2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 // Enable full math definitions
23 #define _USE_MATH_DEFINES
27 #include <sys/types.h>
39 #include "openal_wrapper.h"
42 #include "Animation.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 float tintr, tintg, tintb;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
129 extern TGAImageRec texture;
131 extern float hostiletime;
133 extern bool gamestarted;
135 extern int numhotspots;
136 extern int killhotspot;
137 extern XYZ hotspot[40];
138 extern int hotspottype[40];
139 extern float hotspotsize[40];
140 extern char hotspottext[40][256];
141 extern int currenthotspot;
145 extern bool stillloading;
146 extern bool winfreeze;
148 extern bool campaign;
151 extern void toggleFullscreen();
154 void Loadlevel(int which);
155 void Loadlevel(const char *name);
167 std::string description;
170 0 = Immediately load next level at the end of this one.
171 1 = Go back to the world map.
172 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
174 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
175 std::vector<int> nextlevel;
177 CampaignLevel() : width(10) {
183 return 30 + 120 + location.x * 400 / 512;
186 return 30 + 30 + (512 - location.y) * 400 / 512;
189 return getStartX() + width;
192 return getStartY() + width;
196 center.x = getStartX() + width / 2;
197 center.y = getStartY() + width / 2;
203 istream& operator<< (istream& is) {
210 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
211 description.replace(pos, 1, 1, ' ');
218 for (int j = 0; j < numnext; j++) {
221 nextlevel.push_back(next - 1);
229 friend istream& operator>> (istream& is, CampaignLevel& cl) {
237 vector<CampaignLevel> campaignlevels;
240 bool winhotspot = false;
241 bool windialogue = false;
244 float cameradist = 0;
245 bool oldattackkey = 0;
247 float musicvolume[4] = {};
248 float oldmusicvolume[4] = {};
249 int musicselected = 0;
253 static const char *rabbitskin[] = {
254 ":Data:Textures:Fur3.jpg",
255 ":Data:Textures:Fur.jpg",
256 ":Data:Textures:Fur2.jpg",
257 ":Data:Textures:Lynx.jpg",
258 ":Data:Textures:Otter.jpg",
259 ":Data:Textures:Opal.jpg",
260 ":Data:Textures:Sable.jpg",
261 ":Data:Textures:Chocolate.jpg",
262 ":Data:Textures:BW2.jpg",
263 ":Data:Textures:WB2.jpg"
266 static const char *wolfskin[] = {
267 ":Data:Textures:Wolf.jpg",
268 ":Data:Textures:Darkwolf.jpg",
269 ":Data:Textures:Snowwolf.jpg"
272 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
273 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
275 static const char **creatureskin[] = {rabbitskin, wolfskin};
277 /* Return true if PFX is a prefix of STR (case-insensitive). */
278 static bool stripfx(const char *str, const char *pfx)
280 return !strncasecmp(str, pfx, strlen(pfx));
283 static const char *cmd_names[] = {
284 #define DECLARE_COMMAND(cmd) #cmd,
285 #include "ConsoleCmds.h"
286 #undef DECLARE_COMMAND
289 typedef void (*console_handler)(const char *args);
291 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
292 #include "ConsoleCmds.h"
293 #undef DECLARE_COMMAND
295 static console_handler cmd_handlers[] = {
296 #define DECLARE_COMMAND(cmd) ch_##cmd,
297 #include "ConsoleCmds.h"
298 #undef DECLARE_COMMAND
305 // TODO: this is slightly incorrect
306 inline float roughDirection(XYZ vec)
309 float angle = -asin(-vec.x) * 180 / M_PI;
314 inline float roughDirectionTo(XYZ start, XYZ end)
316 return roughDirection(end - start);
318 inline float pitchOf(XYZ vec)
321 return -asin(vec.y) * 180 / M_PI;
323 inline float pitchTo(XYZ start, XYZ end)
325 return pitchOf(end - start);
327 inline float sq(float n)
331 inline float stepTowardf(float from, float to, float by)
333 if (fabs(from - to) < by)
341 void playdialogueboxsound()
344 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
345 temppos = temppos - viewer;
350 switch (dialogueboxsound[whichdialogue][indialogue]) {
355 sound = consolefailsound;
358 sound = consolesuccesssound;
361 sound = firestartsound;
364 sound = fireendsound;
367 sound = rabbitchitter;
370 sound = rabbitchitter2;
373 sound = rabbitpainsound;
376 sound = rabbitpain1sound;
379 sound = rabbitattacksound;
382 sound = rabbitattack2sound;
385 sound = rabbitattack3sound;
388 sound = rabbitattack4sound;
412 sound = barkgrowlsound;
418 emit_sound_at(sound, temppos);
421 // ================================================================
423 bool AddClothes(const char *fileName, GLubyte *array)
427 unsigned char fileNamep[256];
428 CopyCStringToPascal(fileName, fileNamep);
430 opened = upload_image( fileNamep , 1);
