Person::players[1]->weaponactive = 0;
1779 Person::players[1]->num_weapons = 1;
1780 Person::players[1]->weaponids[0] = 0;
1787 Person::players[1]->aitype = passivetype;
1789 tutorialmaxtime = 15;
1791 weapons[0].owner = 1;
1792 weapons[1].owner = 0;
1793 Person::players[0]->weaponactive = 0;
1794 Person::players[0]->num_weapons = 1;
1795 Person::players[0]->weaponids[0] = 1;
1796 Person::players[1]->weaponactive = 0;
1797 Person::players[1]->num_weapons = 1;
1798 Person::players[1]->weaponids[0] = 0;
1800 if (Person::players[0]->weaponactive != -1)
1801 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1803 weapons[0].setType(staff);
1808 Person::players[1]->aitype = passivetype;
1810 tutorialmaxtime = 200;
1812 weapons[1].position = 1000;
1813 weapons[1].tippoint = 1000;
1815 weapons[0].setType(knife);
1817 weapons[0].owner = 0;
1818 Person::players[1]->weaponactive = -1;
1819 Person::players[1]->num_weapons = 0;
1820 Person::players[0]->weaponactive = 0;
1821 Person::players[0]->num_weapons = 1;
1822 Person::players[0]->weaponids[0] = 0;
1826 tutorialmaxtime = 8;
1829 emit_sound_at(fireendsound, Person::players[1]->coords);
1831 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1832 if (Random() % 2 == 0) {
1833 if (!Person::players[1]->skeleton.free)
1834 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1835 if (Person::players[1]->skeleton.free)
1836 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1837 if (!Person::players[1]->skeleton.free)
1838 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;
1839 if (Person::players[1]->skeleton.free)
1840 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1841 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1845 Person::players[1]->num_weapons = 0;
1846 Person::players[1]->weaponstuck = -1;
1847 Person::players[1]->weaponactive = -1;
1853 tutorialmaxtime = 80000;
1858 if (tutorialstage <= 51)
1859 tutorialstagetime = 0;
1863 if (tutorialstagetime < tutorialmaxtime - 3) {
1864 switch (tutorialstage) {
1866 if (deltah || deltav)
1867 tutorialsuccess += multiplier;
1870 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1871 tutorialsuccess += multiplier;
1874 if (Person::players[0]->jumpkeydown)
1875 tutorialsuccess = 1;
1878 if (Person::players[0]->isCrouch())
1879 tutorialsuccess = 1;
1882 if (Person::players[0]->animTarget == rollanim)
1883 tutorialsuccess = 1;
1886 if (Person::players[0]->animTarget == sneakanim)
1887 tutorialsuccess += multiplier;
1890 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1891 tutorialsuccess += multiplier;
1894 if (Person::players[0]->isWallJump())
1895 tutorialsuccess = 1;
1898 if (Person::players[0]->animTarget == flipanim)
1899 tutorialsuccess = 1;
1902 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1903 tutorialsuccess = 1;
1906 if (Person::players[0]->animTarget == winduppunchanim)
1907 tutorialsuccess = 1;
1910 if (Person::players[0]->animTarget == spinkickanim)
1911 tutorialsuccess = 1;
1914 if (Person::players[0]->animTarget == sweepanim)
1915 tutorialsuccess = 1;
1918 if (Person::players[0]->animTarget == dropkickanim)
1919 tutorialsuccess = 1;
1922 if (Person::players[0]->animTarget == rabbitkickanim)
1923 tutorialsuccess = 1;
1926 if (bonus == cannon)
1927 tutorialsuccess = 1;
1930 if (bonus == spinecrusher)
1931 tutorialsuccess = 1;
1934 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1935 tutorialsuccess = 1;
1938 if (Person::players[0]->animTarget == rabbittacklinganim)
1939 tutorialsuccess = 1;
1942 if (Person::players[0]->animTarget == backhandspringanim)
1943 tutorialsuccess = 1;
1946 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1947 tutorialsuccess = 1;
1950 if (Person::players[0]->escapednum == 2) {
1951 tutorialsuccess = 1;
1954 Person::players[1]->aitype = passivetype;
1958 if (animation[Person::players[0]->animTarget].attack == reversal)
1959 tutorialsuccess = 1;
1962 if (animation[Person::players[0]->animTarget].attack == reversal)
1963 tutorialsuccess = 1;
1966 if (animation[Person::players[0]->animTarget].attack == reversal) {
1967 tutorialsuccess = 1;
1970 Person::players[1]->aitype = passivetype;
1974 if (Person::players[0]->num_weapons > 0)
1975 tutorialsuccess = 1;
1978 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1979 tutorialsuccess = 1;
1982 if (Person::players[0]->animTarget == knifeslashstartanim)
1983 tutorialsuccess = 1;
1986 if (animation[Person::players[0]->animTarget].attack == reversal)
1987 tutorialsuccess = 1;
1990 if (animation[Person::players[0]->animTarget].attack == reversal)
1991 tutorialsuccess = 1;
1994 if (animation[Person::players[0]->animTarget].attack == reversal)
1995 tutorialsuccess = 1;
1998 if (Person::players[1]->weaponstuck != -1)
1999 tutorialsuccess = 1;
2004 if (tutorialsuccess >= 1)
2005 tutorialstagetime = tutorialmaxtime - 3;
2008 if (tutorialstagetime == tutorialmaxtime - 3) {
2009 emit_sound_np(consolesuccesssound);
2012 if (tutorialsuccess >= 1) {
2013 if (tutorialstage == 34 || tutorialstage == 35)
2014 tutorialstagetime = tutorialmaxtime - 1;
2018 if (tutorialstage < 14 || tutorialstage >= 50) {
2019 Person::players[1]->coords.y = 300;
2020 Person::players[1]->velocity = 0;
2026 float headprop, bodyprop, armprop, legprop;
2028 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2029 Person::players[0]->damagetolerance = 200000;
2030 Person::players[0]->damage = 0;
2031 Person::players[0]->burnt = 0;
2032 Person::players[0]->permanentdamage = 0;
2033 Person::players[0]->superpermanentdamage = 0;
2036 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2038 if (environment > 2)
2040 Setenvironment(environment);
2043 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2044 cameramode = !cameramode;
2047 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2048 if (Person::players[0]->num_weapons > 0) {
2049 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2050 weapons[Person::players[0]->weaponids[0]].setType(staff);
2051 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2052 weapons[Person::players[0]->weaponids[0]].setType(knife);
2054 weapons[Person::players[0]->weaponids[0]].setType(sword);
2058 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2059 int closest = findClosestPlayer();
2061 if (Person::players[closest]->num_weapons) {
2062 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2063 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2064 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2065 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2067 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2069 if (!Person::players[closest]->num_weapons) {
2070 Person::players[closest]->weaponids[0] = weapons.size();
2072 weapons.push_back(Weapon(knife, closest));
2074 Person::players[closest]->num_weapons = 1;
2079 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2080 int closest = findClosestPlayer();
2082 Person::players[closest]->yaw += multiplier * 50;
2083 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2088 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2089 int closest = findClosestPlayer();
2090 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2094 Person::players[closest]->whichskin++;
2095 if (Person::players[closest]->whichskin > 9)
2096 Person::players[closest]->whichskin = 0;
2097 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2098 Person::players[closest]->whichskin = 0;
2100 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2101 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2104 if (Person::players[closest]->numclothes) {
2105 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2106 tintr = Person::players[closest]->clothestintr[i];
2107 tintg = Person::players[closest]->clothestintg[i];
2108 tintb = Person::players[closest]->clothestintb[i];
2109 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2111 Person::players[closest]->DoMipmaps();
2115 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2116 int closest = findClosestPlayer();
2118 if (Person::players[closest]->creature == wolftype) {
2119 headprop = Person::players[closest]->proportionhead.x / 1.1;
2120 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2121 armprop = Person::players[closest]->proportionarms.x / 1.1;
2122 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2125 if (Person::players[closest]->creature == rabbittype) {
2126 headprop = Person::players[closest]->proportionhead.x / 1.2;
2127 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2128 armprop = Person::players[closest]->proportionarms.x / 1.00;
2129 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2133 if (Person::players[closest]->creature == rabbittype) {
2134 Person::players[closest]->skeleton.id = closest;
2135 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);
2136 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2137 Person::players[closest]->whichskin = 0;
2138 Person::players[closest]->creature = wolftype;
2140 Person::players[closest]->proportionhead = 1.1;
2141 Person::players[closest]->proportionbody = 1.1;
2142 Person::players[closest]->proportionarms = 1.1;
2143 Person::players[closest]->proportionlegs = 1.1;
2144 Person::players[closest]->proportionlegs.y = 1.1;
2145 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2147 Person::players[closest]->damagetolerance = 300;
2149 Person::players[closest]->skeleton.id = closest;
2150 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);
2151 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2152 Person::players[closest]->whichskin = 0;
2153 Person::players[closest]->creature = rabbittype;
2155 Person::players[closest]->proportionhead = 1.2;
2156 Person::players[closest]->proportionbody = 1.05;
2157 Person::players[closest]->proportionarms = 1.00;
2158 Person::players[closest]->proportionlegs = 1.1;
2159 Person::players[closest]->proportionlegs.y = 1.05;
2160 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2162 Person::players[closest]->damagetolerance = 200;
2165 if (Person::players[closest]->creature == wolftype) {
2166 Person::players[closest]->proportionhead = 1.1 * headprop;
2167 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2168 Person::players[closest]->proportionarms = 1.1 * armprop;
2169 Person::players[closest]->proportionlegs = 1.1 * legprop;
2172 if (Person::players[closest]->creature == rabbittype) {
2173 Person::players[closest]->proportionhead = 1.2 * headprop;
2174 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2175 Person::players[closest]->proportionarms = 1.00 * armprop;
2176 Person::players[closest]->proportionlegs = 1.1 * legprop;
2177 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2183 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2189 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2191 float closestdist = std::numeric_limits<float>::max();
2193 for (unsigned i = 1; i < Person::players.size(); i++) {
2194 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2195 if (!Person::players[i]->headless)
2196 if (distance < closestdist) {
2197 closestdist = distance;
2202 XYZ flatfacing2, flatvelocity2;
2204 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2205 blah = Person::players[closest]->coords;
2206 XYZ headspurtdirection;
2207 //int i = Person::players[closest]->skeleton.jointlabels[head];
2208 Joint& headjoint = Person::players[closest]->joint(head);
2209 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2210 if (!Person::players[closest]->skeleton.free)
2211 flatvelocity2 = Person::players[closest]->velocity;
2212 if (Person::players[closest]->skeleton.free)
2213 flatvelocity2 = headjoint.velocity;
2214 if (!Person::players[closest]->skeleton.free)
2215 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;
2216 if (Person::players[closest]->skeleton.free)
2217 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2218 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2219 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2220 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2221 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2222 Normalise(&headspurtdirection);
2223 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2224 flatvelocity2 += headspurtdirection * 8;
2225 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2227 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2229 emit_sound_at(splattersound, blah);
2230 emit_sound_at(breaksound2, blah, 100.);
2232 if (Person::players[closest]->skeleton.free == 2)
2233 Person::players[closest]->skeleton.free = 0;
2234 Person::players[closest]->RagDoll(0);
2235 Person::players[closest]->dead = 2;
2236 Person::players[closest]->headless = 1;
2237 Person::players[closest]->DoBloodBig(3, 165);
2243 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2244 int closest = findClosestPlayer();
2245 XYZ flatfacing2, flatvelocity2;
2247 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2248 blah = Person::players[closest]->coords;
2249 emit_sound_at(splattersound, blah);
2250 emit_sound_at(breaksound2, blah);
2252 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2253 if (!Person::players[closest]->skeleton.free)
2254 flatvelocity2 = Person::players[closest]->velocity;
2255 if (Person::players[closest]->skeleton.free)
2256 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2257 if (!Person::players[closest]->skeleton.free)
2258 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;
2259 if (Person::players[closest]->skeleton.free)
2260 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2261 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2262 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2263 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2264 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2265 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2266 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2269 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2270 if (!Person::players[closest]->skeleton.free)
2271 flatvelocity2 = Person::players[closest]->velocity;
2272 if (Person::players[closest]->skeleton.free)
2273 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2274 if (!Person::players[closest]->skeleton.free)
2275 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;
2276 if (Person::players[closest]->skeleton.free)
2277 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2278 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2279 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2280 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2281 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2282 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2285 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2286 if (!Person::players[closest]->skeleton.free)
2287 flatvelocity2 = Person::players[closest]->velocity;
2288 if (Person::players[closest]->skeleton.free)
2289 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2290 if (!Person::players[closest]->skeleton.free)
2291 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;
2292 if (Person::players[closest]->skeleton.free)
2293 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2294 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2295 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2296 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2297 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2298 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2301 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2302 if (!Person::players[closest]->skeleton.free)
2303 flatvelocity2 = Person::players[closest]->velocity;
2304 if (Person::players[closest]->skeleton.free)
2305 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2306 if (!Person::players[closest]->skeleton.free)
2307 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;
2308 if (Person::players[closest]->skeleton.free)
2309 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2310 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2311 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2312 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2313 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2314 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2318 for (unsigned j = 0; j < Person::players.size(); j++) {
2319 if (int(j) != closest) {
2320 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2321 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2322 if (Person::players[j]->skeleton.free == 2)
2323 Person::players[j]->skeleton.free = 1;
2324 Person::players[j]->skeleton.longdead = 0;
2325 Person::players[j]->RagDoll(0);
2326 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2327 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2328 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2329 flatvelocity2 = temppos - Person::players[closest]->coords;
2330 Normalise(&flatvelocity2);
2331 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2338 Person::players[closest]->DoDamage(10000);
2339 Person::players[closest]->RagDoll(0);
2340 Person::players[closest]->dead = 2;
2341 Person::players[closest]->coords = 20;
2342 Person::players[closest]->skeleton.free = 2;
2349 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2350 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2351 if (Person::players[0]->onfire) {
2352 Person::players[0]->CatchFire();
2354 if (!Person::players[0]->onfire) {
2355 emit_sound_at(fireendsound, Person::players[0]->coords);
2356 pause_sound(stream_firesound);
2360 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2361 Person::players[0]->RagDoll(0);
2363 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2366 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2367 for (int i = 0; i < objects.numobjects; i++) {
2368 if (objects.type[i] == treeleavestype) {
2369 objects.scale[i] *= .9;
2374 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2375 editorenabled = !editorenabled;
2376 if (editorenabled) {
2377 Person::players[0]->damagetolerance = 100000;
2379 Person::players[0]->damagetolerance = 200;
2381 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2382 Person::players[0]->permanentdamage = 0;
2383 Person::players[0]->superpermanentdamage = 0;
2384 Person::players[0]->bloodloss = 0;
2385 Person::players[0]->deathbleeding = 0;
2389 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2391 if (targetlevel > numchallengelevels - 1)
2397 if (editorenabled) {
2398 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2399 int closest = findClosestPlayer();
2401 Person::players.erase(Person::players.begin()+closest);
2405 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2406 int closest = findClosestObject();
2408 objects.position[closest].y -= 500;
2411 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2412 if (objects.numobjects < max_objects - 1) {
2414 boxcoords.x = Person::players[0]->coords.x;
2415 boxcoords.z = Person::players[0]->coords.z;
2416 boxcoords.y = Person::players[0]->coords.y - 3;
2417 if (editortype == bushtype)
2418 boxcoords.y = Person::players[0]->coords.y - .5;
2419 if (editortype == firetype)
2420 boxcoords.y = Person::players[0]->coords.y - .5;
2421 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2422 float temprotat, temprotat2;
2423 temprotat = editoryaw;
2424 temprotat2 = editorpitch;
2425 if (temprotat < 0 || editortype == bushtype)
2426 temprotat = Random() % 360;
2428 temprotat2 = Random() % 360;
2430 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2431 if (editortype == treetrunktype)
2432 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2436 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2437 Person::players.push_back(shared_ptr<Person>(new Person()));
2439 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2440 Person::players.back()->creature = rabbittype;
2441 Person::players.back()->howactive = editoractive;
2442 Person::players.back()->skeleton.id = Person::players.size()-1;
2443 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);
2445 int k = abs(Random() % 2) + 1;
2447 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2448 Person::players.back()->whichskin = 0;
2449 } else if (k == 1) {
2450 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2451 Person::players.back()->whichskin = 1;
2453 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2454 Person::players.back()->whichskin = 2;
2457 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2458 Person::players.back()->power = 1;
2459 Person::players.back()->speedmult = 1;
2460 Person::players.back()->animCurrent = bounceidleanim;
2461 Person::players.back()->animTarget = bounceidleanim;
2462 Person::players.back()->frameCurrent = 0;
2463 Person::players.back()->frameTarget = 1;
2464 Person::players.back()->target = 0;
2465 Person::players.back()->bled = 0;
2466 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2468 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2469 Person::players.back()->yaw = Person::players[0]->yaw;
2471 Person::players.back()->velocity = 0;
2472 Person::players.back()->coords = Person::players[0]->coords;
2473 Person::players.back()->oldcoords = Person::players.back()->coords;
2474 Person::players.back()->realoldcoords = Person::players.back()->coords;
2476 Person::players.back()->id = Person::players.size()-1;
2477 Person::players.back()->updatedelay = 0;
2478 Person::players.back()->normalsupdatedelay = 0;
2480 Person::players.back()->aitype = passivetype;
2482 if (Person::players[0]->creature == wolftype) {
2483 headprop = Person::players[0]->proportionhead.x / 1.1;
2484 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2485 armprop = Person::players[0]->proportionarms.x / 1.1;
2486 legprop = Person::players[0]->proportionlegs.x / 1.1;
2489 if (Person::players[0]->creature == rabbittype) {
2490 headprop = Person::players[0]->proportionhead.x / 1.2;
2491 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2492 armprop = Person::players[0]->proportionarms.x / 1.00;
2493 legprop = Person::players[0]->proportionlegs.x / 1.1;
2496 if (Person::players.back()->creature == wolftype) {
2497 Person::players.back()->proportionhead = 1.1 * headprop;
2498 Person::players.back()->proportionbody = 1.1 * bodyprop;
2499 Person::players.back()->proportionarms = 1.1 * armprop;
2500 Person::players.back()->proportionlegs = 1.1 * legprop;
2503 if (Person::players.back()->creature == rabbittype) {
2504 Person::players.back()->proportionhead = 1.2 * headprop;
2505 Person::players.back()->proportionbody = 1.05 * bodyprop;
2506 Person::players.back()->proportionarms = 1.00 * armprop;
2507 Person::players.back()->proportionlegs = 1.1 * legprop;
2508 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2511 Person::players.back()->headless = 0;
2512 Person::players.back()->onfire = 0;
2515 Person::players.back()->proportionhead.z = 0;
2516 Person::players.back()->proportionbody.z = 0;
2517 Person::players.back()->proportionarms.z = 0;
2518 Person::players.back()->proportionlegs.z = 0;
2521 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2523 Person::players.back()->damagetolerance = 200;
2525 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2526 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2527 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2528 Person::players.back()->armorhead = Person::players[0]->armorhead;
2529 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2530 Person::players.back()->armorlow = Person::players[0]->armorlow;
2531 Person::players.back()->metalhead = Person::players[0]->metalhead;
2532 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2533 Person::players.back()->metallow = Person::players[0]->metallow;
2535 Person::players.back()->immobile = Person::players[0]->immobile;
2537 Person::players.back()->numclothes = Person::players[0]->numclothes;
2538 if (Person::players.back()->numclothes)
2539 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2540 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2541 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2542 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2543 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2544 tintr = Person::players.back()->clothestintr[i];
2545 tintg = Person::players.back()->clothestintg[i];
2546 tintb = Person::players.back()->clothestintb[i];
2547 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
2549 if (Person::players.back()->numclothes) {
2550 Person::players.back()->DoMipmaps();
2553 Person::players.back()->power = Person::players[0]->power;
2554 Person::players.back()->speedmult = Person::players[0]->speedmult;
2556 Person::players.back()->damage = 0;
2557 Person::players.back()->permanentdamage = 0;
2558 Person::players.back()->superpermanentdamage = 0;
2559 Person::players.back()->deathbleeding = 0;
2560 Person::players.back()->bleeding = 0;
2561 Person::players.back()->numwaypoints = 0;
2562 Person::players.back()->waypoint = 0;
2563 Person::players.back()->jumppath = 0;
2564 Person::players.back()->weaponstuck = -1;
2565 Person::players.back()->weaponactive = -1;
2566 Person::players.back()->num_weapons = 0;
2567 Person::players.back()->bloodloss = 0;
2568 Person::players.back()->dead = 0;
2570 Person::players.back()->loaded = 1;
2573 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2574 if (Person::players.back()->numwaypoints < 90) {
2575 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2576 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2577 Person::players.back()->numwaypoints++;
2581 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2582 if (numpathpoints < 30) {
2583 bool connected, alreadyconnected;
2585 if (numpathpoints > 1)
2586 for (int i = 0; i < numpathpoints; i++) {
2587 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2588 alreadyconnected = 0;
2589 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2590 if (pathpointconnect[pathpointselected][j] == i)
2591 alreadyconnected = 1;
2593 if (!alreadyconnected) {
2594 numpathpointconnect[pathpointselected]++;
2596 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2602 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2603 numpathpointconnect[numpathpoints - 1] = 0;
2604 if (numpathpoints > 1 && pathpointselected != -1) {
2605 numpathpointconnect[pathpointselected]++;
2606 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2608 pathpointselected = numpathpoints - 1;
2613 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2614 pathpointselected++;
2615 if (pathpointselected >= numpathpoints)
2616 pathpointselected = -1;
2618 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2619 pathpointselected--;
2620 if (pathpointselected <= -2)
2621 pathpointselected = numpathpoints - 1;
2623 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2624 if (pathpointselected != -1) {
2626 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2627 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2628 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2629 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2631 for (int i = 0; i < numpathpoints; i++) {
2632 for (int j = 0; j < numpathpointconnect[i]; j++) {
2633 if (pathpointconnect[i][j] == pathpointselected) {
2634 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2635 numpathpointconnect[i]--;
2637 if (pathpointconnect[i][j] == numpathpoints) {
2638 pathpointconnect[i][j] = pathpointselected;
2642 pathpointselected = numpathpoints - 1;
2646 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2648 if (editortype == treeleavestype || editortype == 10)
2651 editortype = firetype;
2654 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2656 if (editortype == treeleavestype || editortype == 10)
2658 if (editortype > firetype)
2662 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2663 editoryaw -= multiplier * 100;
2664 if (editoryaw < -.01)
2668 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2669 editoryaw += multiplier * 100;
2672 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2673 editorsize += multiplier;
2676 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2677 editorsize -= multiplier;
2678 if (editorsize < .1)
2683 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2684 mapradius -= multiplier * 10;
2687 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2688 mapradius += multiplier * 10;
2690 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2691 editorpitch += multiplier * 100;
2694 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2695 editorpitch -= multiplier * 100;
2696 if (editorpitch < -.01)
2699 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2700 int closest = findClosestObject();
2702 objects.DeleteObject(closest);
2708 void doJumpReversals()
2710 for (unsigned k = 0; k < Person::players.size(); k++)
2711 for (unsigned i = k; i < Person::players.size(); i++) {
2714 if ( Person::players[k]->skeleton.free == 0 &&
2715 Person::players[i]->skeleton.oldfree == 0 &&
2716 (Person::players[i]->animTarget == jumpupanim ||
2717 Person::players[k]->animTarget == jumpupanim) &&
2718 (Person::players[i]->aitype == playercontrolled ||
2719 Person::players[k]->aitype == playercontrolled) &&
2720 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2721 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2722 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2723 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2724 //TODO: refactor two huge similar ifs
2725 if (Person::players[i]->animTarget == jumpupanim &&
2726 Person::players[k]->animTarget != getupfrombackanim &&
2727 Person::players[k]->animTarget != getupfromfrontanim &&
2728 animation[Person::players[k]->animTarget].height == middleheight &&
2729 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2730 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2731 Person::players[k]->aitype != playercontrolled)) {
2732 Person::players[i]->victim = Person::players[k];
2733 Person::players[i]->velocity = 0;
2734 Person::players[i]->animCurrent = jumpreversedanim;
2735 Person::players[i]->animTarget = jumpreversedanim;
2736 Person::players[i]->frameCurrent = 0;
2737 Person::players[i]->frameTarget = 1;
2738 Person::players[i]->targettilt2 = 0;
2739 Person::players[k]->victim = Person::players[i];
2740 Person::players[k]->velocity = 0;
2741 Person::players[k]->animCurrent = jumpreversalanim;
2742 Person::players[k]->animTarget = jumpreversalanim;
2743 Person::players[k]->frameCurrent = 0;
2744 Person::players[k]->frameTarget = 1;
2745 Person::players[k]->targettilt2 = 0;
2746 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2747 Person::players[i]->animCurrent = rabbitkickreversedanim;
2748 Person::players[i]->animTarget = rabbitkickreversedanim;
2749 Person::players[i]->frameCurrent = 1;
2750 Person::players[i]->frameTarget = 2;
2751 Person::players[k]->animCurrent = rabbitkickreversalanim;
2752 Person::players[k]->animTarget = rabbitkickreversalanim;
2753 Person::players[k]->frameCurrent = 1;
2754 Person::players[k]->frameTarget = 2;
2756 Person::players[i]->target = 0;
2757 Person::players[k]->oldcoords = Person::players[k]->coords;
2758 Person::players[i]->coords = Person::players[k]->coords;
2759 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2760 Person::players[k]->yaw = Person::players[i]->targetyaw;
2761 if (Person::players[k]->aitype == attacktypecutoff)
2762 Person::players[k]->stunned = .5;
2764 if (Person::players[k]->animTarget == jumpupanim &&
2765 Person::players[i]->animTarget != getupfrombackanim &&
2766 Person::players[i]->animTarget != getupfromfrontanim &&
2767 animation[Person::players[i]->animTarget].height == middleheight &&
2768 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2769 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2770 Person::players[i]->aitype != playercontrolled)) {
2771 Person::players[k]->victim = Person::players[i];
2772 Person::players[k]->velocity = 0;
2773 Person::players[k]->animCurrent = jumpreversedanim;
2774 Person::players[k]->animTarget = jumpreversedanim;
2775 Person::players[k]->frameCurrent = 0;
2776 Person::players[k]->frameTarget = 1;
2777 Person::players[k]->targettilt2 = 0;
2778 Person::players[i]->victim = Person::players[k];
2779 Person::players[i]->velocity = 0;
2780 Person::players[i]->animCurrent = jumpreversalanim;
2781 Person::players[i]->animTarget = jumpreversalanim;
2782 Person::players[i]->frameCurrent = 0;
2783 Person::players[i]->frameTarget = 1;
2784 Person::players[i]->targettilt2 = 0;
2785 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2786 Person::players[k]->animTarget = rabbitkickreversedanim;
2787 Person::players[k]->animCurrent = rabbitkickreversedanim;
2788 Person::players[i]->animCurrent = rabbitkickreversalanim;
2789 Person::players[i]->animTarget = rabbitkickreversalanim;
2790 Person::players[k]->frameCurrent = 1;
2791 Person::players[k]->frameTarget = 2;
2792 Person::players[i]->frameCurrent = 1;
2793 Person::players[i]->frameTarget = 2;
2795 Person::players[k]->target = 0;
2796 Person::players[i]->oldcoords = Person::players[i]->coords;
2797 Person::players[k]->coords = Person::players[i]->coords;
2798 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2799 Person::players[i]->yaw = Person::players[k]->targetyaw;
2800 if (Person::players[i]->aitype == attacktypecutoff)
2801 Person::players[i]->stunned = .5;
2808 void doAerialAcrobatics()
2810 static XYZ facing, flatfacing;
2811 for (unsigned k = 0; k < Person::players.size(); k++) {
2812 Person::players[k]->turnspeed = 500;
2814 if ((Person::players[k]->isRun() &&
2815 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2816 Person::players[k]->targetyaw != wolfrunninganim) ||
2817 Person::players[k]->frameTarget == 4)) ||
2818 Person::players[k]->animTarget == removeknifeanim ||
2819 Person::players[k]->animTarget == crouchremoveknifeanim ||
2820 Person::players[k]->animTarget == flipanim ||
2821 Person::players[k]->animTarget == fightsidestep ||
2822 Person::players[k]->animTarget == walkanim) {
2823 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2827 if (Person::players[k]->isStop() ||
2828 Person::players[k]->isLanding() ||
2829 Person::players[k]->animTarget == staggerbackhighanim ||
2830 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2831 Person::players[k]->animTarget == staggerbackhardanim ||
2832 Person::players[k]->animTarget == backhandspringanim ||
2833 Person::players[k]->animTarget == dodgebackanim ||
2834 Person::players[k]->animTarget == rollanim ||
2835 (animation[Person::players[k]->animTarget].attack &&
2836 Person::players[k]->animTarget != rabbitkickanim &&
2837 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2838 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2839 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2842 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2843 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2846 Person::players[k]->DoStuff();
2847 if (Person::players[k]->immobile && k != 0)
2848 Person::players[k]->coords = Person::players[k]->realoldcoords;
2850 //if player's position has changed (?)
2851 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2852 !Person::players[k]->skeleton.free &&
2853 Person::players[k]->animTarget != climbanim &&
2854 Person::players[k]->animTarget != hanganim) {
2855 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2857 bool tempcollide = 0;
2859 if (Person::players[k]->collide < -.3)
2860 Person::players[k]->collide = -.3;
2861 if (Person::players[k]->collide > 1)
2862 Person::players[k]->collide = 1;
2863 Person::players[k]->collide -= multiplier * 30;
2866 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2868 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2869 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2870 if (objects.type[i] != rocktype ||
2871 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2872 objects.position[i].y > Person::players[k]->coords.y) {
2873 lowpoint = Person::players[k]->coords;
2874 if (Person::players[k]->animTarget != jumpupanim &&
2875 Person::players[k]->animTarget != jumpdownanim &&
2876 !Person::players[k]->isFlip())
2880 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2881 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2882 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2883 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2884 flatfacing = lowpoint - Person::players[k]->coords;
2885 Person::players[k]->coords = lowpoint;
2886 Person::players[k]->coords.y -= 1.3;
2887 Person::players[k]->collide = 1;
2890 //TODO: refactor four similar blocks
2891 if (Person::players[k]->aitype == playercontrolled &&
2892 (Person::players[k]->animTarget == jumpupanim ||
2893 Person::players[k]->animTarget == jumpdownanim ||
2894 Person::players[k]->isFlip()) &&
2895 !Person::players[k]->jumptogglekeydown &&
2896 Person::players[k]->jumpkeydown) {
2897 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2898 XYZ tempcoords1 = lowpoint;
2899 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2900 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2901 Person::players[k]->setAnimation(walljumpleftanim);
2902 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2904 pause_sound(whooshsound);
2906 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2907 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2908 if (lowpointtarget.z < 0)
2909 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2910 Person::players[k]->targetyaw = Person::players[k]->yaw;
2911 Person::players[k]->lowyaw = Person::players[k]->yaw;
2915 lowpoint = tempcoords1;
2916 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2917 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2918 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2919 Person::players[k]->setAnimation(walljumprightanim);
2920 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2922 pause_sound(whooshsound);
2924 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2925 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2926 if (lowpointtarget.z < 0)
2927 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2928 Person::players[k]->targetyaw = Person::players[k]->yaw;
2929 Person::players[k]->lowyaw = Person::players[k]->yaw;
2933 lowpoint = tempcoords1;
2934 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2935 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2936 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2937 Person::players[k]->setAnimation(walljumpbackanim);
2938 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2940 pause_sound(whooshsound);
2942 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2943 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2944 if (lowpointtarget.z < 0)
2945 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2946 Person::players[k]->targetyaw = Person::players[k]->yaw;
2947 Person::players[k]->lowyaw = Person::players[k]->yaw;
2951 lowpoint = tempcoords1;
2952 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2953 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2954 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2955 Person::players[k]->setAnimation(walljumpfrontanim);
2956 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2958 pause_sound(whooshsound);
2960 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2961 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2962 if (lowpointtarget.z < 0)
2963 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2964 Person::players[k]->yaw += 180;
2965 Person::players[k]->targetyaw = Person::players[k]->yaw;
2966 Person::players[k]->lowyaw = Person::players[k]->yaw;
2975 } else if (objects.type[i] == rocktype) {
2976 lowpoint2 = Person::players[k]->coords;
2977 lowpoint = Person::players[k]->coords;
2979 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2980 Person::players[k]->coords = colpoint;
2981 Person::players[k]->collide = 1;
2984 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2985 //flipped into a rock
2986 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2987 Person::players[k]->RagDoll(0);
2989 if (Person::players[k]->animTarget == jumpupanim) {
2990 Person::players[k]->jumppower = -4;
2991 Person::players[k]->animTarget = Person::players[k]->getIdle();
2993 Person::players[k]->target = 0;
2994 Person::players[k]->frameTarget = 0;
2995 Person::players[k]->onterrain = 1;
2997 if (Person::players[k]->id == 0) {
2998 pause_sound(whooshsound);
2999 OPENAL_SetVolume(channels[whooshsound], 0);
3003 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3004 if (Person::players[k]->isFlip())
3005 Person::players[k]->jumppower = -4;
3006 Person::players[k]->animTarget = Person::players[k]->getLanding();
3007 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3009 envsound[numenvsounds] = Person::players[k]->coords;
3010 envsoundvol[numenvsounds] = 16;
3011 envsoundlife[numenvsounds] = .4;
3022 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3023 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3024 lowpoint = Person::players[k]->coords;
3026 if (objects.type[i] != rocktype)
3027 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3028 if (Person::players[k]->animTarget != jumpupanim &&
3029 Person::players[k]->animTarget != jumpdownanim &&
3030 Person::players[k]->onterrain)
3031 Person::players[k]->avoidcollided = 1;
3032 Person::players[k]->coords = lowpoint;
3033 Person::players[k]->coords.y -= 1.35;
3034 Person::players[k]->collide = 1;
3036 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3037 (Person::players[k]->animCurrent != climbanim &&
3038 Person::players[k]->animCurrent != hanganim &&
3039 !Person::players[k]->isWallJump() ||
3040 Person::players[k]->animTarget == jumpupanim ||
3041 Person::players[k]->animTarget == jumpdownanim)) {
3042 lowpoint = Person::players[k]->coords;
3043 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3044 lowpoint = Person::players[k]->coords;
3048 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3049 lowpointtarget = lowpoint + facing * 1.4;
3050 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3051 if (whichhit != -1) {
3052 lowpoint = Person::players[k]->coords;
3054 lowpointtarget = lowpoint + facing * 1.4;
3055 lowpoint2 = lowpoint;
3056 lowpointtarget2 = lowpointtarget;
3057 lowpoint3 = lowpoint;
3058 lowpointtarget3 = lowpointtarget;
3059 lowpoint4 = lowpoint;
3060 lowpointtarget4 = lowpointtarget;
3061 lowpoint5 = lowpoint;
3062 lowpointtarget5 = lowpointtarget;
3063 lowpoint6 = lowpoint;
3064 lowpointtarget6 = lowpointtarget;
3065 lowpoint7 = lowpoint;
3066 lowpointtarget7 = lowpoint;
3068 lowpointtarget2.x += .1;
3070 lowpointtarget3.z += .1;
3072 lowpointtarget4.x -= .1;
3074 lowpointtarget5.z -= .1;
3075 lowpoint6.y += 45 / 13;
3076 lowpointtarget6.y += 45 / 13;
3077 lowpointtarget6 += facing * .6;
3078 lowpointtarget7.y += 90 / 13;
3079 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3080 if (objects.friction[i] > .5)
3081 if (whichhit != -1) {
3082 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3083 Person::players[k]->collided = 1;
3084 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3085 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3086 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3087 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3088 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3089 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3090 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3091 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3092 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3093 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3094 for (int j = 0; j < 45; j++) {
3095 lowpoint = Person::players[k]->coords;
3096 lowpoint.y += (float)j / 13;
3097 lowpointtarget = lowpoint + facing * 1.4;
3098 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3099 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3100 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3102 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3103 lowpoint = Person::players[k]->coords;
3104 lowpoint.y += (float)j / 13;
3105 lowpointtarget = lowpoint + facing * 1.3;
3106 flatfacing = Person::players[k]->coords;
3107 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3108 Person::players[k]->coords.y = lowpointtarget.y - .07;
3109 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3111 if (j > 10 || !Person::players[k]->isRun()) {
3112 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3114 pause_sound(whooshsound);
3116 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3118 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3119 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3120 if (lowpointtarget.z < 0)
3121 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3122 Person::players[k]->targetyaw = Person::players[k]->yaw;
3123 Person::players[k]->lowyaw = Person::players[k]->yaw;
3125 //Person::players[k]->velocity=lowpointtarget*.03;
3126 Person::players[k]->velocity = 0;
3129 if (Person::players[k]->animTarget == jumpupanim) {
3130 Person::players[k]->animTarget = climbanim;
3131 Person::players[k]->jumppower = 0;
3132 Person::players[k]->jumpclimb = 1;
3134 Person::players[k]->transspeed = 6;
3135 Person::players[k]->target = 0;
3136 Person::players[k]->frameTarget = 1;
3139 Person::players[k]->setAnimation(hanganim);
3140 Person::players[k]->jumppower = 0;
3152 if (Person::players[k]->collide <= 0) {
3154 if (!Person::players[k]->onterrain &&
3155 Person::players[k]->animTarget != jumpupanim &&
3156 Person::players[k]->animTarget != jumpdownanim &&
3157 Person::players[k]->animTarget != climbanim &&
3158 Person::players[k]->animTarget != hanganim &&
3159 !Person::players[k]->isWallJump() &&
3160 !Person::players[k]->isFlip()) {
3161 if (Person::players[k]->animCurrent != climbanim &&
3162 Person::players[k]->animCurrent != tempanim &&
3163 Person::players[k]->animTarget != backhandspringanim &&
3164 (Person::players[k]->animTarget != rollanim ||
3165 Person::players[k]->frameTarget < 2 ||
3166 Person::players[k]->frameTarget > 6)) {
3167 //stagger off ledge (?)