435 if (tintr > 1) tintr = 1;
436 if (tintg > 1) tintg = 1;
437 if (tintb > 1) tintb = 1;
439 if (tintr < 0) tintr = 0;
440 if (tintg < 0) tintg = 0;
441 if (tintb < 0) tintb = 0;
443 int bytesPerPixel = texture.bpp / 8;
447 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
448 if (bytesPerPixel == 3)
450 else if ((i + 1) % 4 == 0)
451 alphanum = texture.data[i];
453 if ((i + 1) % 4 || bytesPerPixel == 3) {
455 texture.data[i] *= tintr;
457 texture.data[i] *= tintg;
459 texture.data[i] *= tintb;
460 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
471 static void ch_quit(const char *args)
476 static void ch_map(const char *args)
483 static void ch_save(const char *args)
486 snprintf(buf, 63, ":Data:Maps:%s", args);
491 tfile = fopen( ConvertFileName(buf), "wb" );
492 fpackf(tfile, "Bi", mapvers);
493 fpackf(tfile, "Bi", maptype);
494 fpackf(tfile, "Bi", hostile);
495 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
496 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
497 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
498 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
499 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
500 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
501 for (int j = 0; j < Person::players[0]->num_weapons; j++)
502 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
505 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
506 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
507 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
509 fpackf(tfile, "Bi", Person::players[0]->numclothes);
511 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
513 fpackf(tfile, "Bi", numdialogues);
515 for (int k = 0; k < numdialogues; k++) {
516 fpackf(tfile, "Bi", numdialogueboxes[k]);
517 fpackf(tfile, "Bi", dialoguetype[k]);
518 for (int l = 0; l < 10; l++) {
519 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
520 fpackf(tfile, "Bf", participantyaw[k][l]);
522 for (int l = 0; l < numdialogueboxes[k]; l++) {
523 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
525 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
526 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
527 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
529 int templength = strlen(dialoguetext[k][l]);
530 fpackf(tfile, "Bi", (templength));
531 for (int m = 0; m < templength; m++) {
532 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
533 if (dialoguetext[k][l][m] == '\0')
537 templength = strlen(dialoguename[k][l]);
538 fpackf(tfile, "Bi", templength);
539 for (int m = 0; m < templength; m++) {
540 fpackf(tfile, "Bb", dialoguename[k][l][m]);
541 if (dialoguename[k][l][m] == '\0')
545 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
546 fpackf(tfile, "Bi", participantfocus[k][l]);
547 fpackf(tfile, "Bi", participantaction[k][l]);
549 for (int m = 0; m < 10; m++)
550 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
552 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
556 for (int k = 0; k < Person::players[0]->numclothes; k++) {
557 int templength = strlen(Person::players[0]->clothes[k]);
558 fpackf(tfile, "Bi", templength);
559 for (int l = 0; l < templength; l++)
560 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
561 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
564 fpackf(tfile, "Bi", environment);
566 fpackf(tfile, "Bi", objects.numobjects);
568 for (int k = 0; k < objects.numobjects; k++)
569 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
570 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
572 fpackf(tfile, "Bi", numhotspots);
573 for (int i = 0; i < numhotspots; i++) {
574 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
575 int templength = strlen(hotspottext[i]);
576 fpackf(tfile, "Bi", templength);
577 for (int l = 0; l < templength; l++)
578 fpackf(tfile, "Bb", hotspottext[i][l]);
581 fpackf(tfile, "Bi", Person::players.size());
582 if (Person::players.size() > maxplayers) {
583 cout << "Warning: this level contains more players than allowed" << endl;
585 for (int j = 1; j < Person::players.size(); j++) {
586 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
587 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
588 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
589 if (Person::players[j]->num_weapons < 5)
590 for (int k = 0; k < Person::players[j]->num_weapons; k++)
591 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
592 if (Person::players[j]->numwaypoints < 30) {
593 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
594 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
596 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
597 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
598 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
600 fpackf(tfile, "Bi", Person::players[j]->waypoint);
602 Person::players[j]->numwaypoints = 0;
603 Person::players[j]->waypoint = 0;
604 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
608 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
609 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
610 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
612 float headprop, bodyprop, armprop, legprop;
613 if (Person::players[j]->creature == wolftype) {
614 headprop = Person::players[j]->proportionhead.x / 1.1;
615 bodyprop = Person::players[j]->proportionbody.x / 1.1;
616 armprop = Person::players[j]->proportionarms.x / 1.1;
617 legprop = Person::players[j]->proportionlegs.x / 1.1;
618 } else if (Person::players[j]->creature == rabbittype) {
619 headprop = Person::players[j]->proportionhead.x / 1.2;
620 bodyprop = Person::players[j]->proportionbody.x / 1.05;
621 armprop = Person::players[j]->proportionarms.x / 1.00;
622 legprop = Person::players[j]->proportionlegs.x / 1.1;
625 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
627 fpackf(tfile, "Bi", Person::players[j]->numclothes);
628 if (Person::players[j]->numclothes)
629 for (int k = 0; k < Person::players[j]->numclothes; k++) {
631 templength = strlen(Person::players[j]->clothes[k]);
632 fpackf(tfile, "Bi", templength);
633 for (int l = 0; l < templength; l++)
634 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
635 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
639 fpackf(tfile, "Bi", numpathpoints);
640 for (int j = 0; j < numpathpoints; j++) {
641 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
642 for (int k = 0; k < numpathpointconnect[j]; k++)
643 fpackf(tfile, "Bi", pathpointconnect[j][k]);
646 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
651 static void ch_cellar(const char *args)
653 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
656 static void ch_tint(const char *args)
658 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
661 static void ch_tintr(const char *args)
666 static void ch_tintg(const char *args)
671 static void ch_tintb(const char *args)
676 static void ch_speed(const char *args)
678 Person::players[0]->speedmult = atof(args);
681 static void ch_strength(const char *args)
683 Person::players[0]->power = atof(args);
686 static void ch_power(const char *args)
688 Person::players[0]->power = atof(args);
691 static void ch_size(const char *args)
693 Person::players[0]->scale = atof(args) * .2;
696 static int findClosestPlayer()
699 float closestdist = std::numeric_limits<float>::max();
701 for (int i = 1; i < Person::players.size(); i++) {
702 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
703 if (distance < closestdist) {
704 closestdist = distance;
711 static int findClosestObject()
714 float closestdist = std::numeric_limits<float>::max();
716 for (int i = 0; i < objects.numobjects; i++) {
717 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
718 if (distance < closestdist) {
719 closestdist = distance;
726 static void ch_sizenear(const char *args)
728 int closest = findClosestPlayer();
730 Person::players[closest]->scale = atof(args) * .2;
733 static void set_proportion(int pnum, const char *args)
735 float headprop, bodyprop, armprop, legprop;
737 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
739 if (Person::players[pnum]->creature == wolftype) {
740 Person::players[pnum]->proportionhead = 1.1 * headprop;
741 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
742 Person::players[pnum]->proportionarms = 1.1 * armprop;
743 Person::players[pnum]->proportionlegs = 1.1 * legprop;
744 } else if (Person::players[pnum]->creature == rabbittype) {
745 Person::players[pnum]->proportionhead = 1.2 * headprop;
746 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
747 Person::players[pnum]->proportionarms = 1.00 * armprop;
748 Person::players[pnum]->proportionlegs = 1.1 * legprop;
749 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
753 static void ch_proportion(const char *args)
755 set_proportion(0, args);
758 static void ch_proportionnear(const char *args)
760 int closest = findClosestPlayer();
762 set_proportion(closest, args);
765 static void set_protection(int pnum, const char *args)
767 float head, high, low;
768 sscanf(args, "%f%f%f", &head, &high, &low);
770 Person::players[pnum]->protectionhead = head;