3168 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3169 Person::players[k]->RagDoll(0);
3170 Person::players[k]->setAnimation(jumpdownanim);
3173 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3176 Person::players[k]->velocity.y += gravity;
3180 Person::players[k]->realoldcoords = Person::players[k]->coords;
3186 static int randattack;
3187 static bool playerrealattackkeydown = 0;
3189 if (!Input::isKeyDown(attackkey))
3192 Person::players[0]->attackkeydown = 0;
3194 playerrealattackkeydown = 0;
3196 playerrealattackkeydown = Input::isKeyDown(attackkey);
3197 if ((Person::players[0]->parriedrecently <= 0 ||
3198 Person::players[0]->weaponactive == -1) &&
3201 Person::players[0]->lastattack != swordslashanim &&
3202 Person::players[0]->lastattack != knifeslashstartanim &&
3203 Person::players[0]->lastattack != staffhitanim &&
3204 Person::players[0]->lastattack != staffspinhitanim)))
3205 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3206 if (Input::isKeyDown(attackkey) &&
3208 !Person::players[0]->backkeydown) {
3209 for (unsigned k = 0; k < Person::players.size(); k++) {
3210 if ((Person::players[k]->animTarget == swordslashanim ||
3211 Person::players[k]->animTarget == staffhitanim ||
3212 Person::players[k]->animTarget == staffspinhitanim) &&
3213 Person::players[0]->animCurrent != dodgebackanim &&
3214 !Person::players[k]->skeleton.free)
3215 Person::players[k]->Reverse();
3219 if (!hostile || indialogue != -1)
3220 Person::players[0]->attackkeydown = 0;
3222 for (unsigned k = 0; k < Person::players.size(); k++) {
3223 if (indialogue != -1)
3224 Person::players[k]->attackkeydown = 0;
3225 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3226 if (Person::players[k]->aitype != playercontrolled)
3227 Person::players[k]->victim = Person::players[0];
3228 //attack key pressed
3229 if (Person::players[k]->attackkeydown) {
3231 if (Person::players[k]->backkeydown &&
3232 Person::players[k]->animTarget != backhandspringanim &&
3233 (Person::players[k]->isIdle() ||
3234 Person::players[k]->isStop() ||
3235 Person::players[k]->isRun() ||
3236 Person::players[k]->animTarget == walkanim)) {
3237 if (Person::players[k]->jumppower <= 1) {
3238 Person::players[k]->jumppower -= 2;
3240 for (unsigned i = 0; i < Person::players.size(); i++) {
3243 if (Person::players[i]->animTarget == swordslashanim ||
3244 Person::players[i]->animTarget == knifeslashstartanim ||
3245 Person::players[i]->animTarget == staffhitanim ||
3246 Person::players[i]->animTarget == staffspinhitanim)
3247 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3248 Person::players[k]->setAnimation(dodgebackanim);
3249 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3250 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3253 if (Person::players[k]->animTarget != dodgebackanim) {
3256 Person::players[k]->setAnimation(backhandspringanim);
3257 Person::players[k]->targetyaw = -yaw + 180;
3258 if (Person::players[k]->leftkeydown)
3259 Person::players[k]->targetyaw -= 45;
3260 if (Person::players[k]->rightkeydown)
3261 Person::players[k]->targetyaw += 45;
3262 Person::players[k]->yaw = Person::players[k]->targetyaw;
3263 Person::players[k]->jumppower -= 2;
3268 if (!animation[Person::players[k]->animTarget].attack &&
3269 !Person::players[k]->backkeydown &&
3270 (Person::players[k]->isIdle() ||
3271 Person::players[k]->isRun() ||
3272 Person::players[k]->animTarget == walkanim ||
3273 Person::players[k]->animTarget == sneakanim ||
3274 Person::players[k]->isCrouch())) {
3275 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3276 //normal attacks (?)
3277 Person::players[k]->hasvictim = 0;
3278 if (Person::players.size() > 1)
3279 for (unsigned i = 0; i < Person::players.size(); i++) {
3280 if (i == k || !(k == 0 || i == 0))
3282 if (!Person::players[k]->hasvictim)
3283 if (animation[Person::players[k]->animTarget].attack != reversal) {
3285 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3286 if (distance < 4.5 &&
3287 !Person::players[i]->skeleton.free &&
3288 Person::players[i]->howactive < typedead1 &&
3289 Person::players[i]->animTarget != jumpreversedanim &&
3290 Person::players[i]->animTarget != rabbitkickreversedanim &&
3291 Person::players[i]->animTarget != rabbitkickanim &&
3292 Person::players[k]->animTarget != rabbitkickanim &&
3293 Person::players[i]->animTarget != getupfrombackanim &&
3294 (Person::players[i]->animTarget != staggerbackhighanim &&
3295 (Person::players[i]->animTarget != staggerbackhardanim ||
3296 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3297 Person::players[i]->animTarget != jumpdownanim &&
3298 Person::players[i]->animTarget != jumpupanim &&
3299 Person::players[i]->animTarget != getupfromfrontanim) {
3300 Person::players[k]->victim = Person::players[i];
3301 Person::players[k]->hasvictim = 1;
3302 if (Person::players[k]->aitype == playercontrolled) { //human player
3304 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3305 Person::players[k]->crouchkeydown &&
3306 animation[Person::players[i]->animTarget].height != lowheight)
3307 Person::players[k]->animTarget = sweepanim;
3309 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3310 animation[Person::players[i]->animTarget].height != lowheight &&
3311 !Person::players[k]->forwardkeydown &&
3312 !Person::players[k]->leftkeydown &&
3313 !Person::players[k]->rightkeydown &&
3314 !Person::players[k]->crouchkeydown &&
3317 Person::players[k]->animTarget = winduppunchanim;
3319 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3320 animation[Person::players[i]->animTarget].height != lowheight &&
3321 !Person::players[k]->forwardkeydown &&
3322 !Person::players[k]->leftkeydown &&
3323 !Person::players[k]->rightkeydown &&
3324 !Person::players[k]->crouchkeydown &&
3326 Person::players[k]->animTarget = upunchanim;
3328 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3329 Person::players[i]->staggerdelay > 0 &&
3330 attackweapon == knife &&
3331 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3332 Person::players[k]->animTarget = knifefollowanim;
3334 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3335 animation[Person::players[i]->animTarget].height != lowheight &&
3336 !Person::players[k]->forwardkeydown &&
3337 !Person::players[k]->leftkeydown &&
3338 !Person::players[k]->rightkeydown &&
3339 !Person::players[k]->crouchkeydown &&
3340 attackweapon == knife &&
3341 Person::players[k]->weaponmissdelay <= 0)
3342 Person::players[k]->animTarget = knifeslashstartanim;
3344 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3345 animation[Person::players[i]->animTarget].height != lowheight &&
3346 !Person::players[k]->crouchkeydown &&
3347 attackweapon == sword &&
3348 Person::players[k]->weaponmissdelay <= 0)
3349 Person::players[k]->animTarget = swordslashanim;
3351 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3352 animation[Person::players[i]->animTarget].height != lowheight &&
3353 !Person::players[k]->crouchkeydown &&
3354 attackweapon == staff &&
3355 Person::players[k]->weaponmissdelay <= 0 &&
3356 !Person::players[k]->leftkeydown &&
3357 !Person::players[k]->rightkeydown &&
3358 !Person::players[k]->forwardkeydown)
3359 Person::players[k]->animTarget = staffhitanim;
3361 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3362 animation[Person::players[i]->animTarget].height != lowheight &&
3363 !Person::players[k]->crouchkeydown &&
3364 attackweapon == staff &&
3365 Person::players[k]->weaponmissdelay <= 0)
3366 Person::players[k]->animTarget = staffspinhitanim;
3368 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3369 animation[Person::players[i]->animTarget].height != lowheight)
3370 Person::players[k]->animTarget = spinkickanim;
3372 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3373 animation[Person::players[i]->animTarget].height == lowheight &&
3374 animation[Person::players[k]->animTarget].attack != normalattack)
3375 Person::players[k]->animTarget = lowkickanim;
3376 } else { //AI player
3377 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3378 randattack = abs(Random() % 5);
3379 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3381 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3382 Person::players[k]->animTarget = sweepanim;
3384 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3386 Person::players[k]->animTarget = upunchanim;
3388 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3389 Person::players[k]->animTarget = spinkickanim;
3391 else if (animation[Person::players[i]->animTarget].height == lowheight)
3392 Person::players[k]->animTarget = lowkickanim;
3396 if ((tutoriallevel != 1 || !attackweapon) &&
3397 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3399 animation[Person::players[i]->animTarget].height != lowheight)
3400 Person::players[k]->animTarget = sweepanim;
3402 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3403 attackweapon == knife &&
3404 Person::players[k]->weaponmissdelay <= 0)
3405 Person::players[k]->animTarget = knifeslashstartanim;
3407 else if (!(Person::players[0]->victim == Person::players[i] &&
3408 Person::players[0]->hasvictim &&
3409 Person::players[0]->animTarget == swordslashanim) &&
3410 attackweapon == sword &&
3411 Person::players[k]->weaponmissdelay <= 0)
3412 Person::players[k]->animTarget = swordslashanim;
3414 else if (!(Person::players[0]->victim == Person::players[i] &&
3415 Person::players[0]->hasvictim &&
3416 Person::players[0]->animTarget == swordslashanim) &&
3417 attackweapon == staff &&
3418 Person::players[k]->weaponmissdelay <= 0 &&
3420 Person::players[k]->animTarget = staffhitanim;
3422 else if (!(Person::players[0]->victim == Person::players[i] &&
3423 Person::players[0]->hasvictim &&
3424 Person::players[0]->animTarget == swordslashanim) &&
3425 attackweapon == staff &&
3426 Person::players[k]->weaponmissdelay <= 0 &&
3428 Person::players[k]->animTarget = staffspinhitanim;
3430 else if ((tutoriallevel != 1 || !attackweapon) &&
3431 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3433 animation[Person::players[i]->animTarget].height != lowheight)
3434 Person::players[k]->animTarget = spinkickanim;
3436 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3437 animation[Person::players[i]->animTarget].height == lowheight &&
3438 animation[Person::players[k]->animTarget].attack != normalattack)
3439 Person::players[k]->animTarget = lowkickanim;
3443 //upunch becomes wolfslap
3444 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3445 Person::players[k]->animTarget = wolfslapanim;
3448 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3449 Person::players[i]->howactive < typedead1 &&
3450 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3451 !Person::players[i]->skeleton.free &&
3452 Person::players[i]->animTarget != getupfrombackanim &&
3453 Person::players[i]->animTarget != getupfromfrontanim &&
3454 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
3455 Person::players[i]->surprised > 0 ||
3456 Person::players[i]->aitype == passivetype ||
3457 attackweapon && Person::players[i]->stunned > 0) &&
3458 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3460 if (!attackweapon) {
3461 Person::players[k]->animCurrent = sneakattackanim;
3462 Person::players[k]->animTarget = sneakattackanim;
3463 Person::players[i]->animCurrent = sneakattackedanim;
3464 Person::players[i]->animTarget = sneakattackedanim;
3465 Person::players[k]->oldcoords = Person::players[k]->coords;
3466 Person::players[k]->coords = Person::players[i]->coords;
3469 if (attackweapon == knife) {
3470 Person::players[k]->animCurrent = knifesneakattackanim;
3471 Person::players[k]->animTarget = knifesneakattackanim;
3472 Person::players[i]->animCurrent = knifesneakattackedanim;
3473 Person::players[i]->animTarget = knifesneakattackedanim;
3474 Person::players[i]->oldcoords = Person::players[i]->coords;
3475 Person::players[i]->coords = Person::players[k]->coords;
3478 if (attackweapon == sword) {
3479 Person::players[k]->animCurrent = swordsneakattackanim;
3480 Person::players[k]->animTarget = swordsneakattackanim;
3481 Person::players[i]->animCurrent = swordsneakattackedanim;
3482 Person::players[i]->animTarget = swordsneakattackedanim;
3483 Person::players[i]->oldcoords = Person::players[i]->coords;
3484 Person::players[i]->coords = Person::players[k]->coords;
3486 if (attackweapon != staff) {
3487 Person::players[k]->victim = Person::players[i];
3488 Person::players[k]->hasvictim = 1;
3489 Person::players[i]->targettilt2 = 0;
3490 Person::players[i]->frameTarget = 1;
3491 Person::players[i]->frameCurrent = 0;
3492 Person::players[i]->target = 0;
3493 Person::players[i]->velocity = 0;
3494 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3495 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3496 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3497 Person::players[k]->target = Person::players[i]->target;
3498 Person::players[k]->velocity = 0;
3499 Person::players[k]->targetyaw = Person::players[i]->yaw;
3500 Person::players[k]->yaw = Person::players[i]->yaw;
3501 Person::players[i]->targetyaw = Person::players[i]->yaw;
3504 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3505 Person::players[k]->victim == Person::players[i] &&
3506 (!Person::players[i]->skeleton.free)) {
3508 Person::players[k]->frameTarget = 0;
3509 Person::players[k]->target = 0;
3511 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3512 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3513 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3514 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3515 Person::players[k]->lastattack = Person::players[k]->animTarget;
3517 if (Person::players[k]->animTarget == knifefollowanim &&
3518 Person::players[k]->victim == Person::players[i]) {
3520 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3521 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3522 Person::players[k]->victim = Person::players[i];
3523 Person::players[k]->hasvictim = 1;
3524 Person::players[i]->animTarget = knifefollowedanim;
3525 Person::players[i]->animCurrent = knifefollowedanim;
3526 Person::players[i]->targettilt2 = 0;
3527 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3528 Person::players[i]->frameTarget = 1;
3529 Person::players[i]->frameCurrent = 0;
3530 Person::players[i]->target = 0;
3531 Person::players[i]->velocity = 0;
3532 Person::players[k]->animCurrent = knifefollowanim;
3533 Person::players[k]->animTarget = knifefollowanim;
3534 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3535 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3536 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3537 Person::players[k]->target = Person::players[i]->target;
3538 Person::players[k]->velocity = 0;
3539 Person::players[k]->oldcoords = Person::players[k]->coords;
3540 Person::players[i]->coords = Person::players[k]->coords;
3541 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3542 Person::players[i]->yaw = Person::players[k]->targetyaw;
3543 Person::players[k]->yaw = Person::players[k]->targetyaw;
3544 Person::players[i]->yaw = Person::players[k]->targetyaw;
3548 const bool hasstaff = attackweapon == staff;
3549 if (k == 0 && Person::players.size() > 1)
3550 for (unsigned i = 0; i < Person::players.size(); i++) {
3553 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3554 animation[Person::players[k]->animTarget].attack == neutral) {
3555 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3556 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3557 if (Person::players[i]->skeleton.free)
3558 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3559 (Person::players[i]->dead ||
3560 Person::players[i]->skeleton.longdead > 1000 ||
3561 Person::players[k]->isRun() ||
3564 (Person::players[i]->skeleton.longdead > 2000 ||
3565 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3566 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3567 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3568 Person::players[k]->victim = Person::players[i];
3569 Person::players[k]->hasvictim = 1;
3570 if (attackweapon && tutoriallevel != 1) {
3572 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3573 Person::players[k]->animTarget = crouchstabanim;
3575 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3576 Person::players[k]->animTarget = swordgroundstabanim;
3578 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3579 Person::players[k]->animTarget = staffgroundsmashanim;
3581 if (distance < 2.5 &&
3582 Person::players[k]->crouchkeydown &&
3583 Person::players[k]->animTarget != crouchstabanim &&
3585 Person::players[i]->dead &&
3586 Person::players[i]->skeleton.free &&
3587 Person::players[i]->skeleton.longdead > 1000) {
3588 Person::players[k]->animTarget = killanim;
3589 //TODO: refactor this out, what does it do?
3590 for (int j = 0; j < terrain.numdecals; j++) {
3591 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3592 terrain.decalalivetime[j] < 2)
3593 terrain.DeleteDecal(j);
3595 for (int l = 0; l < objects.numobjects; l++) {
3596 if (objects.model[l].type == decalstype)
3597 for (int j = 0; j < objects.model[l].numdecals; j++) {
3598 if ((objects.model[l].decaltype[j] == blooddecal ||
3599 objects.model[l].decaltype[j] == blooddecalslow) &&
3600 objects.model[l].decalalivetime[j] < 2)
3601 objects.model[l].DeleteDecal(j);
3605 if (!Person::players[i]->dead || musictype != 2)
3606 if (distance < 3.5 &&
3607 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3608 Person::players[k]->staggerdelay <= 0 &&
3609 (Person::players[i]->dead ||
3610 Person::players[i]->skeleton.longdead < 300 &&
3611 Person::players[k]->lastattack != spinkickanim &&
3612 Person::players[i]->skeleton.free) &&
3613 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3614 Person::players[k]->animTarget = dropkickanim;
3615 for (int j = 0; j < terrain.numdecals; j++) {
3616 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3617 terrain.decalalivetime[j] < 2) {
3618 terrain.DeleteDecal(j);
3621 for (int l = 0; l < objects.numobjects; l++) {
3622 if (objects.model[l].type == decalstype)
3623 for (int j = 0; j < objects.model[l].numdecals; j++) {
3624 if ((objects.model[l].decaltype[j] == blooddecal ||
3625 objects.model[l].decaltype[j] == blooddecalslow) &&
3626 objects.model[l].decalalivetime[j] < 2) {
3627 objects.model[l].DeleteDecal(j);
3633 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3634 Person::players[k]->victim == Person::players[i] &&
3635 (!Person::players[i]->skeleton.free ||
3636 Person::players[k]->animTarget == killanim ||
3637 Person::players[k]->animTarget == crouchstabanim ||
3638 Person::players[k]->animTarget == swordgroundstabanim ||
3639 Person::players[k]->animTarget == staffgroundsmashanim ||
3640 Person::players[k]->animTarget == dropkickanim)) {
3642 Person::players[k]->frameTarget = 0;
3643 Person::players[k]->target = 0;
3645 XYZ targetpoint = Person::players[i]->coords;
3646 if (Person::players[k]->animTarget == crouchstabanim ||
3647 Person::players[k]->animTarget == swordgroundstabanim ||
3648 Person::players[k]->animTarget == staffgroundsmashanim) {
3649 targetpoint += (Person::players[i]->jointPos(abdomen) +
3650 Person::players[i]->jointPos(neck)) / 2 *
3651 Person::players[i]->scale;
3653 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3654 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3656 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3657 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3660 if (Person::players[k]->animTarget == staffgroundsmashanim)
3661 Person::players[k]->targettilt2 += 10;
3663 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3664 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3665 Person::players[k]->lastattack = Person::players[k]->animTarget;
3667 if (Person::players[k]->animTarget == swordgroundstabanim) {
3668 Person::players[k]->targetyaw += 30;
3673 if (!Person::players[k]->hasvictim) {
3675 for (unsigned i = 0; i < Person::players.size(); i++) {
3676 if (i == k || !(i == 0 || k == 0))
3678 if (!Person::players[i]->skeleton.free) {
3679 if (Person::players[k]->hasvictim) {
3680 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3681 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3682 Person::players[k]->victim = Person::players[i];
3684 Person::players[k]->victim = Person::players[i];
3685 Person::players[k]->hasvictim = 1;
3690 if (Person::players[k]->aitype == playercontrolled)
3692 if (Person::players[k]->attackkeydown &&
3693 Person::players[k]->isRun() &&
3694 Person::players[k]->wasRun() &&
3695 ((Person::players[k]->hasvictim &&
3696 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3697 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3698 !Person::players[k]->victim->skeleton.free &&
3699 Person::players[k]->victim->animTarget != getupfrombackanim &&
3700 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3701 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3702 Person::players[k]->aitype != playercontrolled && //wat???