771 Person::players[pnum]->protectionhigh = high;
772 Person::players[pnum]->protectionlow = low;
775 static void ch_protection(const char *args)
777 set_protection(0, args);
780 static void ch_protectionnear(const char *args)
782 int closest = findClosestPlayer();
784 set_protection(closest, args);
787 static void set_armor(int pnum, const char *args)
789 float head, high, low;
790 sscanf(args, "%f%f%f", &head, &high, &low);
792 Person::players[pnum]->armorhead = head;
793 Person::players[pnum]->armorhigh = high;
794 Person::players[pnum]->armorlow = low;
797 static void ch_armor(const char *args)
802 static void ch_armornear(const char *args)
804 int closest = findClosestPlayer();
806 set_armor(closest, args);
809 static void ch_protectionreset(const char *args)
811 set_protection(0, "1 1 1");
812 set_armor(0, "1 1 1");
815 static void set_metal(int pnum, const char *args)
817 float head, high, low;
818 sscanf(args, "%f%f%f", &head, &high, &low);
820 Person::players[pnum]->metalhead = head;
821 Person::players[pnum]->metalhigh = high;
822 Person::players[pnum]->metallow = low;
825 static void ch_metal(const char *args)
830 static void set_noclothes(int pnum, const char *args)
832 Person::players[pnum]->numclothes = 0;
833 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
834 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
835 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
838 static void ch_noclothes(const char *args)
840 set_noclothes(0, args);
843 static void ch_noclothesnear(const char *args)
845 int closest = findClosestPlayer();
847 set_noclothes(closest, args);
851 static void set_clothes(int pnum, const char *args)
854 snprintf(buf, 63, ":Data:Textures:%s.png", args);
856 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
859 Person::players[pnum]->DoMipmaps();
860 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
861 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
862 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
863 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
864 Person::players[pnum]->numclothes++;
867 static void ch_clothes(const char *args)
869 set_clothes(0, args);
872 static void ch_clothesnear(const char *args)
874 int closest = findClosestPlayer();
876 set_clothes(closest, args);
879 static void ch_belt(const char *args)
881 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
885 static void ch_cellophane(const char *args)
887 cellophane = !cellophane;
888 float mul = (cellophane ? 0 : 1);
890 for (auto player : Person::players) {
891 player->proportionhead.z = player->proportionhead.x * mul;
892 player->proportionbody.z = player->proportionbody.x * mul;
893 player->proportionarms.z = player->proportionarms.x * mul;
894 player->proportionlegs.z = player->proportionlegs.x * mul;
898 static void ch_funnybunny(const char *args)
900 Person::players[0]->skeleton.id = 0;
901 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
902 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
903 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
904 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
905 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
906 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
907 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
908 Person::players[0]->creature = rabbittype;
909 Person::players[0]->scale = .2;
910 Person::players[0]->headless = 0;
911 Person::players[0]->damagetolerance = 200;
912 set_proportion(0, "1 1 1 1");
915 static void ch_wolfie(const char *args)
917 Person::players[0]->skeleton.id = 0;
918 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
919 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
920 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
921 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
922 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
923 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
924 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
925 Person::players[0]->creature = wolftype;
926 Person::players[0]->damagetolerance = 300;
927 set_proportion(0, "1 1 1 1");
930 static void ch_wolfieisgod(const char *args)
935 static void ch_wolf(const char *args)
937 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
940 static void ch_snowwolf(const char *args)
942 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
945 static void ch_darkwolf(const char *args)
947 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
950 static void ch_lizardwolf(const char *args)
952 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
955 static void ch_white(const char *args)
957 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
960 static void ch_brown(const char *args)
962 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
965 static void ch_black(const char *args)
967 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
970 static void ch_sizemin(const char *args)
972 for (int i = 1; i < Person::players.size(); i++)
973 if (Person::players[i]->scale < 0.8 * 0.2)
974 Person::players[i]->scale = 0.8 * 0.2;
977 static void ch_tutorial(const char *args)
979 tutoriallevel = atoi(args);
982 static void ch_hostile(const char *args)
984 hostile = atoi(args);
987 static void ch_indemo(const char *args)
990 hotspot[numhotspots] = Person::players[0]->coords;
991 hotspotsize[numhotspots] = 0;
992 hotspottype[numhotspots] = -111;
993 strcpy(hotspottext[numhotspots], "mapname");
997 static void ch_notindemo(const char *args)
1003 static void ch_type(const char *args)
1005 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1006 for (int i = 0; i < n; i++)
1007 if (stripfx(args, editortypenames[i])) {
1013 static void ch_path(const char *args)
1015 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1016 for (int i = 0; i < n; i++)
1017 if (stripfx(args, pathtypenames[i])) {
1023 static void ch_hs(const char *args)
1025 hotspot[numhotspots] = Person::players[0]->coords;
1029 sscanf(args, "%f%d %n", &size, &type, &shift);
1031 hotspotsize[numhotspots] = size;
1032 hotspottype[numhotspots] = type;
1034 strcpy(hotspottext[numhotspots], args + shift);
1035 strcat(hotspottext[numhotspots], "\n");
1040 static void ch_dialogue(const char *args)
1043 char buf1[32], buf2[64];
1045 sscanf(args, "%d %31s", &dlg, buf1);
1046 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1048 dialoguetype[numdialogues] = dlg;
1050 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1051 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1053 ifstream ipstream(ConvertFileName(buf2));
1054 ipstream.ignore(256, ':');
1055 ipstream >> numdialogueboxes[numdialogues];
1056 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1057 ipstream.ignore(256, ':');
1058 ipstream.ignore(256, ':');
1059 ipstream.ignore(256, ' ');
1060 ipstream >> dialogueboxlocation[numdialogues][i];
1061 ipstream.ignore(256, ':');
1062 ipstream >> dialogueboxcolor[numdialogues][i][0];
1063 ipstream >> dialogueboxcolor[numdialogues][i][1];
1064 ipstream >> dialogueboxcolor[numdialogues][i][2];
1065 ipstream.ignore(256, ':');
1066 ipstream.getline(dialoguename[numdialogues][i], 64);
1067 ipstream.ignore(256, ':');
1068 ipstream.ignore(256, ' ');
1069 ipstream.getline(dialoguetext[numdialogues][i], 128);
1070 for (int j = 0; j < 128; j++) {
1071 if (dialoguetext[numdialogues][i][j] == '\\')
1072 dialoguetext[numdialogues][i][j] = '\n';
1074 ipstream.ignore(256, ':');
1075 ipstream >> dialogueboxsound[numdialogues][i];
1078 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1079 for (int j = 0; j < Person::players.size(); j++) {
1080 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1087 whichdialogue = numdialogues;
1092 static void ch_fixdialogue(const char *args)
1094 char buf1[32], buf2[64];
1097 sscanf(args, "%d %31s", &whichdi, buf1);
1098 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1100 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1101 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1103 ifstream ipstream(ConvertFileName(buf2));
1104 ipstream.ignore(256, ':');
1105 ipstream >> numdialogueboxes[whichdi];
1106 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1107 ipstream.ignore(256, ':');
1108 ipstream.ignore(256, ':');
1109 ipstream.ignore(256, ' ');
1110 ipstream >> dialogueboxlocation[whichdi][i];
1111 ipstream.ignore(256, ':');
1112 ipstream >> dialogueboxcolor[whichdi][i][0];
1113 ipstream >> dialogueboxcolor[whichdi][i][1];
1114 ipstream >> dialogueboxcolor[whichdi][i][2];
1115 ipstream.ignore(256, ':');
1116 ipstream.getline(dialoguename[whichdi][i], 64);
1117 ipstream.ignore(256, ':');
1118 ipstream.ignore(256, ' ');
1119 ipstream.getline(dialoguetext[whichdi][i], 128);
1120 for (int j = 0; j < 128; j++) {
1121 if (dialoguetext[whichdi][i][j] == '\\')
1122 dialoguetext[whichdi][i][j] = '\n';
1124 ipstream.ignore(256, ':');
1125 ipstream >> dialogueboxsound[whichdi][i];
1131 static void ch_fixtype(const char *args)
1134 sscanf(args, "%d", &dlg);
1135 dialoguetype[0] = dlg;
1138 static void ch_fixrotation(const char *args)