3703 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3704 Person::players[k]->rabbitkickenabled) ||
3705 Person::players[k]->jumpkeydown)) {
3707 Person::players[k]->setAnimation(rabbitkickanim);
3710 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3712 switch (attackweapon) {
3733 void doPlayerCollisions()
3735 static XYZ rotatetarget;
3736 static float collisionradius;
3737 if (Person::players.size() > 1)
3738 for (unsigned k = 0; k < Person::players.size(); k++)
3739 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3740 //neither player is part of a reversal
3741 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3742 animation[Person::players[i]->animTarget].attack != reversal &&
3743 animation[Person::players[k]->animTarget].attack != reversed &&
3744 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3745 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3746 animation[Person::players[i]->animCurrent].attack != reversal &&
3747 animation[Person::players[k]->animCurrent].attack != reversed &&
3748 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3749 //neither is sleeping
3750 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3751 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3752 //in same patch, neither is climbing
3753 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3754 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3755 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3756 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3757 Person::players[i]->animTarget != climbanim &&
3758 Person::players[i]->animTarget != hanganim &&
3759 Person::players[k]->animTarget != climbanim &&
3760 Person::players[k]->animTarget != hanganim)
3761 //players are close (bounding box test)
3762 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3763 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3764 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3765 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3766 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3767 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3768 //spread fire from player to player
3769 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3770 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3771 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3772 if (!Person::players[i]->onfire)
3773 Person::players[i]->CatchFire();
3774 if (!Person::players[k]->onfire)
3775 Person::players[k]->CatchFire();
3779 XYZ tempcoords1 = Person::players[i]->coords;
3780 XYZ tempcoords2 = Person::players[k]->coords;
3781 if (!Person::players[i]->skeleton.oldfree)
3782 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3783 if (!Person::players[k]->skeleton.oldfree)
3784 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3785 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3786 if (Person::players[0]->hasvictim)
3787 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3788 collisionradius = 3;
3789 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3790 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3791 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3792 //jump down on a dead body
3793 if (k == 0 || i == 0) {
3795 if (Person::players[0]->animTarget == jumpdownanim &&
3796 !Person::players[0]->skeleton.oldfree &&
3797 !Person::players[0]->skeleton.free &&
3798 Person::players[l]->skeleton.oldfree &&
3799 Person::players[l]->skeleton.free &&
3800 Person::players[l]->dead &&
3801 Person::players[0]->lastcollide <= 0 &&
3802 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3803 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3804 Person::players[0]->coords.y = Person::players[l]->coords.y;
3805 Person::players[l]->velocity = Person::players[0]->velocity;
3806 Person::players[l]->skeleton.free = 0;
3807 Person::players[l]->yaw = 0;
3808 Person::players[l]->RagDoll(0);
3809 Person::players[l]->DoDamage(20);
3811 Person::players[l]->skeleton.longdead = 0;
3812 Person::players[0]->lastcollide = 1;
3816 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3817 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3818 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3819 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3820 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3821 Person::players[i]->skeleton.free) &&
3822 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3823 Person::players[k]->skeleton.free))
3824 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3825 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3826 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3828 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3829 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3830 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3831 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3832 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3834 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3835 (k != 0 || Person::players[k]->skeleton.free) ||
3836 (animation[Person::players[i]->animTarget].height == highheight &&
3837 animation[Person::players[k]->animTarget].height == highheight)) {
3838 if (tutoriallevel != 1) {
3839 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3842 Person::players[i]->RagDoll(0);
3843 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3844 award_bonus(0, aimbonus);
3846 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3847 Person::players[k]->RagDoll(0);
3848 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3849 award_bonus(0, aimbonus); // Huh, again?
3851 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3853 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3854 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3856 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3857 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3862 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3863 animation[Person::players[i]->animTarget].attack == normalattack) &&
3864 (animation[Person::players[k]->animTarget].attack == neutral ||
3865 animation[Person::players[k]->animTarget].attack == normalattack)) {
3867 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3868 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3869 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3870 Normalise(&rotatetarget);
3871 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3872 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3873 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3874 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3875 if (Person::players[k]->howactive == typeactive || hostile)
3876 if (Person::players[k]->isIdle()) {
3877 if (Person::players[k]->howactive < typesleeping)
3878 Person::players[k]->setAnimation(Person::players[k]->getStop());
3879 else if (Person::players[k]->howactive == typesleeping)
3880 Person::players[k]->setAnimation(getupfromfrontanim);
3882 Person::players[k]->howactive = typeactive;
3884 if (Person::players[i]->howactive == typeactive || hostile)
3885 if (Person::players[i]->isIdle()) {
3886 if (Person::players[i]->howactive < typesleeping)
3887 Person::players[i]->setAnimation(Person::players[k]->getStop());
3889 Person::players[i]->setAnimation(getupfromfrontanim);
3891 Person::players[i]->howactive = typeactive;
3894 //jump down on player
3896 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3897 !Person::players[i]->isCrouch() &&
3898 Person::players[i]->animTarget != rollanim &&
3899 !Person::players[k]->skeleton.oldfree && !
3900 Person::players[k]->skeleton.free &&
3901 Person::players[k]->lastcollide <= 0 &&
3902 Person::players[k]->velocity.y < -10) {
3903 Person::players[i]->velocity = Person::players[k]->velocity;
3904 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3905 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3906 Person::players[i]->DoDamage(20);
3907 Person::players[i]->RagDoll(0);
3908 Person::players[k]->lastcollide = 1;
3909 award_bonus(k, AboveBonus);
3911 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3912 !Person::players[k]->isCrouch() &&
3913 Person::players[k]->animTarget != rollanim &&
3914 !Person::players[i]->skeleton.oldfree &&
3915 !Person::players[i]->skeleton.free &&
3916 Person::players[i]->lastcollide <= 0 &&
3917 Person::players[i]->velocity.y < -10) {
3918 Person::players[k]->velocity = Person::players[i]->velocity;
3919 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3920 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3921 Person::players[k]->DoDamage(20);
3922 Person::players[k]->RagDoll(0);
3923 Person::players[i]->lastcollide = 1;
3924 award_bonus(i, AboveBonus);
3930 Person::players[i]->CheckKick();
3931 Person::players[k]->CheckKick();
3937 void doAI(unsigned i)
3939 static bool connected;
3940 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3941 Person::players[i]->jumpclimb = 0;
3942 //disable movement in editor
3944 Person::players[i]->stunned = 1;
3946 Person::players[i]->pause = 0;
3947 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3948 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3949 !Person::players[0]->onterrain)
3950 Person::players[i]->pause = 1;
3953 if (Person::players[i]->aitype == pathfindtype) {
3954 if (Person::players[i]->finalpathfindpoint == -1) {
3955 float closestdistance;
3960 closestdistance = -1;
3961 for (int j = 0; j < numpathpoints; j++)
3962 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3963 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3965 Person::players[i]->finaltarget = pathpoint[j];
3967 Person::players[i]->finalpathfindpoint = closest;
3968 for (int j = 0; j < numpathpoints; j++)
3969 for (int k = 0; k < numpathpointconnect[j]; k++) {
3970 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3971 if (sq(tempdist) < closestdistance)
3972 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3973 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3974 closestdistance = sq(tempdist);
3976 Person::players[i]->finaltarget = colpoint;
3979 Person::players[i]->finalpathfindpoint = closest;
3982 if (Person::players[i]->targetpathfindpoint == -1) {
3983 float closestdistance;
3988 closestdistance = -1;
3989 if (Person::players[i]->lastpathfindpoint == -1) {
3990 for (int j = 0; j < numpathpoints; j++) {
3991 if (j != Person::players[i]->lastpathfindpoint)
3992 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3993 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3997 Person::players[i]->targetpathfindpoint = closest;
3998 for (int j = 0; j < numpathpoints; j++)
3999 if (j != Person::players[i]->lastpathfindpoint)
4000 for (int k = 0; k < numpathpointconnect[j]; k++) {
4001 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4002 if (sq(tempdist) < closestdistance) {
4003 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4004 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4005 closestdistance = sq(tempdist);
4010 Person::players[i]->targetpathfindpoint = closest;
4012 for (int j = 0; j < numpathpoints; j++)
4013 if (j != Person::players[i]->lastpathfindpoint &&
4014 j != Person::players[i]->lastpathfindpoint2 &&
4015 j != Person::players[i]->lastpathfindpoint3 &&
4016 j != Person::players[i]->lastpathfindpoint4) {
4018 if (numpathpointconnect[j])
4019 for (int k = 0; k < numpathpointconnect[j]; k++)
4020 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4023 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4024 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4025 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4028 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4029 if (closest == -1 || tempdist < closestdistance) {
4030 closestdistance = tempdist;
4035 Person::players[i]->targetpathfindpoint = closest;
4038 Person::players[i]->losupdatedelay -= multiplier;
4040 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4041 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4043 //reached target point
4044 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4045 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4046 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4047 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4048 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4049 if (Person::players[i]->lastpathfindpoint2 == -1)
4050 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4051 if (Person::players[i]->lastpathfindpoint3 == -1)
4052 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4053 if (Person::players[i]->lastpathfindpoint4 == -1)
4054 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4055 Person::players[i]->targetpathfindpoint = -1;
4057 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4058 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4059 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4060 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4061 Person::players[i]->aitype = passivetype;
4064 Person::players[i]->forwardkeydown = 1;
4065 Person::players[i]->leftkeydown = 0;
4066 Person::players[i]->backkeydown = 0;
4067 Person::players[i]->rightkeydown = 0;
4068 Person::players[i]->crouchkeydown = 0;
4069 Person::players[i]->attackkeydown = 0;
4070 Person::players[i]->throwkeydown = 0;
4072 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4073 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4075 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4076 Person::players[i]->jumpkeydown = 0;
4077 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4078 Person::players[i]->jumpkeydown = 1;
4080 if ((tutoriallevel != 1 || cananger) &&
4082 !Person::players[0]->dead &&
4083 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4084 Person::players[i]->occluded < 25) {
4085 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4086 animation[Person::players[0]->animTarget].height != lowheight &&
4088 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4089 Person::players[i]->aitype = attacktypecutoff;
4090 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4091 animation[Person::players[0]->animTarget].height == highheight &&
4093 Person::players[i]->aitype = attacktypecutoff;
4095 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4096 Person::players[i]->losupdatedelay = .2;
4097 for (unsigned j = 0; j < Person::players.size(); j++)
4098 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4099 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4100 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4101 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4102 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4103 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4104 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4105 *Person::players[i]->scale + Person::players[i]->coords,
4106 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4107 *Person::players[j]->scale + Person::players[j]->coords) ||
4108 (Person::players[j]->animTarget == hanganim &&
4109 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4110 Person::players[i]->aitype = searchtype;
4111 Person::players[i]->lastchecktime = 12;
4112 Person::players[i]->lastseen = Person::players[j]->coords;
4113 Person::players[i]->lastseentime = 12;
4117 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4118 if (Person::players[i]->creature != wolftype) {
4119 Person::players[i]->stunned = .6;
4120 Person::players[i]->surprised = .6;
4124 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4125 Person::players[i]->howactive = typeactive;
4127 if (Person::players[i]->aitype == passivetype) {
4128 Person::players[i]->aiupdatedelay -= multiplier;
4129 Person::players[i]->losupdatedelay -= multiplier;
4130 Person::players[i]->lastseentime += multiplier;
4131 Person::players[i]->pausetime -= multiplier;
4132 if (Person::players[i]->lastseentime > 1)
4133 Person::players[i]->lastseentime = 1;
4135 if (Person::players[i]->aiupdatedelay < 0) {
4136 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4137 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4138 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4139 Person::players[i]->aiupdatedelay = .05;
4141 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4142 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4143 Person::players[i]->pausetime = 4;
4144 Person::players[i]->waypoint++;
4145 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4146 Person::players[i]->waypoint = 0;
4151 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4152 Person::players[i]->forwardkeydown = 1;
4154 Person::players[i]->forwardkeydown = 0;
4155 Person::players[i]->leftkeydown = 0;
4156 Person::players[i]->backkeydown = 0;
4157 Person::players[i]->rightkeydown = 0;
4158 Person::players[i]->crouchkeydown = 0;
4159 Person::players[i]->attackkeydown = 0;
4160 Person::players[i]->throwkeydown = 0;
4162 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4163 if (!Person::players[i]->avoidsomething)
4164 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4166 XYZ leftpos, rightpos;
4167 float leftdist, rightdist;
4168 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4169 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4170 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4171 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4172 if (leftdist < rightdist)
4173 Person::players[i]->targetyaw += 90;
4175 Person::players[i]->targetyaw -= 90;
4179 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4180 Person::players[i]->jumpkeydown = 0;
4181 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4182 Person::players[i]->jumpkeydown = 1;
4186 if (!editorenabled) {
4187 if (Person::players[i]->howactive <= typesleeping)
4188 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4189 for (int j = 0; j < numenvsounds; j++) {
4190 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4191 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4192 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4193 Person::players[i]->aitype = attacktypecutoff;
4196 if (Person::players[i]->aitype != passivetype) {
4197 if (Person::players[i]->howactive == typesleeping)
4198 Person::players[i]->setAnimation(getupfromfrontanim);
4199 Person::players[i]->howactive = typeactive;
4203 if (Person::players[i]->howactive < typesleeping &&
4204 ((tutoriallevel != 1 || cananger) && hostile) &&
4205 !Person::players[0]->dead &&
4206 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4207 Person::players[i]->occluded < 25) {
4208 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4209 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4210 Person::players[i]->aitype = attacktypecutoff;
4211 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4212 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4213 Person::players[i]->aitype = attacktypecutoff;
4216 if (Person::players[i]->creature == wolftype) {
4218 for (unsigned j = 0; j < Person::players.size(); j++) {
4219 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4220 float smelldistance = 50;
4221 if (j == 0 && Person::players[j]->num_weapons > 0) {
4222 if (weapons[Person::players[j]->weaponids[0]].bloody)
4223 smelldistance = 100;
4224 if (Person::players[j]->num_weapons == 2)
4225 if (weapons[Person::players[j]->weaponids[1]].bloody)
4226 smelldistance = 100;
4229 smelldistance = 100;
4230 windsmell = windvector;
4231 Normalise(&windsmell);
4232 windsmell = windsmell * 2 + Person::players[j]->coords;
4233 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4234 Person::players[i]->aitype = attacktypecutoff;
4239 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4240 Person::players[i]->losupdatedelay = .2;
4241 for (unsigned j = 0; j < Person::players.size(); j++) {
4242 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4243 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4244 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4245 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4246 if ((-1 == checkcollide(
4247 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4248 Person::players[i]->scale + Person::players[i]->coords,
4249 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4250 Person::players[j]->scale + Person::players[j]->coords) &&
4251 !Person::players[j]->isWallJump()) ||
4252 (Person::players[j]->animTarget == hanganim &&
4253 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4254 Person::players[i]->lastseentime -= .2;
4255 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4256 Person::players[i]->lastseentime -= .4;
4258 Person::players[i]->lastseentime -= .6;
4260 if (Person::players[i]->lastseentime <= 0) {
4261 Person::players[i]->aitype = searchtype;
4262 Person::players[i]->lastchecktime = 12;
4263 Person::players[i]->lastseen = Person::players[j]->coords;
4264 Person::players[i]->lastseentime = 12;
4271 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4272 if (Person::players[i]->creature != wolftype) {
4273 Person::players[i]->stunned = .6;
4274 Person::players[i]->surprised = .6;
4276 if (Person::players[i]->creature == wolftype) {
4277 Person::players[i]->stunned = .47;
4278 Person::players[i]->surprised = .47;
4286 if (Person::players[i]->aitype == searchtype) {
4287 Person::players[i]->aiupdatedelay -= multiplier;
4288 Person::players[i]->losupdatedelay -= multiplier;
4289 if (!Person::players[i]->pause)
4290 Person::players[i]->lastseentime -= multiplier;
4291 Person::players[i]->lastchecktime -= multiplier;
4293 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4294 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4295 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4297 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4299 j = checkcollide(test2, test, Person::players[i]->laststanding);
4301 j = checkcollide(test2, test);
4303 Person::players[i]->velocity = 0;
4304 Person::players[i]->setAnimation(Person::players[i]->getStop());
4305 Person::players[i]->targetyaw += 180;
4306 Person::players[i]->stunned = .5;
4307 //Person::players[i]->aitype=passivetype;
4308 Person::players[i]->aitype = pathfindtype;
4309 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4310 Person::players[i]->finalpathfindpoint = -1;
4311 Person::players[i]->targetpathfindpoint = -1;
4312 Person::players[i]->lastpathfindpoint = -1;
4313 Person::players[i]->lastpathfindpoint2 = -1;
4314 Person::players[i]->lastpathfindpoint3 = -1;
4315 Person::players[i]->lastpathfindpoint4 = -1;
4317 Person::players[i]->laststanding = j;
4320 //check out last seen location
4321 if (Person::players[i]->aiupdatedelay < 0) {
4322 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4323 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4324 Person::players[i]->aiupdatedelay = .05;
4325 Person::players[i]->forwardkeydown = 1;
4327 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4328 Person::players[i]->forwardkeydown = 0;
4329 Person::players[i]->aiupdatedelay = 1;
4330 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4331 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4332 Person::players[i]->lastchecktime = 3;
4335 Person::players[i]->leftkeydown = 0;
4336 Person::players[i]->backkeydown = 0;
4337 Person::players[i]->rightkeydown = 0;
4338 Person::players[i]->crouchkeydown = 0;
4339 Person::players[i]->attackkeydown = 0;
4340 Person::players[i]->throwkeydown = 0;
4342 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4343 if (!Person::players[i]->avoidsomething)
4344 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4346 XYZ leftpos, rightpos;
4347 float leftdist, rightdist;
4348 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4349 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4350 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4351 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4352 if (leftdist < rightdist)