1140 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1143 static void ch_ddialogue(const char *args)
1149 static void ch_dhs(const char *args)
1155 static void ch_immobile(const char *args)
1157 Person::players[0]->immobile = 1;
1160 static void ch_allimmobile(const char *args)
1162 for (int i = 1; i < Person::players.size(); i++)
1163 Person::players[i]->immobile = 1;
1166 static void ch_mobile(const char *args)
1168 Person::players[0]->immobile = 0;
1171 static void ch_default(const char *args)
1173 Person::players[0]->armorhead = 1;
1174 Person::players[0]->armorhigh = 1;
1175 Person::players[0]->armorlow = 1;
1176 Person::players[0]->protectionhead = 1;
1177 Person::players[0]->protectionhigh = 1;
1178 Person::players[0]->protectionlow = 1;
1179 Person::players[0]->metalhead = 1;
1180 Person::players[0]->metalhigh = 1;
1181 Person::players[0]->metallow = 1;
1182 Person::players[0]->power = 1;
1183 Person::players[0]->speedmult = 1;
1184 Person::players[0]->scale = 1;
1186 if (Person::players[0]->creature == wolftype) {
1187 Person::players[0]->proportionhead = 1.1;
1188 Person::players[0]->proportionbody = 1.1;
1189 Person::players[0]->proportionarms = 1.1;
1190 Person::players[0]->proportionlegs = 1.1;
1191 } else if (Person::players[0]->creature == rabbittype) {
1192 Person::players[0]->proportionhead = 1.2;
1193 Person::players[0]->proportionbody = 1.05;
1194 Person::players[0]->proportionarms = 1.00;
1195 Person::players[0]->proportionlegs = 1.1;
1196 Person::players[0]->proportionlegs.y = 1.05;
1199 Person::players[0]->numclothes = 0;
1200 Person::players[0]->skeleton.drawmodel.textureptr.load(
1201 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1202 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1204 editoractive = typeactive;
1205 Person::players[0]->immobile = 0;
1208 static void ch_play(const char *args)
1211 sscanf(args, "%d", &dlg);
1212 whichdialogue = dlg;
1214 if (whichdialogue >= numdialogues)
1217 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1218 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1220 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1221 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1222 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1223 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1229 playdialogueboxsound();
1232 static void ch_mapkilleveryone(const char *args)
1234 maptype = mapkilleveryone;
1237 static void ch_mapkillmost(const char *args)
1239 maptype = mapkillmost;
1242 static void ch_mapkillsomeone(const char *args)
1244 maptype = mapkillsomeone;
1247 static void ch_mapgosomewhere(const char *args)
1249 maptype = mapgosomewhere;
1252 static void ch_viewdistance(const char *args)
1254 viewdistance = atof(args) * 100;
1257 static void ch_fadestart(const char *args)
1259 fadestart = atof(args);
1262 static void ch_slomo(const char *args)
1264 slomospeed = atof(args);
1269 static void ch_slofreq(const char *args)
1271 slomofreq = atof(args);
1274 static void ch_skytint(const char *args)
1276 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1278 skyboxlightr = skyboxr;
1279 skyboxlightg = skyboxg;
1280 skyboxlightb = skyboxb;
1284 terrain.DoShadows();
1285 objects.DoShadows();
1288 static void ch_skylight(const char *args)
1290 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1294 terrain.DoShadows();
1295 objects.DoShadows();
1298 static void ch_skybox(const char *args)
1300 skyboxtexture = !skyboxtexture;
1304 terrain.DoShadows();
1305 objects.DoShadows();
1308 static void cmd_dispatch(const string cmd)
1310 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1312 for (i = 0; i < n_cmds; i++)
1313 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1314 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1315 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1318 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1321 /********************> Tick() <*****/
1322 extern bool save_image(const char * fname);
1323 void Screenshot (void)
1326 time_t t = time(NULL);
1327 struct tm *tme = localtime(&t);
1328 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1331 mkdir("Screenshots");
1333 mkdir("Screenshots", S_IRWXU);
1339 void Game::SetUpLighting()
1341 if (environment == snowyenvironment)
1342 light.setColors(.65, .65, .7, .4, .4, .44);
1343 if (environment == desertenvironment)
1344 light.setColors(.95, .95, .95, .4, .35, .3);
1345 if (environment == grassyenvironment)
1346 light.setColors(.95, .95, 1, .4, .4, .44);
1348 light.setColors(1, 1, 1, .4, .4, .4);