4353 Person::players[i]->targetyaw += 90;
4355 Person::players[i]->targetyaw -= 90;
4359 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4360 Person::players[i]->jumpkeydown = 0;
4361 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4362 Person::players[i]->jumpkeydown = 1;
4364 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4365 for (int k = 0; k < numenvsounds; k++) {
4366 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4367 Person::players[i]->aitype = attacktypecutoff;
4371 if (!Person::players[0]->dead &&
4372 Person::players[i]->losupdatedelay < 0 &&
4374 Person::players[i]->occluded < 2 &&
4375 ((tutoriallevel != 1 || cananger) && hostile)) {
4376 Person::players[i]->losupdatedelay = .2;
4377 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4378 Person::players[i]->aitype = attacktypecutoff;
4379 Person::players[i]->lastseentime = 1;
4381 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4382 //TODO: factor out canSeePlayer()
4383 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4384 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4386 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4387 Person::players[i]->scale + Person::players[i]->coords,
4388 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4389 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4390 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4391 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4392 /* //TODO: changed j to 0 on a whim, make sure this is correct
4393 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4394 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4396 Person::players[i]->aitype = attacktypecutoff;
4397 Person::players[i]->lastseentime = 1;
4401 if (Person::players[i]->lastseentime < 0) {
4402 //Person::players[i]->aitype=passivetype;
4404 Person::players[i]->aitype = pathfindtype;
4405 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4406 Person::players[i]->finalpathfindpoint = -1;
4407 Person::players[i]->targetpathfindpoint = -1;
4408 Person::players[i]->lastpathfindpoint = -1;
4409 Person::players[i]->lastpathfindpoint2 = -1;
4410 Person::players[i]->lastpathfindpoint3 = -1;
4411 Person::players[i]->lastpathfindpoint4 = -1;
4415 if (Person::players[i]->aitype != gethelptype)
4416 Person::players[i]->runninghowlong = 0;
4418 //get help from buddies
4419 if (Person::players[i]->aitype == gethelptype) {
4420 Person::players[i]->runninghowlong += multiplier;
4421 Person::players[i]->aiupdatedelay -= multiplier;
4423 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4424 Person::players[i]->aiupdatedelay = .2;
4427 //TODO: factor out closest search somehow
4428 if (!Person::players[i]->ally) {
4430 float closestdist = -1;
4431 for (unsigned k = 0; k < Person::players.size(); k++) {
4432 if (k != i && k != 0 && !Person::players[k]->dead &&
4433 Person::players[k]->howactive < typedead1 &&
4434 !Person::players[k]->skeleton.free &&
4435 Person::players[k]->aitype == passivetype) {
4436 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4437 if (closestdist == -1 || distance < closestdist) {
4438 closestdist = distance;
4445 Person::players[i]->ally = closest;
4447 Person::players[i]->ally = 0;
4448 Person::players[i]->lastseen = Person::players[0]->coords;
4449 Person::players[i]->lastseentime = 12;
4453 Person::players[i]->lastchecktime = 12;
4455 XYZ facing = Person::players[i]->coords;
4456 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4457 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4458 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4459 if (-1 != checkcollide(facing, flatfacing))
4460 Person::players[i]->lastseentime -= .1;
4462 //no available ally, run back to player
4463 if (Person::players[i]->ally <= 0 ||
4464 Person::players[Person::players[i]->ally]->skeleton.free ||
4465 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4466 Person::players[i]->lastseentime <= 0) {
4467 Person::players[i]->aitype = searchtype;
4468 Person::players[i]->lastseentime = 12;
4472 if (Person::players[i]->ally > 0) {
4473 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4474 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4475 Person::players[i]->aiupdatedelay = .05;
4476 Person::players[i]->forwardkeydown = 1;
4478 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4479 Person::players[i]->aitype = searchtype;
4480 Person::players[i]->lastseentime = 12;
4481 Person::players[Person::players[i]->ally]->aitype = searchtype;
4482 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4483 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4484 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4485 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4489 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4490 if (!Person::players[i]->avoidsomething)
4491 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4493 XYZ leftpos, rightpos;
4494 float leftdist, rightdist;
4495 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4496 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4497 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4498 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4499 if (leftdist < rightdist)
4500 Person::players[i]->targetyaw += 90;
4502 Person::players[i]->targetyaw -= 90;
4507 Person::players[i]->leftkeydown = 0;
4508 Person::players[i]->backkeydown = 0;
4509 Person::players[i]->rightkeydown = 0;
4510 Person::players[i]->crouchkeydown = 0;
4511 Person::players[i]->attackkeydown = 0;
4513 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4514 Person::players[i]->jumpkeydown = 0;
4515 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4516 Person::players[i]->jumpkeydown = 1;
4519 //retreiving a weapon on the ground
4520 if (Person::players[i]->aitype == getweapontype) {
4521 Person::players[i]->aiupdatedelay -= multiplier;
4522 Person::players[i]->lastchecktime -= multiplier;
4524 if (Person::players[i]->aiupdatedelay < 0) {
4525 Person::players[i]->aiupdatedelay = .2;
4528 if (Person::players[i]->ally < 0) {
4530 float closestdist = -1;
4531 for (unsigned k = 0; k < weapons.size(); k++)
4532 if (weapons[k].owner == -1) {
4533 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4534 if (closestdist == -1 || distance < closestdist) {
4535 closestdist = distance;
4541 Person::players[i]->ally = closest;
4543 Person::players[i]->ally = -1;
4546 Person::players[i]->lastseentime = 12;
4548 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4549 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4550 Person::players[i]->aitype = attacktypecutoff;
4551 Person::players[i]->lastseentime = 1;
4553 if (!Person::players[0]->dead)
4554 if (Person::players[i]->ally >= 0) {
4555 if (weapons[Person::players[i]->ally].owner != -1 ||
4556 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4557 Person::players[i]->aitype = attacktypecutoff;
4558 Person::players[i]->lastseentime = 1;
4560 //TODO: factor these out as moveToward()
4561 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4562 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4563 Person::players[i]->aiupdatedelay = .05;
4564 Person::players[i]->forwardkeydown = 1;
4567 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4568 if (!Person::players[i]->avoidsomething)
4569 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4571 XYZ leftpos, rightpos;
4572 float leftdist, rightdist;
4573 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4574 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4575 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4576 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4577 if (leftdist < rightdist)
4578 Person::players[i]->targetyaw += 90;
4580 Person::players[i]->targetyaw -= 90;
4585 Person::players[i]->leftkeydown = 0;
4586 Person::players[i]->backkeydown = 0;
4587 Person::players[i]->rightkeydown = 0;
4588 Person::players[i]->attackkeydown = 0;
4589 Person::players[i]->throwkeydown = 1;
4590 Person::players[i]->crouchkeydown = 0;
4591 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4592 Person::players[i]->animTarget != removeknifeanim)
4593 Person::players[i]->throwtogglekeydown = 0;
4594 Person::players[i]->drawkeydown = 0;
4596 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4597 Person::players[i]->jumpkeydown = 0;
4598 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4599 Person::players[i]->jumpkeydown = 1;
4602 if (Person::players[i]->aitype == attacktypecutoff) {
4603 Person::players[i]->aiupdatedelay -= multiplier;
4604 //dodge or reverse rabbit kicks, knife throws, flips
4605 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4606 if ((Person::players[0]->animTarget == rabbitkickanim ||
4607 Person::players[0]->animTarget == knifethrowanim ||
4608 (Person::players[0]->isFlip() &&
4609 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4610 !Person::players[0]->skeleton.free &&
4611 (Person::players[i]->aiupdatedelay < .1)) {
4612 Person::players[i]->attackkeydown = 0;
4613 if (Person::players[i]->isIdle())
4614 Person::players[i]->crouchkeydown = 1;
4615 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4616 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4617 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4618 if (abs(Random() % 2) == 0)
4619 Person::players[i]->setAnimation(backhandspringanim);
4621 Person::players[i]->setAnimation(rollanim);
4622 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4623 Person::players[i]->wentforweapon = 0;
4625 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4626 Person::players[i]->setAnimation(flipanim);
4629 Person::players[i]->forwardkeydown = 0;
4630 Person::players[i]->aiupdatedelay = .02;
4632 //get confused by flips
4633 if (Person::players[0]->isFlip() &&
4634 !Person::players[0]->skeleton.free &&
4635 Person::players[0]->animTarget != walljumprightkickanim &&
4636 Person::players[0]->animTarget != walljumpleftkickanim) {
4637 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4638 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4639 Person::players[i]->stunned = 1;
4641 //go for weapon on the ground
4642 if (Person::players[i]->wentforweapon < 3)
4643 for (unsigned k = 0; k < weapons.size(); k++)
4644 if (Person::players[i]->creature != wolftype)
4645 if (Person::players[i]->num_weapons == 0 &&
4646 weapons[k].owner == -1 &&
4647 weapons[i].velocity.x == 0 &&
4648 weapons[i].velocity.z == 0 &&
4649 weapons[i].velocity.y == 0) {
4650 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4651 Person::players[i]->wentforweapon++;
4652 Person::players[i]->lastchecktime = 6;
4653 Person::players[i]->aitype = getweapontype;
4654 Person::players[i]->ally = -1;
4657 //dodge/reverse walljump kicks
4658 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4659 if (animation[Person::players[i]->animTarget].height != highheight)
4660 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4661 ((Person::players[0]->animTarget == walljumprightkickanim ||
4662 Person::players[0]->animTarget == walljumpleftkickanim) &&
4663 ((Person::players[i]->aiupdatedelay < .15 &&
4665 (Person::players[i]->aiupdatedelay < .08 &&
4666 difficulty != 2)))) {
4667 Person::players[i]->crouchkeydown = 1;
4669 //walked off a ledge (?)
4670 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4671 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4672 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4674 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4676 j = checkcollide(test2, test, Person::players[i]->laststanding);
4678 j = checkcollide(test2, test);
4680 Person::players[i]->velocity = 0;
4681 Person::players[i]->setAnimation(Person::players[i]->getStop());
4682 Person::players[i]->targetyaw += 180;
4683 Person::players[i]->stunned = .5;
4684 Person::players[i]->aitype = pathfindtype;
4685 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4686 Person::players[i]->finalpathfindpoint = -1;
4687 Person::players[i]->targetpathfindpoint = -1;
4688 Person::players[i]->lastpathfindpoint = -1;
4689 Person::players[i]->lastpathfindpoint2 = -1;
4690 Person::players[i]->lastpathfindpoint3 = -1;
4691 Person::players[i]->lastpathfindpoint4 = -1;
4693 Person::players[i]->laststanding = j;
4695 //lose sight of player in the air (?)
4696 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4697 animation[Person::players[0]->animTarget].height != highheight &&
4698 !Person::players[0]->onterrain) {
4699 Person::players[i]->aitype = pathfindtype;
4700 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4701 Person::players[i]->finalpathfindpoint = -1;
4702 Person::players[i]->targetpathfindpoint = -1;
4703 Person::players[i]->lastpathfindpoint = -1;
4704 Person::players[i]->lastpathfindpoint2 = -1;
4705 Person::players[i]->lastpathfindpoint3 = -1;
4706 Person::players[i]->lastpathfindpoint4 = -1;
4708 //it's time to think (?)
4709 if (Person::players[i]->aiupdatedelay < 0 &&
4710 !animation[Person::players[i]->animTarget].attack &&
4711 Person::players[i]->animTarget != staggerbackhighanim &&
4712 Person::players[i]->animTarget != staggerbackhardanim &&
4713 Person::players[i]->animTarget != backhandspringanim &&
4714 Person::players[i]->animTarget != dodgebackanim) {
4716 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4717 Person::players[i]->drawkeydown = Random() % 2;
4719 Person::players[i]->drawkeydown = 0;
4720 Person::players[i]->rabbitkickenabled = Random() % 2;
4722 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4723 XYZ targetpoint = Person::players[0]->coords;
4724 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4725 distsq(&rotatetarget, &Person::players[i]->coords))
4726 targetpoint += Person::players[0]->velocity *
4727 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4728 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4729 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4730 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4732 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4733 Person::players[i]->forwardkeydown = 1;
4734 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4735 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4736 Person::players[0]->weaponactive != -1)
4737 Person::players[i]->forwardkeydown = 1;
4738 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4739 Person::players[i]->forwardkeydown = 1;
4741 Person::players[i]->forwardkeydown = 0;
4742 //chill out around the corpse
4743 if (Person::players[0]->dead) {
4744 Person::players[i]->forwardkeydown = 0;
4745 if (Random() % 10 == 0)
4746 Person::players[i]->forwardkeydown = 1;
4747 if (Random() % 100 == 0) {
4748 Person::players[i]->aitype = pathfindtype;
4749 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4750 Person::players[i]->finalpathfindpoint = -1;
4751 Person::players[i]->targetpathfindpoint = -1;
4752 Person::players[i]->lastpathfindpoint = -1;
4753 Person::players[i]->lastpathfindpoint2 = -1;
4754 Person::players[i]->lastpathfindpoint3 = -1;
4755 Person::players[i]->lastpathfindpoint4 = -1;
4758 Person::players[i]->leftkeydown = 0;
4759 Person::players[i]->backkeydown = 0;
4760 Person::players[i]->rightkeydown = 0;
4761 Person::players[i]->crouchkeydown = 0;
4762 Person::players[i]->throwkeydown = 0;
4764 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4765 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4767 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4768 Person::players[i]->attackkeydown = 1;
4770 Person::players[i]->attackkeydown = 0;
4771 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4772 Person::players[i]->attackkeydown = 0;
4775 if (Person::players[i]->aitype != playercontrolled &&
4776 (Person::players[i]->isIdle() ||
4777 Person::players[i]->isCrouch() ||
4778 Person::players[i]->isRun())) {
4780 for (unsigned j = 0; j < Person::players.size(); j++)
4781 if (j != i && !Person::players[j]->skeleton.free &&
4782 Person::players[j]->hasvictim &&
4783 (tutoriallevel == 1 && reversaltrain ||
4784 Random() % 2 == 0 && difficulty == 2 ||
4785 Random() % 4 == 0 && difficulty == 1 ||
4786 Random() % 8 == 0 && difficulty == 0 ||
4787 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4788 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4789 (Random() % 2 == 0 || difficulty == 2) ||
4790 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4791 Person::players[j]->weaponactive != -1 ||
4792 Person::players[j]->animTarget == swordslashanim &&
4793 Person::players[i]->weaponactive != -1 ||
4794 Person::players[j]->animTarget == staffhitanim ||
4795 Person::players[j]->animTarget == staffspinhitanim))
4796 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4797 Person::players[j]->victim == Person::players[i] &&
4798 (Person::players[j]->animTarget == sweepanim ||
4799 Person::players[j]->animTarget == spinkickanim ||
4800 Person::players[j]->animTarget == staffhitanim ||
4801 Person::players[j]->animTarget == staffspinhitanim ||
4802 Person::players[j]->animTarget == winduppunchanim ||
4803 Person::players[j]->animTarget == upunchanim ||
4804 Person::players[j]->animTarget == wolfslapanim ||
4805 Person::players[j]->animTarget == knifeslashstartanim ||
4806 Person::players[j]->animTarget == swordslashanim &&
4807 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4808 Person::players[i]->weaponactive != -1))) {
4815 Person::players[target]->Reverse();
4818 if (Person::players[i]->collided < 1)
4819 Person::players[i]->jumpkeydown = 0;
4820 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4821 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4822 Person::players[i]->onterrain &&
4823 Person::players[i]->creature == rabbittype)
4824 Person::players[i]->jumpkeydown = 1;
4825 //TODO: why are we controlling the human?
4826 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4827 Person::players[0]->jumpkeydown = 0;
4828 if (Person::players[0]->animTarget == jumpdownanim &&
4829 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4830 Person::players[i]->crouchkeydown = 1;
4831 if (Person::players[i]->jumpkeydown)
4832 Person::players[i]->attackkeydown = 0;
4834 if (tutoriallevel == 1)
4836 Person::players[i]->attackkeydown = 0;
4839 XYZ facing = Person::players[i]->coords;
4840 XYZ flatfacing = Person::players[0]->coords;
4841 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4842 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4843 if (Person::players[i]->occluded >= 2)
4844 if (-1 != checkcollide(facing, flatfacing)) {
4845 if (!Person::players[i]->pause)
4846 Person::players[i]->lastseentime -= .2;
4847 if (Person::players[i]->lastseentime <= 0 &&
4848 (Person::players[i]->creature != wolftype ||
4849 Person::players[i]->weaponstuck == -1)) {
4850 Person::players[i]->aitype = searchtype;
4851 Person::players[i]->lastchecktime = 12;
4852 Person::players[i]->lastseen = Person::players[0]->coords;
4853 Person::players[i]->lastseentime = 12;
4856 Person::players[i]->lastseentime = 1;
4859 if (animation[Person::players[0]->animTarget].height == highheight &&
4860 (Person::players[i]->aitype == attacktypecutoff ||
4861 Person::players[i]->aitype == searchtype))
4862 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4863 XYZ test = Person::players[0]->coords;
4865 if (-1 == checkcollide(Person::players[0]->coords, test))
4866 Person::players[i]->stunned = 1;
4869 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4870 Person::players[i]->stunned > 0 ||
4871 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4872 if (Person::players[i]->pause)
4873 Person::players[i]->lastseentime = 1;
4874 Person::players[i]->targetyaw = Person::players[i]->yaw;
4875 Person::players[i]->forwardkeydown = 0;
4876 Person::players[i]->leftkeydown = 0;
4877 Person::players[i]->backkeydown = 0;
4878 Person::players[i]->rightkeydown = 0;
4879 Person::players[i]->jumpkeydown = 0;
4880 Person::players[i]->attackkeydown = 0;
4881 Person::players[i]->crouchkeydown = 0;
4882 Person::players[i]->throwkeydown = 0;
4890 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4891 facing = flatfacing;
4893 if (Person::players[i]->aitype == attacktypecutoff) {
4894 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4895 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4896 } else if (Person::players[i]->howactive >= typesleeping) {
4897 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4898 Person::players[i]->targetheadpitch = 0;
4900 if (Person::players[i]->interestdelay <= 0) {
4901 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4902 Person::players[i]->headtarget = Person::players[i]->coords;
4903 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4904 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4905 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4906 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4908 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4909 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4916 void updateSettingsMenu()
4919 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4920 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4922 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4923 Menu::setText(0, sbuf);
4924 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4925 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4926 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4927 if (newdetail == 2) Menu::setText(1, "Detail: High");
4928 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4929 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4930 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4931 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4932 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4933 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4934 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4935 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4936 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4937 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4938 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4939 Menu::setText(10, sbuf);
4940 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4941 Menu::setText(11, sbuf);
4942 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4943 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4944 sprintf (sbuf, "Back");
4946 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4947 Menu::setText(8, sbuf);
4950 void updateStereoConfigMenu()
4953 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4954 Menu::setText(0, sbuf);
4955 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4956 Menu::setText(1, sbuf);
4957 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4958 Menu::setText(2, sbuf);
4961 void updateControlsMenu()
4963 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4964 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4965 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4966 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4967 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4968 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4969 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4970 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4971 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4973 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4977 Values of mainmenu :
4979 2 Menu pause (resume/end game)
4981 4 Controls configuration menu
4982 5 Main game menu (choose level or challenge)
4983 6 Deleting user menu
4984 7 User managment menu (select/add)
4985 8 Choose difficulty menu
4986 9 Challenge level selection menu
4987 10 End of the campaign congratulation (is that really a menu?)
4988 11 Same that 9 ??? => unused
4989 18 stereo configuration
4992 void Game::LoadMenu()
4998 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4999 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5000 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5001 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5004 Menu::addButton( 0, "", 10 + 20, 440);
5005 Menu::addButton(14, "", 10 + 400, 440);
5006 Menu::addButton( 1, "", 10 + 60, 405);
5007 Menu::addButton( 2, "", 10 + 70, 370);
5008 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5009 Menu::addButton( 4, "", 10 , 335);
5010 Menu::addButton( 5, "", 10 + 60, 300);
5011 Menu::addButton( 6, "", 10 + 70, 265);
5012 Menu::addButton( 9, "", 10 , 230);
5013 Menu::addButton(10, "", 20 , 195);
5014 Menu::addButton(11, "", 10 + 60, 160);
5015 Menu::addButton(13, "", 30 , 125);
5016 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5017 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5018 Menu::addButton(8, "Back", 10, 10);
5019 updateSettingsMenu();
5022 Menu::addButton(0, "", 10 , 400);
5023 Menu::addButton(1, "", 10 + 40, 360);
5024 Menu::addButton(2, "", 10 + 40, 320);
5025 Menu::addButton(3, "", 10 + 30, 280);
5026 Menu::addButton(4, "", 10 + 20, 240);
5027 Menu::addButton(5, "", 10 + 40, 200);
5028 Menu::addButton(6, "", 10 + 40, 160);
5029 Menu::addButton(7, "", 10 + 30, 120);
5030 Menu::addButton(8, "", 10 + 20, 80);
5032 Menu::addButton(9, "", 10 + 10, 40);
5033 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5034 updateControlsMenu();
5038 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5039 Menu::addButton(1, "Tutorial", 5, 300);
5040 Menu::addButton(2, "Challenge", 5, 240);
5041 Menu::addButton(3, "Delete User", 400, 10);
5042 Menu::addButton(4, "Main Menu", 5, 10);
5043 Menu::addButton(5, "Change User", 5, 180);
5044 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5047 //with (2,-5) offset from old code
5048 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5050 int numlevels = accountactive->getCampaignChoicesMade();
5051 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5052 for (int i = 0; i < numlevels; i++) {
5053 XYZ midpoint = campaignlevels[i].getCenter();
5054 float itemsize = campaignlevels[i].getWidth();
5055 const bool active = i >= accountactive->getCampaignChoicesMade();
5060 XYZ start = campaignlevels[i - 1].getCenter();
5061 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);
5063 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5064 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5067 Menu::addMapLabel(-2, campaignlevels[i].description,
5068 campaignlevels[i].getStartX() + 10,
5069 campaignlevels[i].getStartY() - 4);
5075 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5076 Menu::addButton(1, "Yes", 10, 360);
5077 Menu::addButton(2, "No", 10, 320);
5080 if (Account::getNbAccounts() < 8)
5081 Menu::addButton(0, "New User", 10, 400);
5083 Menu::addLabel(0, "No More Users", 10, 400);
5084 Menu::addLabel(-2, "", 20, 400);
5085 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5086 for (int i = 0; i < Account::getNbAccounts(); i++)
5087 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5090 Menu::addButton(0, "Easier", 10, 400);
5091 Menu::addButton(1, "Difficult", 10, 360);
5092 Menu::addButton(2, "Insane", 10, 320);
5095 for (int i = 0; i < numchallengelevels; i++) {
5098 sprintf (temp, "Level %d", i + 1);
5099 for (int j = strlen(temp); j < 17; j++)
5102 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5103 for (int j = strlen(temp); j < (32 - 17); j++)
5106 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5107 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5110 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5113 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5116 Menu::addButton(-1, " High Score Best Time", 10, 440);
5117 Menu::addButton(numchallengelevels, "Back", 10, 10);
5120 Menu::addLabel(0, "Congratulations!", 220, 330);
5121 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5122 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5123 Menu::addButton(3, "Back", 10, 10);
5125 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5126 Menu::addLabel(4, sbuf, 190, 200);
5127 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5128 Menu::addLabel(5, sbuf, 190, 180);
5132 Menu::addButton(0, "", 70, 400);
5133 Menu::addButton(1, "", 10, 360);
5134 Menu::addButton(2, "", 40, 320);
5135 Menu::addButton(3, "Back", 10, 10);
5136 updateStereoConfigMenu();
5141 extern set<pair<int,int>> resolutions;
5146 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5148 // some specific case where we do something even if the left mouse button is not pressed.
5149 if ((mainmenu == 5) && (endgame == 2)) {
5150 accountactive->endGame();
5155 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5156 stereoseparation -= 0.001;
5157 updateStereoConfigMenu();
5160 static int oldmainmenu = mainmenu;
5162 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5163 set<pair<int,int>>::iterator newscreenresolution;
5169 if (gameon) { //resume
5171 pause_sound(stream_menutheme);
5172 resume_stream(leveltheme);
5174 fireSound(firestartsound);
5176 mainmenu = (accountactive ? 5 : 7);
5188 if (newscreenwidth > 3000)
5189 newscreenwidth = screenwidth;
5190 if (newscreenwidth < 0)
5191 newscreenwidth = screenwidth;
5192 if (newscreenheight > 3000)
5193 newscreenheight = screenheight;
5194 if (newscreenheight < 0)
5195 newscreenheight = screenheight;
5200 if (gameon) { //end game
5205 pause_sound(stream_menutheme);
5214 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5215 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5216 newscreenresolution++;
5217 if (newscreenresolution == resolutions.end()) {
5218 /* It was the last one (or not found), go back to the beginning */
5219 newscreenresolution = resolutions.begin();
5221 newscreenwidth = newscreenresolution->first;
5222 newscreenheight = newscreenresolution->second;
5231 if (bloodtoggle > 2)
5240 ismotionblur = !ismotionblur;
5246 musictoggle = !musictoggle;
5248 emit_stream_np(stream_menutheme);
5250 pause_sound(leveltheme);
5251 pause_sound(stream_fighttheme);
5252 pause_sound(stream_menutheme);
5254 for (int i = 0; i < 4; i++) {
5255 oldmusicvolume[i] = 0;
5269 mainmenu = gameon ? 2 : 1;
5272 invertmouse = !invertmouse;
5275 usermousesensitivity += .2;
5276 if (usermousesensitivity > 2)
5277 usermousesensitivity = .2;
5281 if (volume > 1.0001f)
5283 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5287 newstereomode = stereomode;
5292 showdamagebar = !showdamagebar;
5298 updateSettingsMenu();
5303 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5304 keyselect = selected;
5305 if (keyselect != -1)
5307 if (selected == (debugmode ? 10 : 9)) {
5312 updateControlsMenu();
5317 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5318 startbonustotal = 0;
5327 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5328 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5331 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5335 pause_sound(stream_menutheme);
5339 startbonustotal = 0;
5352 pause_sound(stream_menutheme);
5361 mainmenu = (gameon ? 2 : 1);
5367 vector<string> campaigns = ListCampaigns();
5368 vector<string>::iterator c;
5369 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5370 if (!campaigns.empty())
5371 accountactive->setCurrentCampaign(campaigns.front());
5374 if (c == campaigns.end())
5375 c = campaigns.begin();
5376 accountactive->setCurrentCampaign(*c);
5384 if (selected == 1) {
5386 accountactive = Account::destroy(accountactive);
5388 } else if (selected == 2) {
5395 if (selected == 0 && Account::getNbAccounts() < 8) {
5397 } else if (selected < Account::getNbAccounts() + 1) {
5400 accountactive = Account::get(selected - 1);
5401 } else if (selected == Account::getNbAccounts() + 1) {
5407 displaytext[0].clear();
5408 displayselected = 0;
5416 accountactive->setDifficulty(selected);
5420 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5424 startbonustotal = 0;
5428 targetlevel = selected;
5433 Loadlevel(selected);
5438 pause_sound(stream_menutheme);
5440 if (selected == numchallengelevels) {
5447 if (selected == 3) {
5455 stereoseparation += 0.001;
5458 if (selected == 0) {
5459 newstereomode = (StereoMode)(newstereomode + 1);
5460 while (!CanInitStereo(newstereomode)) {
5461 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5462 newstereomode = (StereoMode)(newstereomode + 1);
5463 if (newstereomode >= stereoCount)
5464 newstereomode = stereoNone;
5466 } else if (selected == 2) {
5467 stereoreverse = !stereoreverse;
5468 } else if (selected == 3) {
5472 stereomode = newstereomode;
5473 InitStereo(stereomode);
5476 updateStereoConfigMenu();
5481 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5483 if (mainmenu == 3) {
5488 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5491 inputText(displaytext[0], &displayselected);
5492 if (!waiting) { // the input as finished
5493 if (!displaytext[0].empty()) { // with enter
5494 accountactive = Account::add(string(displaytext[0]));
5500 fireSound(firestartsound);
5502 displaytext[0].clear();
5504 displayselected = 0;
5510 displayblinkdelay -= multiplier;
5511 if (displayblinkdelay <= 0) {
5512 displayblinkdelay = .3;
5513 displayblink = !displayblink;
5518 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5519 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5522 if (oldmainmenu != mainmenu)
5524 oldmainmenu = mainmenu;
5530 static XYZ facing, flatfacing;
5533 for (int i = 0; i < 15; i++) {
5534 displaytime[i] += multiplier;
5537 keyboardfrozen = false;
5540 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5541 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5542 stereoreverse = true;
5544 stereoreverse = false;
5547 printf("Stereo reversed\n");
5549 printf("Stereo unreversed\n");
5552 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5553 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5554 stereoseparation -= 0.001;
5556 stereoseparation -= 0.010;
5557 printf("Stereo decreased increased to %f\n", stereoseparation);
5560 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5561 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5562 stereoseparation += 0.001;
5564 stereoseparation += 0.010;
5565 printf("Stereo separation increased to %f\n", stereoseparation);
5569 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5570 if (tutorialstage != 51)
5571 tutorialstagetime = tutorialmaxtime;
5572 emit_sound_np(consolefailsound, 128.);
5576 Values of mainmenu :
5578 2 Menu pause (resume/end game)
5580 4 Controls configuration menu
5581 5 Main game menu (choose level or challenge)
5582 6 Deleting user menu
5583 7 User managment menu (select/add)
5584 8 Choose difficulty menu
5585 9 Challenge level selection menu
5586 10 End of the campaign congratulation (is that really a menu?)
5587 11 Same that 9 ??? => unused
5588 18 stereo configuration
5593 if (mainmenu && endgame == 1)
5595 //go to level select after completing a campaign level
5596 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5603 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5604 emit_stream_np(stream_menutheme);
5605 pause_sound(leveltheme);
5609 //escape key pressed
5610 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5611 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5613 if (mainmenu == 0 && !winfreeze)
5614 mainmenu = 2; //pause
5615 else if (mainmenu == 1 || mainmenu == 2) {
5616 mainmenu = 0; //unpause
5619 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5620 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5621 emit_stream_np(stream_menutheme);
5622 pause_sound(leveltheme);
5624 //on resume, play level music
5626 pause_sound(stream_menutheme);
5627 resume_stream(leveltheme);
5629 //finished with settings menu
5630 if (mainmenu == 3) {
5634 if (mainmenu >= 3 && mainmenu != 8) {
5642 mainmenu = gameon ? 2 : 1;
5664 hostiletime += multiplier;
5668 leveltime += multiplier;
5671 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5674 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5678 if (Input::isKeyPressed(consolekey) && debugmode) {
5681 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5690 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5691 inputText(consoletext[0], &consoleselected);
5693 if (!consoletext[0].empty()) {
5694 cmd_dispatch(consoletext[0]);
5695 for (int k = 14; k >= 1; k--) {
5696 consoletext[k] = consoletext[k - 1];
5698 consoletext[0].clear();
5699 consoleselected = 0;
5703 consoleblinkdelay -= multiplier;
5704 if (consoleblinkdelay <= 0) {
5705 consoleblinkdelay = .3;
5706 consoleblink = !consoleblink;
5712 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5714 if (mainmenu == 3) {
5719 static int oldwinfreeze;
5720 if (winfreeze && !oldwinfreeze) {
5721 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5722 emit_sound_np(consolesuccesssound);
5725 oldwinfreeze = winfreeze;
5729 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5732 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5736 } else if (winfreeze) {
5744 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5747 static float talkdelay = 0;
5749 if (indialogue != -1)
5751 talkdelay -= multiplier;
5753 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5754 for (int i = 0; i < numdialogues; i++) {
5755 unsigned realdialoguetype;
5757 /* FIXME - Seems like modulo done with ifs */
5758 if (dialoguetype[i] > 49) {
5759 realdialoguetype = dialoguetype[i] - 50;
5761 } else if (dialoguetype[i] > 39) {
5762 realdialoguetype = dialoguetype[i] - 40;
5764 } else if (dialoguetype[i] > 29) {
5765 realdialoguetype = dialoguetype[i] - 30;
5767 } else if (dialoguetype[i] > 19) {
5768 realdialoguetype = dialoguetype[i] - 20;
5770 } else if (dialoguetype[i] > 9) {
5771 realdialoguetype = dialoguetype[i] - 10;
5774 realdialoguetype = dialoguetype[i];
5777 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5778 realdialoguetype < Person::players.size() &&
5779 realdialoguetype > 0 &&
5780 (dialoguegonethrough[i] == 0 || !special) &&
5781 (special || Input::isKeyPressed(attackkey))) {
5782 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5783 Person::players[realdialoguetype]->howactive >= typedead1 ||
5784 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5786 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5787 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5788 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5789 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5790 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5791 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5792 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5797 dialoguegonethrough[i]++;
5798 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5799 playdialogueboxsound();
5805 windvar += multiplier;
5806 smoketex += multiplier;
5807 tutorialstagetime += multiplier;
5810 static float hotspotvisual[40];
5814 for (int i = 0; i < numhotspots; i++)
5815 hotspotvisual[i] -= multiplier / 320;
5817 for (int i = 0; i < numhotspots; i++) {
5818 while (hotspotvisual[i] < 0) {
5820 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5821 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5822 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5823 hotspotsprite += hotspot[i];
5824 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5825 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5829 for (int i = 0; i < numhotspots; i++) {
5830 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5831 hotspot[i] = Person::players[hotspottype[i]]->coords;
5837 if (tutoriallevel) {
5842 if (tutoriallevel != 1) {
5843 if (bonustime == 0 &&
5844 bonus != solidhit &&
5845 bonus != spinecrusher &&
5846 bonus != tracheotomy &&
5847 bonus != backstab &&
5849 emit_sound_np(consolesuccesssound);
5851 } else if (bonustime == 0) {
5852 emit_sound_np(fireendsound);
5854 if (bonustime == 0) {
5855 if (bonus != solidhit &&
5856 bonus != twoxcombo &&
5857 bonus != threexcombo &&
5858 bonus != fourxcombo &&
5862 bonusnum[bonus] += 0.15;
5865 bonusvalue /= bonusnum[bonus];
5866 bonustotal += bonusvalue;
5868 bonustime += multiplier;
5871 if (environment == snowyenvironment) {
5872 precipdelay -= multiplier;
5873 while (precipdelay < 0) {
5877 XYZ footvel, footpoint;
5880 footpoint = viewer + viewerfacing * 6;
5881 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5882 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5883 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5884 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5889 doAerialAcrobatics();
5892 static XYZ oldviewer;
5895 if (indialogue == -1) {
5896 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5897 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5898 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5899 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5900 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5901 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5902 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5903 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5905 Person::players[0]->forwardkeydown = 0;
5906 Person::players[0]->leftkeydown = 0;
5907 Person::players[0]->backkeydown = 0;
5908 Person::players[0]->rightkeydown = 0;
5909 Person::players[0]->jumpkeydown = 0;
5910 Person::players[0]->crouchkeydown = 0;
5911 Person::players[0]->drawkeydown = 0;
5912 Person::players[0]->throwkeydown = 0;
5915 if (!Person::players[0]->jumpkeydown)
5916 Person::players[0]->jumpclimb = 0;
5919 if (indialogue != -1) {
5925 facing = DoRotation(facing, -pitch, 0, 0);
5926 facing = DoRotation(facing, 0, 0 - yaw, 0);
5931 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5933 if (Input::isKeyDown(forwardkey))
5934 viewer += facing * multiplier * 4;
5935 if (Input::isKeyDown(backkey))
5936 viewer -= facing * multiplier * 4;
5937 if (Input::isKeyDown(leftkey))
5938 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5939 if (Input::isKeyDown(rightkey))
5940 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5941 if (Input::isKeyDown(jumpkey))
5942 viewer.y += multiplier * 4;
5943 if (Input::isKeyDown(crouchkey))
5944 viewer.y -= multiplier * 4;
5945 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5946 Input::isKeyPressed(SDL_SCANCODE_2) ||
5947 Input::isKeyPressed(SDL_SCANCODE_3) ||
5948 Input::isKeyPressed(SDL_SCANCODE_4) ||
5949 Input::isKeyPressed(SDL_SCANCODE_5) ||
5950 Input::isKeyPressed(SDL_SCANCODE_6) ||
5951 Input::isKeyPressed(SDL_SCANCODE_7) ||
5952 Input::isKeyPressed(SDL_SCANCODE_8) ||
5953 Input::isKeyPressed(SDL_SCANCODE_9) ||
5954 Input::isKeyPressed(SDL_SCANCODE_0) ||
5955 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5957 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5958 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5959 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5960 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5961 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5962 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5963 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5964 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5965 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5966 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5967 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5969 if (whichend != -1) {
5970 participantfocus[whichdialogue][indialogue] = whichend;
5971 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5972 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5974 if (whichend == -1) {
5975 participantfocus[whichdialogue][indialogue] = -1;
5977 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5982 dialoguecamera[whichdialogue][indialogue] = viewer;
5983 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5984 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5986 if (indialogue < numdialogueboxes[whichdialogue]) {
5987 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5988 playdialogueboxsound();
5992 for (unsigned j = 0; j < Person::players.size(); j++) {
5993 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5996 //TODO: should these be KeyDown or KeyPressed?
5997 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5998 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5999 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6000 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6001 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6002 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6003 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6004 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6005 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6006 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6008 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6009 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6010 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6011 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6012 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6013 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6014 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6015 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6016 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6017 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6018 participantfacing[whichdialogue][indialogue][whichend] = facing;
6020 if (indialogue >= numdialogueboxes[whichdialogue]) {
6027 pause_sound(whooshsound);
6028 viewer = dialoguecamera[whichdialogue][indialogue];
6029 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6030 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6031 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6032 if (dialoguetime > 0.5)
6033 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6034 Input::isKeyPressed(SDL_SCANCODE_2) ||
6035 Input::isKeyPressed(SDL_SCANCODE_3) ||
6036 Input::isKeyPressed(SDL_SCANCODE_4) ||
6037 Input::isKeyPressed(SDL_SCANCODE_5) ||
6038 Input::isKeyPressed(SDL_SCANCODE_6) ||
6039 Input::isKeyPressed(SDL_SCANCODE_7) ||
6040 Input::isKeyPressed(SDL_SCANCODE_8) ||
6041 Input::isKeyPressed(SDL_SCANCODE_9) ||
6042 Input::isKeyPressed(SDL_SCANCODE_0) ||
6043 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6044 Input::isKeyPressed(attackkey)) {
6046 if (indialogue < numdialogueboxes[whichdialogue]) {
6047 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6048 playdialogueboxsound();
6049 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6050 hotspot[numhotspots] = Person::players[0]->coords;
6051 hotspotsize[numhotspots] = 10;
6052 hotspottype[numhotspots] = -1;
6056 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6060 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6068 if (indialogue >= numdialogueboxes[whichdialogue]) {
6072 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6075 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6078 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6080 for (unsigned i = 1; i < Person::players.size(); i++) {
6081 Person::players[i]->aitype = attacktypecutoff;
6088 if (!Person::players[0]->jumpkeydown) {
6089 Person::players[0]->jumptogglekeydown = 0;
6091 if (Person::players[0]->jumpkeydown &&
6092 Person::players[0]->animTarget != jumpupanim &&
6093 Person::players[0]->animTarget != jumpdownanim &&
6094 !Person::players[0]->isFlip())
6095 Person::players[0]->jumptogglekeydown = 1;
6098 dialoguetime += multiplier;
6099 hawkyaw += multiplier * 25;
6101 realhawkcoords.x = 25;
6102 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6103 hawkcalldelay -= multiplier / 2;
6105 if (hawkcalldelay <= 0) {
6106 emit_sound_at(hawksound, realhawkcoords);
6108 hawkcalldelay = 16 + abs(Random() % 8);
6115 doPlayerCollisions();
6119 for (unsigned k = 0; k < Person::players.size(); k++)
6120 if (k != 0 && Person::players[k]->immobile)
6121 Person::players[k]->coords = Person::players[k]->realoldcoords;
6123 for (unsigned k = 0; k < Person::players.size(); k++) {
6124 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6125 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6126 Person::players[k]->DoDamage(1000);
6132 static bool respawnkeydown;
6133 if (!editorenabled &&
6134 (whichlevel != -2 &&
6135 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6136 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6138 (Input::isKeyDown(jumpkey) &&
6141 Person::players[0]->dead))) {
6142 targetlevel = whichlevel;
6146 if (!Input::isKeyDown(jumpkey))
6148 if (Input::isKeyDown(jumpkey))
6154 static bool movekey;
6157 for (unsigned i = 0; i < Person::players.size(); i++) {
6158 static float oldtargetyaw;
6159 if (!Person::players[i]->skeleton.free) {
6160 oldtargetyaw = Person::players[i]->targetyaw;
6161 if (i == 0 && indialogue == -1) {
6162 //TODO: refactor repetitive code
6163 if (!animation[Person::players[0]->animTarget].attack &&
6164 Person::players[0]->animTarget != staggerbackhighanim &&
6165 Person::players[0]->animTarget != staggerbackhardanim &&
6166 Person::players[0]->animTarget != crouchremoveknifeanim &&
6167 Person::players[0]->animTarget != removeknifeanim &&
6168 Person::players[0]->animTarget != backhandspringanim &&
6169 Person::players[0]->animTarget != dodgebackanim &&
6170 Person::players[0]->animTarget != walljumprightkickanim &&
6171 Person::players[0]->animTarget != walljumpleftkickanim) {
6173 Person::players[0]->targetyaw = 0;
6175 Person::players[0]->targetyaw = -yaw + 180;
6181 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6183 facing = flatfacing;
6185 facing = DoRotation(facing, -pitch, 0, 0);
6186 facing = DoRotation(facing, 0, 0 - yaw, 0);
6189 Person::players[0]->lookyaw = -yaw;
6191 Person::players[i]->targetheadyaw = yaw;
6192 Person::players[i]->targetheadpitch = pitch;
6194 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6195 if (!animation[Person::players[i]->animTarget].attack &&
6196 Person::players[i]->animTarget != staggerbackhighanim &&
6197 Person::players[i]->animTarget != staggerbackhardanim &&
6198 Person::players[i]->animTarget != crouchremoveknifeanim &&
6199 Person::players[i]->animTarget != removeknifeanim &&
6200 Person::players[i]->animTarget != backhandspringanim &&
6201 Person::players[i]->animTarget != dodgebackanim &&
6202 Person::players[i]->animTarget != walljumprightkickanim &&
6203 Person::players[i]->animTarget != walljumpleftkickanim) {
6204 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6210 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6212 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6213 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6215 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6216 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6218 if (indialogue != -1) {
6219 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6220 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6226 Person::players[i]->avoidsomething = 0;
6228 //avoid flaming things
6229 for (int j = 0; j < objects.numobjects; j++)
6230 if (objects.onfire[j])
6231 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6232 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6233 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6234 Person::players[i]->collided = 0;
6235 Person::players[i]->avoidcollided = 1;
6236 if (Person::players[i]->avoidsomething == 0 ||
6237 distsq(&Person::players[i]->coords, &objects.position[j]) <
6238 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6239 Person::players[i]->avoidwhere = objects.position[j];
6240 Person::players[i]->avoidsomething = 1;
6244 //avoid flaming players
6245 for (unsigned j = 0; j < Person::players.size(); j++)
6246 if (Person::players[j]->onfire)
6247 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6248 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6249 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6250 Person::players[i]->collided = 0;
6251 Person::players[i]->avoidcollided = 1;
6252 if (Person::players[i]->avoidsomething == 0 ||
6253 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6254 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6255 Person::players[i]->avoidwhere = Person::players[j]->coords;
6256 Person::players[i]->avoidsomething = 1;
6260 if (Person::players[i]->collided > .8)
6261 Person::players[i]->avoidcollided = 0;
6265 if (animation[Person::players[i]->animTarget].attack == reversed) {
6266 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6267 Person::players[i]->forwardkeydown = 0;
6268 Person::players[i]->leftkeydown = 0;
6269 Person::players[i]->backkeydown = 0;
6270 Person::players[i]->rightkeydown = 0;
6271 Person::players[i]->jumpkeydown = 0;
6272 Person::players[i]->attackkeydown = 0;
6273 //Person::players[i]->crouchkeydown=0;
6274 Person::players[i]->throwkeydown = 0;
6277 if (indialogue != -1) {
6278 Person::players[i]->forwardkeydown = 0;
6279 Person::players[i]->leftkeydown = 0;
6280 Person::players[i]->backkeydown = 0;
6281 Person::players[i]->rightkeydown = 0;
6282 Person::players[i]->jumpkeydown = 0;
6283 Person::players[i]->crouchkeydown = 0;
6284 Person::players[i]->drawkeydown = 0;
6285 Person::players[i]->throwkeydown = 0;
6288 if (Person::players[i]->collided < -.3)
6289 Person::players[i]->collided = -.3;
6290 if (Person::players[i]->collided > 1)
6291 Person::players[i]->collided = 1;
6292 Person::players[i]->collided -= multiplier * 4;
6293 Person::players[i]->whichdirectiondelay -= multiplier;
6294 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6295 Person::players[i]->avoidcollided = -.3;
6296 Person::players[i]->whichdirection = abs(Random() % 2);
6297 Person::players[i]->whichdirectiondelay = .4;
6299 if (Person::players[i]->avoidcollided > 1)
6300 Person::players[i]->avoidcollided = 1;
6301 Person::players[i]->avoidcollided -= multiplier / 4;
6302 if (!Person::players[i]->skeleton.free) {
6303 Person::players[i]->stunned -= multiplier;
6304 Person::players[i]->surprised -= multiplier;
6306 if (i != 0 && Person::players[i]->surprised <= 0 &&
6307 Person::players[i]->aitype == attacktypecutoff &&
6308 !Person::players[i]->dead &&
6309 !Person::players[i]->skeleton.free &&
6310 animation[Person::players[i]->animTarget].attack == neutral)
6313 if (!Person::players[i]->throwkeydown)
6314 Person::players[i]->throwtogglekeydown = 0;
6317 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6318 if (Person::players[i]->weaponactive == -1 &&
6319 Person::players[i]->num_weapons < 2 &&
6320 (Person::players[i]->isIdle() ||
6321 Person::players[i]->isCrouch() ||
6322 Person::players[i]->animTarget == sneakanim ||
6323 Person::players[i]->animTarget == rollanim ||
6324 Person::players[i]->animTarget == backhandspringanim ||
6325 Person::players[i]->isFlip() ||
6326 Person::players[i]->aitype != playercontrolled)) {
6327 for (unsigned j = 0; j < weapons.size(); j++) {
6328 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6329 Person::players[i]->aitype == playercontrolled) &&
6330 weapons[j].owner == -1 &&
6331 Person::players[i]->weaponactive == -1)
6332 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6333 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6334 if (Person::players[i]->isCrouch() ||
6335 Person::players[i]->animTarget == sneakanim ||
6336 Person::players[i]->isRun() ||
6337 Person::players[i]->isIdle() ||
6338 Person::players[i]->aitype != playercontrolled) {
6339 Person::players[i]->throwtogglekeydown = 1;
6340 Person::players[i]->setAnimation(crouchremoveknifeanim);
6341 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6342 Person::players[i]->hasvictim = 0;
6344 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6345 Person::players[i]->throwtogglekeydown = 1;
6346 Person::players[i]->hasvictim = 0;
6348 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6349 Person::players[i]->aitype == playercontrolled) &&
6350 weapons[j].owner == -1 ||
6351 Person::players[i]->victim &&
6352 weapons[j].owner == int(Person::players[i]->victim->id))
6353 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6354 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6355 if (weapons[j].getType() != staff)
6356 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6358 Person::players[i]->takeWeapon(j);
6361 } else if ((Person::players[i]->isIdle() ||
6362 Person::players[i]->isFlip() ||
6363 Person::players[i]->aitype != playercontrolled) &&
6364 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6365 Person::players[i]->coords.y < weapons[j].position.y) {
6366 if (!Person::players[i]->isFlip()) {
6367 Person::players[i]->throwtogglekeydown = 1;
6368 Person::players[i]->setAnimation(removeknifeanim);
6369 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6371 if (Person::players[i]->isFlip()) {
6372 Person::players[i]->throwtogglekeydown = 1;
6373 Person::players[i]->hasvictim = 0;
6375 for (unsigned k = 0; k < weapons.size(); k++) {
6376 if (Person::players[i]->weaponactive == -1)
6377 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6378 Person::players[i]->aitype == playercontrolled) &&
6379 weapons[k].owner == -1 ||
6380 Person::players[i]->victim &&
6381 weapons[k].owner == int(Person::players[i]->victim->id))
6382 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6383 Person::players[i]->weaponactive == -1) {
6384 if (weapons[k].getType() != staff)
6385 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6387 Person::players[i]->takeWeapon(k);
6394 if (Person::players[i]->isCrouch() ||
6395 Person::players[i]->animTarget == sneakanim ||
6396 Person::players[i]->isRun() ||
6397 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6398 Person::players[i]->animTarget == backhandspringanim) {
6399 if (Person::players.size() > 1)
6400 for (unsigned j = 0; j < Person::players.size(); j++) {
6401 if (Person::players[i]->weaponactive == -1)
6403 if (Person::players[j]->num_weapons &&
6404 Person::players[j]->skeleton.free &&
6405 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6406 (((Person::players[j]->skeleton.forward.y < 0 &&
6407 Person::players[j]->weaponstuckwhere == 0) ||
6408 (Person::players[j]->skeleton.forward.y > 0 &&
6409 Person::players[j]->weaponstuckwhere == 1)) ||
6410 Person::players[j]->weaponstuck == -1 ||
6411 Person::players[j]->num_weapons > 1)) {
6412 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6413 Person::players[i]->throwtogglekeydown = 1;
6414 Person::players[i]->victim = Person::players[j];
6415 Person::players[i]->hasvictim = 1;
6416 Person::players[i]->setAnimation(crouchremoveknifeanim);
6417 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6419 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6420 Person::players[i]->throwtogglekeydown = 1;
6421 Person::players[i]->victim = Person::players[j];
6422 Person::players[i]->hasvictim = 1;
6423 int k = Person::players[j]->weaponids[0];
6424 if (Person::players[i]->hasvictim) {
6427 if (Person::players[i]->victim->weaponstuck != -1) {
6428 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6433 if (weapons[k].getType() != staff)
6434 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6437 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6439 if (weapons[k].owner != -1) {
6440 if (Person::players[i]->victim->num_weapons == 1)
6441 Person::players[i]->victim->num_weapons = 0;
6443 Person::players[i]->victim->num_weapons = 1;
6445 Person::players[i]->victim->skeleton.longdead = 0;
6446 Person::players[i]->victim->skeleton.free = 1;
6447 Person::players[i]->victim->skeleton.broken = 0;
6449 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6450 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6451 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6457 Normalise(&relative);
6458 XYZ footvel, footpoint;
6460 footpoint = weapons[k].position;
6461 if (Person::players[i]->victim->weaponstuck != -1) {
6462 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6464 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6465 weapons[k].bloody = 2;
6466 weapons[k].blooddrip = 5;
6467 Person::players[i]->victim->weaponstuck = -1;
6468 Person::players[i]->victim->bloodloss += 2000;
6469 Person::players[i]->victim->DoDamage(2000);
6472 if (Person::players[i]->victim->num_weapons > 0) {
6473 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6474 Person::players[i]->victim->weaponstuck = 0;
6475 if (Person::players[i]->victim->weaponids[0] == k)
6476 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6479 Person::players[i]->victim->weaponactive = -1;
6481 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6482 Person::players[i]->victim->jointVel(neck) += relative * 6;
6483 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6484 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6486 Person::players[i]->takeWeapon(k);
6493 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6494 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6495 if (Person::players[i]->isIdle() ||
6496 Person::players[i]->isRun() ||
6497 Person::players[i]->isCrouch() ||
6498 Person::players[i]->animTarget == sneakanim ||
6499 Person::players[i]->isFlip())
6500 if (Person::players.size() > 1)
6501 for (unsigned j = 0; j < Person::players.size(); j++) {
6503 if (tutoriallevel != 1 || tutorialstage == 49)
6505 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6506 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6507 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6508 !Person::players[j]->skeleton.free &&
6509 -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)) {
6510 if (!Person::players[i]->isFlip()) {
6511 Person::players[i]->throwtogglekeydown = 1;
6512 Person::players[i]->victim = Person::players[j];
6513 Person::players[i]->setAnimation(knifethrowanim);
6514 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6515 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6517 if (Person::players[i]->isFlip()) {
6518 if (Person::players[i]->weaponactive != -1) {
6519 Person::players[i]->throwtogglekeydown = 1;
6520 Person::players[i]->victim = Person::players[j];
6522 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);
6525 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6527 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6528 Person::players[i]->num_weapons--;
6529 if (Person::players[i]->num_weapons) {
6530 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6532 Person::players[i]->weaponactive = -1;
6539 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6540 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6541 Person::players[i]->throwtogglekeydown = 1;
6542 XYZ tempVelocity = Person::players[i]->velocity * .2;
6543 if (tempVelocity.x == 0)
6544 tempVelocity.x = .1;
6545 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6546 Person::players[i]->num_weapons--;
6547 if (Person::players[i]->num_weapons) {
6548 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6549 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6550 Person::players[i]->weaponstuck = 0;
6553 Person::players[i]->weaponactive = -1;
6554 for (unsigned j = 0; j < Person::players.size(); j++) {
6555 Person::players[j]->wentforweapon = 0;
6563 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6564 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6565 (Person::players[i]->num_weapons == 2) &&
6566 (Person::players[i]->weaponactive == -1) &&
6567 Person::players[i]->isIdle() ||
6568 Person::players[0]->dead &&
6569 (Person::players[i]->weaponactive != -1) &&
6572 if (Person::players[i]->weaponactive != -1)
6573 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6575 if (isgood && Person::players[i]->creature != wolftype) {
6576 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6577 Person::players[i]->setAnimation(drawrightanim);
6578 Person::players[i]->drawtogglekeydown = 1;
6580 if ((Person::players[i]->isIdle() ||
6581 (Person::players[i]->aitype != playercontrolled &&
6582 Person::players[0]->weaponactive != -1 &&
6583 Person::players[i]->isRun())) &&
6584 Person::players[i]->num_weapons &&
6585 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6586 Person::players[i]->setAnimation(drawleftanim);
6587 Person::players[i]->drawtogglekeydown = 1;
6589 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6590 Person::players[i]->setAnimation(crouchdrawrightanim);
6591 Person::players[i]->drawtogglekeydown = 1;
6598 if (Person::players[i]->weaponactive != -1) {
6599 if (Person::players[i]->isCrouch() &&
6600 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6602 Person::players[i]->onterrain &&
6603 Person::players[i]->num_weapons &&
6604 Person::players[i]->attackkeydown &&
6605 musictype != stream_fighttheme) {
6606 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6607 Person::players[i]->setAnimation(crouchstabanim);
6608 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6609 Person::players[i]->setAnimation(swordgroundstabanim);
6610 Person::players[i]->hasvictim = 0;
6614 if (!Person::players[i]->drawkeydown)
6615 Person::players[i]->drawtogglekeydown = 0;
6620 absflatfacing.z = -1;
6622 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6624 absflatfacing = flatfacing;
6626 if (indialogue != -1) {
6627 Person::players[i]->forwardkeydown = 0;
6628 Person::players[i]->leftkeydown = 0;
6629 Person::players[i]->backkeydown = 0;
6630 Person::players[i]->rightkeydown = 0;
6631 Person::players[i]->jumpkeydown = 0;
6632 Person::players[i]->crouchkeydown = 0;
6633 Person::players[i]->drawkeydown = 0;
6634 Person::players[i]->throwkeydown = 0;
6638 if (!animation[Person::players[i]->animTarget].attack &&
6639 Person::players[i]->animTarget != staggerbackhighanim &&
6640 Person::players[i]->animTarget != staggerbackhardanim &&
6641 Person::players[i]->animTarget != backhandspringanim &&
6642 Person::players[i]->animTarget != dodgebackanim) {
6643 if (!Person::players[i]->forwardkeydown)
6644 Person::players[i]->forwardstogglekeydown = 0;
6645 if (Person::players[i]->crouchkeydown) {
6649 Person::players[i]->superruntoggle = 1;
6650 if (Person::players.size() > 1)
6651 for (unsigned j = 0; j < Person::players.size(); j++)
6652 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6653 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6654 Person::players[i]->superruntoggle = 0;
6657 if (Person::players.size() > 1)
6658 for (unsigned j = 0; j < Person::players.size(); j++) {
6659 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6660 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6661 Person::players[j]->victim == Person::players[i] &&
6662 (Person::players[j]->animTarget == sweepanim ||
6663 Person::players[j]->animTarget == upunchanim ||
6664 Person::players[j]->animTarget == wolfslapanim ||
6665 ((Person::players[j]->animTarget == swordslashanim ||
6666 Person::players[j]->animTarget == knifeslashstartanim ||
6667 Person::players[j]->animTarget == staffhitanim ||
6668 Person::players[j]->animTarget == staffspinhitanim) &&
6669 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6678 Person::players[target]->Reverse();
6679 Person::players[i]->lowreversaldelay = .5;
6681 if (Person::players[i]->isIdle()) {
6682 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6683 Person::players[i]->transspeed = 10;
6685 if (Person::players[i]->isRun() ||
6686 (Person::players[i]->isStop() &&
6687 (Person::players[i]->leftkeydown ||
6688 Person::players[i]->rightkeydown ||
6689 Person::players[i]->forwardkeydown ||
6690 Person::players[i]->backkeydown))) {
6691 Person::players[i]->setAnimation(rollanim);
6692 Person::players[i]->transspeed = 20;
6695 if (!Person::players[i]->crouchkeydown) {
6697 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6698 Person::players[i]->superruntoggle = 0;
6700 if (Person::players[i]->isCrouch()) {
6701 if (Person::players.size() > 1)
6702 for (unsigned j = 0; j < Person::players.size(); j++) {
6704 !Person::players[j]->skeleton.free &&
6705 Person::players[j]->victim &&
6706 Person::players[i]->highreversaldelay <= 0) {
6707 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6708 Person::players[j]->victim == Person::players[i] &&
6709 (Person::players[j]->animTarget == spinkickanim) &&
6710 Person::players[i]->isCrouch()) {
6719 Person::players[target]->Reverse();
6720 Person::players[i]->highreversaldelay = .5;
6722 if (Person::players[i]->isCrouch()) {
6723 if (!Person::players[i]->wasCrouch()) {
6724 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6725 Person::players[i]->frameCurrent = 0;
6727 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6728 Person::players[i]->transspeed = 10;
6731 if (Person::players[i]->animTarget == sneakanim) {
6732 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6733 Person::players[i]->transspeed = 10;
6736 if (Person::players[i]->forwardkeydown) {
6737 if (Person::players[i]->isIdle() ||
6738 (Person::players[i]->isStop() &&
6739 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6740 (Person::players[i]->isLanding() &&
6741 Person::players[i]->frameTarget > 0 &&
6742 !Person::players[i]->jumpkeydown) ||
6743 (Person::players[i]->isLandhard() &&
6744 Person::players[i]->frameTarget > 0 &&
6745 !Person::players[i]->jumpkeydown &&
6746 Person::players[i]->crouchkeydown)) {
6747 if (Person::players[i]->aitype == passivetype)
6748 Person::players[i]->setAnimation(walkanim);
6750 Person::players[i]->setAnimation(Person::players[i]->getRun());
6752 if (Person::players[i]->isCrouch()) {
6753 Person::players[i]->animTarget = sneakanim;
6754 if (Person::players[i]->wasCrouch())
6755 Person::players[i]->target = 0;
6756 Person::players[i]->frameTarget = 0;
6758 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6759 Person::players[i]->setAnimation(climbanim);
6760 Person::players[i]->frameTarget = 1;
6761 Person::players[i]->jumpclimb = 1;
6763 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6764 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6766 Person::players[i]->forwardstogglekeydown = 1;
6769 if (Person::players[i]->rightkeydown) {
6770 if (Person::players[i]->isIdle() ||
6771 (Person::players[i]->isStop() &&
6772 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6773 (Person::players[i]->isLanding() &&
6774 Person::players[i]->frameTarget > 0 &&
6775 !Person::players[i]->jumpkeydown) ||
6776 (Person::players[i]->isLandhard() &&
6777 Person::players[i]->frameTarget > 0 &&
6778 !Person::players[i]->jumpkeydown &&
6779 Person::players[i]->crouchkeydown)) {
6780 Person::players[i]->setAnimation(Person::players[i]->getRun());
6782 if (Person::players[i]->isCrouch()) {
6783 Person::players[i]->animTarget = sneakanim;
6784 if (Person::players[i]->wasCrouch())
6785 Person::players[i]->target = 0;
6786 Person::players[i]->frameTarget = 0;
6788 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6789 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6791 Person::players[i]->targetyaw -= 90;
6792 if (Person::players[i]->forwardkeydown)
6793 Person::players[i]->targetyaw += 45;
6794 if (Person::players[i]->backkeydown)
6795 Person::players[i]->targetyaw -= 45;
6798 if ( Person::players[i]->leftkeydown) {
6799 if (Person::players[i]->isIdle() ||
6800 (Person::players[i]->isStop() &&
6801 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6802 (Person::players[i]->isLanding() &&
6803 Person::players[i]->frameTarget > 0 &&
6804 !Person::players[i]->jumpkeydown) ||
6805 (Person::players[i]->isLandhard() &&
6806 Person::players[i]->frameTarget > 0 &&
6807 !Person::players[i]->jumpkeydown &&
6808 Person::players[i]->crouchkeydown)) {
6809 Person::players[i]->setAnimation(Person::players[i]->getRun());
6811 if (Person::players[i]->isCrouch()) {
6812 Person::players[i]->animTarget = sneakanim;
6813 if (Person::players[i]->wasCrouch())
6814 Person::players[i]->target = 0;
6815 Person::players[i]->frameTarget = 0;
6817 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6818 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6820 Person::players[i]->targetyaw += 90;
6821 if (Person::players[i]->forwardkeydown)
6822 Person::players[i]->targetyaw -= 45;
6823 if (Person::players[i]->backkeydown)
6824 Person::players[i]->targetyaw += 45;
6827 if (Person::players[i]->backkeydown) {
6828 if (Person::players[i]->isIdle() ||
6829 (Person::players[i]->isStop() &&
6830 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6831 (Person::players[i]->isLanding() &&
6832 Person::players[i]->frameTarget > 0 &&
6833 !Person::players[i]->jumpkeydown) ||
6834 (Person::players[i]->isLandhard() &&
6835 Person::players[i]->frameTarget > 0 &&
6836 !Person::players[i]->jumpkeydown &&
6837 Person::players[i]->crouchkeydown)) {
6838 Person::players[i]->setAnimation(Person::players[i]->getRun());
6840 if (Person::players[i]->isCrouch()) {
6841 Person::players[i]->animTarget = sneakanim;
6842 if (Person::players[i]->wasCrouch())
6843 Person::players[i]->target = 0;
6844 Person::players[i]->frameTarget = 0;
6846 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6847 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6849 if (Person::players[i]->animTarget == hanganim) {
6850 Person::players[i]->animCurrent = jumpdownanim;
6851 Person::players[i]->animTarget = jumpdownanim;
6852 Person::players[i]->target = 0;
6853 Person::players[i]->frameCurrent = 0;
6854 Person::players[i]->frameTarget = 1;
6855 Person::players[i]->velocity = 0;
6856 Person::players[i]->velocity.y += gravity;
6857 Person::players[i]->coords.y -= 1.4;
6858 Person::players[i]->grabdelay = 1;
6860 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6861 Person::players[i]->targetyaw += 180;
6864 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6865 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6866 Person::players[i]->isRun() ||
6867 Person::players[i]->animTarget == walkanim ||
6868 Person::players[i]->isCrouch() ||
6869 Person::players[i]->animTarget == sneakanim) &&
6870 Person::players[i]->jumppower > 1) &&
6871 ((Person::players[i]->animTarget != rabbitrunninganim &&
6872 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6873 Person::players[i]->jumpstart = 0;
6874 Person::players[i]->setAnimation(jumpupanim);
6875 Person::players[i]->yaw = Person::players[i]->targetyaw;
6876 Person::players[i]->transspeed = 20;
6877 Person::players[i]->FootLand(0, 1);
6878 Person::players[i]->FootLand(1, 1);
6882 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6885 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6887 Person::players[i]->velocity = 0;
6891 if (Person::players.size() > 1)
6892 for (unsigned j = 0; j < Person::players.size(); j++) {
6893 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6894 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6895 (Person::players[j]->victim == Person::players[i]) &&
6896 (Person::players[j]->animTarget == sweepanim)) {
6905 Person::players[i]->velocity.y = 1;
6907 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6908 Person::players[i]->velocity.y = 7;
6909 Person::players[i]->crouchtogglekeydown = 1;
6910 } else Person::players[i]->velocity.y = 5;
6912 if (mousejump && i == 0 && debugmode) {
6913 if (!Person::players[i]->isLanding())
6914 Person::players[i]->tempdeltav = deltav;
6915 if (Person::players[i]->tempdeltav < 0)
6916 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6919 Person::players[i]->coords.y += .2;
6920 Person::players[i]->jumppower -= 1;
6923 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6925 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6927 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6928 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6929 Person::players[i]->frameTarget = 2;
6930 Person::players[i]->landhard = 0;
6931 Person::players[i]->jumpstart = 1;
6932 Person::players[i]->tempdeltav = deltav;
6934 if (Person::players[i]->animTarget == jumpupanim &&
6938 Person::players[i]->aitype != playercontrolled)) {
6939 if (Person::players[i]->jumppower > multiplier * 6) {
6940 Person::players[i]->velocity.y += multiplier * 6;
6941 Person::players[i]->jumppower -= multiplier * 6;
6943 if (Person::players[i]->jumppower <= multiplier * 6) {
6944 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6945 Person::players[i]->jumppower = 0;
6948 if (((floatjump || editorenabled) && debugmode) && i == 0)
6949 Person::players[i]->velocity.y += multiplier * 30;
6953 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6954 Person::players[i]->setAnimation(Person::players[i]->getStop());
6955 if (Person::players[i]->animTarget == sneakanim) {
6956 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6957 if (Person::players[i]->animCurrent == sneakanim)
6958 Person::players[i]->target = 0;
6959 Person::players[i]->frameTarget = 0;
6962 if (Person::players[i]->animTarget == walkanim &&
6963 (Person::players[i]->aitype == attacktypecutoff ||
6964 Person::players[i]->aitype == searchtype ||
6965 (Person::players[i]->aitype == passivetype &&
6966 Person::players[i]->numwaypoints <= 1)))
6967 Person::players[i]->setAnimation(Person::players[i]->getStop());
6968 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6969 Person::players[i]->setAnimation(Person::players[i]->getStop());
6972 if (Person::players[i]->animTarget == rollanim)
6973 Person::players[i]->targetyaw = oldtargetyaw;
6977 for (unsigned k = 0; k < Person::players.size(); k++) {
6978 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6979 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6980 Person::players[k]->yaw -= 360;
6982 Person::players[k]->yaw += 360;
6985 //stop to turn in right direction
6986 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6987 Person::players[k]->setAnimation(Person::players[k]->getStop());
6989 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6990 Person::players[k]->targettilt = 0;
6992 if (Person::players[k]->animTarget != jumpupanim &&
6993 Person::players[k]->animTarget != backhandspringanim &&
6994 Person::players[k]->animTarget != jumpdownanim &&
6995 !Person::players[k]->isFlip()) {
6996 Person::players[k]->targettilt = 0;
6997 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6998 Person::players[k]->jumppower = 0;
6999 Person::players[k]->jumppower += multiplier * 7;
7000 if (Person::players[k]->isCrouch())
7001 Person::players[k]->jumppower += multiplier * 7;
7002 if (Person::players[k]->jumppower > 5)
7003 Person::players[k]->jumppower = 5;
7006 if (Person::players[k]->isRun())
7007 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7009 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7010 Person::players[k]->grabdelay -= multiplier;
7014 for (unsigned k = 0; k < Person::players.size(); k++) {
7015 Person::players[k]->DoAnimations();
7016 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7017 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7023 for (int j = numenvsounds - 1; j >= 0; j--) {
7024 envsoundlife[j] -= multiplier;
7025 if (envsoundlife[j] < 0) {
7027 envsoundlife[j] = envsoundlife[numenvsounds];
7028 envsound[j] = envsound[numenvsounds];
7032 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7034 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7036 if (tutoriallevel == 1) {
7053 if (tutorialstage >= 51)
7054 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7055 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7056 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7058 emit_stream_np(stream_menutheme);
7067 if (tutorialstage < 51)
7068 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7069 emit_sound_at(fireendsound, Person::players[0]->coords);
7071 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7075 if (tutorialstage >= 14 && tutorialstage < 50)
7076 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7077 emit_sound_at(fireendsound, Person::players[1]->coords);
7079 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7080 if (Random() % 2 == 0) {
7081 if (!Person::players[1]->skeleton.free)
7082 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7083 if (Person::players[1]->skeleton.free)
7084 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7085 if (!Person::players[1]->skeleton.free)
7086 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;
7087 if (Person::players[1]->skeleton.free)
7088 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7089 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7093 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7094 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7095 Person::players[1]->skeleton.joints[i].velocity = 0;
7096 if (Random() % 2 == 0) {
7097 if (!Person::players[1]->skeleton.free)
7098 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7099 if (Person::players[1]->skeleton.free)
7100 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7101 if (!Person::players[1]->skeleton.free)
7102 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;
7103 if (Person::players[1]->skeleton.free)
7104 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7105 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7113 static float gLoc[3];
7117 static float vel[3];
7118 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7119 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7120 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7122 //Set orientation with forward and up vectors
7123 static XYZ upvector;
7127 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7128 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7133 facing = DoRotation(facing, -pitch, 0, 0);
7134 facing = DoRotation(facing, 0, 0 - yaw, 0);
7137 static float ori[6];
7141 ori[3] = -upvector.x;
7142 ori[4] = upvector.y;
7143 ori[5] = -upvector.z;
7145 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7152 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7156 void Game::TickOnce()
7159 yaw += multiplier * 5;
7160 else if (directing || indialogue == -1) {
7163 pitch += deltav * .7;
7165 pitch -= deltav * .7;
7173 void Game::TickOnceAfter()
7175 static XYZ colviewer;
7176 static XYZ coltarget;
7180 static float changedelay;
7181 static bool alldead;
7182 static float unseendelay;
7183 static float cameraspeed;
7186 static int oldmusictype = musictype;
7188 if (environment == snowyenvironment)
7189 leveltheme = stream_snowtheme;
7190 if (environment == grassyenvironment)
7191 leveltheme = stream_grasstheme;
7192 if (environment == desertenvironment)
7193 leveltheme = stream_deserttheme;
7197 musictype = leveltheme;
7198 for (unsigned i = 0; i < Person::players.size(); i++) {
7199 if ((Person::players[i]->aitype == attacktypecutoff ||
7200 Person::players[i]->aitype == getweapontype ||
7201 Person::players[i]->aitype == gethelptype ||
7202 Person::players[i]->aitype == searchtype) &&
7203 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7204 (Person::players[i]->animTarget != sneakattackedanim &&
7205 Person::players[i]->animTarget != knifesneakattackedanim &&
7206 Person::players[i]->animTarget != swordsneakattackedanim)) {
7207 musictype = stream_fighttheme;
7211 if (Person::players[0]->dead)
7212 musictype = stream_menutheme;
7215 if (musictype == stream_fighttheme)
7218 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7219 unseendelay -= multiplier;
7220 if (unseendelay > 0)
7221 musictype = stream_fighttheme;
7226 musictype = stream_menutheme;
7227 musicvolume[2] = 512;
7234 if (musictype != oldmusictype && musictype == stream_fighttheme)
7235 emit_sound_np(alarmsound);
7236 musicselected = musictype;
7238 if (musicselected == leveltheme)
7239 musicvolume[0] += multiplier * 450;
7241 musicvolume[0] -= multiplier * 450;
7242 if (musicselected == stream_fighttheme)
7243 musicvolume[1] += multiplier * 450;
7245 musicvolume[1] -= multiplier * 450;
7246 if (musicselected == stream_menutheme)
7247 musicvolume[2] += multiplier * 450;
7249 musicvolume[2] -= multiplier * 450;
7251 for (int i = 0; i < 3; i++) {
7252 if (musicvolume[i] < 0)
7254 if (musicvolume[i] > 512)
7255 musicvolume[i] = 512;
7258 if (musicvolume[2] > 128 && !loading && !mainmenu)
7259 musicvolume[2] = 128;
7262 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7263 emit_stream_np(leveltheme, musicvolume[0]);
7264 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7265 emit_stream_np(stream_fighttheme, musicvolume[1]);
7266 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7267 emit_stream_np(stream_menutheme, musicvolume[2]);
7268 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7269 pause_sound(leveltheme);
7270 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7271 pause_sound(stream_fighttheme);
7272 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7273 pause_sound(stream_menutheme);
7275 if (musicvolume[0] != oldmusicvolume[0])
7276 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7277 if (musicvolume[1] != oldmusicvolume[1])
7278 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7279 if (musicvolume[2] != oldmusicvolume[2])
7280 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7282 for (int i = 0; i < 3; i++)
7283 oldmusicvolume[i] = musicvolume[i];
7285 pause_sound(leveltheme);
7286 pause_sound(stream_fighttheme);
7287 pause_sound(stream_menutheme);
7289 for (int i = 0; i < 4; i++) {
7290 oldmusicvolume[i] = 0;
7296 for (int i = 0; i < numhotspots; i++) {
7297 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7298 if (Person::players[hotspottype[i] - 10]->dead == 0)
7300 else if (killhotspot == 2)
7304 if (killhotspot == 2)
7309 for (int i = 0; i < numhotspots; i++)
7310 if (hotspottype[i] == -1)
7311 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7315 for (unsigned i = 1; i < Person::players.size(); i++)
7316 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7318 if (numalarmed > maxalarmed)
7319 maxalarmed = numalarmed;
7321 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7322 if (Person::players[0]->dead && changedelay <= 0) {
7324 targetlevel = whichlevel;
7327 for (unsigned i = 1; i < Person::players.size(); i++) {
7328 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7335 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7337 targetlevel = whichlevel + 1;
7338 if (targetlevel > numchallengelevels - 1)
7341 if (winhotspot || windialogue) {
7343 targetlevel = whichlevel + 1;
7344 if (targetlevel > numchallengelevels - 1)
7351 targetlevel = whichlevel + 1;
7352 if (targetlevel > numchallengelevels - 1)
7356 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7357 //high scores, awards, win
7359 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7362 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7370 if (leveltime < 1) {
7378 if (!editorenabled && gameon && !mainmenu) {
7379 if (changedelay != -999)
7380 changedelay -= multiplier / 7;
7381 if (Person::players[0]->dead)
7382 targetlevel = whichlevel;
7383 if (loading == 2 && !campaign) {
7386 fireSound(firestartsound);
7388 if (!Person::players[0]->dead && targetlevel != whichlevel)
7389 startbonustotal = bonustotal;
7390 if (Person::players[0]->dead)
7391 Loadlevel(whichlevel);
7393 Loadlevel(targetlevel);
7399 if (loading == 2 && targetlevel == whichlevel) {
7403 fireSound(firestartsound);
7405 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7411 if (changedelay <= -999 &&
7414 (Person::players[0]->dead ||
7415 (alldead && maptype == mapkilleveryone) ||
7419 if ((Person::players[0]->dead ||
7420 (alldead && maptype == mapkilleveryone) ||
7425 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7429 if (Person::players[0]->dead)
7435 // campaignchoosenext determines what to do when the level is complete:
7436 // 0 = load next level
7437 // 1 = go back to level select screen
7438 // 2 = stealthload next level
7439 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7440 if (campaignlevels[actuallevel].nextlevel.empty())
7442 } else if (mainmenu == 0 && winfreeze) {
7443 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7445 if (!stealthloading) {
7446 fireSound(firestartsound);
7451 startbonustotal = 0;
7461 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7464 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7468 pause_sound(stream_menutheme);
7479 oldmusictype = musictype;
7485 facing = DoRotation(facing, -pitch, 0, 0);
7486 facing = DoRotation(facing, 0, 0 - yaw, 0);
7487 viewerfacing = facing;
7490 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7491 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;
7493 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;
7495 if (Person::players[0]->skeleton.free) {
7496 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7497 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7498 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7502 if (Person::players[0]->skeleton.free != 2) {
7504 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7505 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7507 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7509 coltarget = target - cameraloc;
7510 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7513 Normalise(&coltarget);
7514 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7515 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7517 cameraloc = cameraloc + coltarget * multiplier * 8;
7521 cameradist += multiplier * 5;
7522 if (cameradist > 2.3)
7524 viewer = cameraloc - facing * cameradist;
7526 coltarget = cameraloc;
7527 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7528 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7529 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7530 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7532 coltarget = cameraloc;
7533 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7536 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7537 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7538 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7540 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7544 cameradist = findDistance(&viewer, &target);
7545 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7546 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7547 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7550 if (camerashake > .8)
7552 woozy += multiplier;
7553 if (Person::players[0]->dead)
7555 if (Person::players[0]->dead)
7557 camerashake -= multiplier * 2;
7558 blackout -= multiplier * 2;
7559 if (camerashake < 0)
7564 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7565 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7566 viewer.z += (float)(Random() % 100) * .0005 * camerashake;