1350 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1351 light.color[0] *= (skyboxlightr + average) / 2;
1352 light.color[1] *= (skyboxlightg + average) / 2;
1353 light.color[2] *= (skyboxlightb + average) / 2;
1354 light.ambient[0] *= (skyboxlightr + average) / 2;
1355 light.ambient[1] *= (skyboxlightg + average) / 2;
1356 light.ambient[2] *= (skyboxlightb + average) / 2;
1359 int findPathDist(int start, int end)
1361 int smallestcount, count, connected;
1362 int last, last2, last3, last4;
1365 smallestcount = 1000;
1366 for (int i = 0; i < 50; i++) {
1372 while (last != end && count < 30) {
1374 for (int j = 0; j < numpathpoints; j++) {
1375 if (j != last && j != last2 && j != last3 && j != last4) {
1377 if (numpathpointconnect[j])
1378 for (int k = 0; k < numpathpointconnect[j]; k++) {
1379 if (pathpointconnect[j][k] == last)connected = 1;
1382 if (numpathpointconnect[last])
1383 for (int k = 0; k < numpathpointconnect[last]; k++) {
1384 if (pathpointconnect[last][k] == j)connected = 1;
1387 if (closest == -1 || Random() % 2 == 0) {
1398 if (count < smallestcount)
1399 smallestcount = count;
1401 return smallestcount;
1404 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1406 static XYZ colpoint, colviewer, coltarget;
1407 static float minx, minz, maxx, maxz, miny, maxy;
1409 minx = min(startpoint.x, endpoint.x) - 1;
1410 miny = min(startpoint.y, endpoint.y) - 1;
1411 minz = min(startpoint.z, endpoint.z) - 1;
1412 maxx = max(startpoint.x, endpoint.x) + 1;
1413 maxy = max(startpoint.y, endpoint.y) + 1;
1414 maxz = max(startpoint.z, endpoint.z) + 1;
1416 for (int i = 0; i < objects.numobjects; i++) {
1417 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1418 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1419 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1420 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1421 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1422 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1423 if ( objects.type[i] != treeleavestype &&
1424 objects.type[i] != bushtype &&
1425 objects.type[i] != firetype) {
1426 colviewer = startpoint;
1427 coltarget = endpoint;
1428 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1434 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1439 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1441 static XYZ colpoint, colviewer, coltarget;
1442 static float minx, minz, maxx, maxz, miny, maxy;
1443 static int i; //FIXME: see below
1445 minx = min(startpoint.x, endpoint.x) - 1;
1446 miny = min(startpoint.y, endpoint.y) - 1;
1447 minz = min(startpoint.z, endpoint.z) - 1;
1448 maxx = max(startpoint.x, endpoint.x) + 1;
1449 maxy = max(startpoint.y, endpoint.y) + 1;
1450 maxz = max(startpoint.z, endpoint.z) + 1;
1453 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1454 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1455 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1456 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1457 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1458 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1459 if ( objects.type[what] != treeleavestype &&
1460 objects.type[what] != bushtype &&
1461 objects.type[what] != firetype) {
1462 colviewer = startpoint;
1463 coltarget = endpoint;
1465 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1472 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1478 void Setenvironment(int which)
1482 LOG(" Setting environment...");
1484 float temptexdetail;
1485 environment = which;
1487 pause_sound(stream_snowtheme);
1488 pause_sound(stream_grasstheme);
1489 pause_sound(stream_deserttheme);
1490 pause_sound(stream_wind);
1491 pause_sound(stream_desertambient);
1494 if (environment == snowyenvironment) {
1498 emit_stream_np(stream_wind);
1500 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1501 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1502 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1503 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1505 footstepsound = footstepsn1;
1506 footstepsound2 = footstepsn2;
1507 footstepsound3 = footstepst1;
1508 footstepsound4 = footstepst2;
1510 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1511 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1513 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1518 temptexdetail = texdetail;
1521 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1522 ":Data:Textures:Skybox(snow):Left.jpg",
1523 ":Data:Textures:Skybox(snow):Back.jpg",
1524 ":Data:Textures:Skybox(snow):Right.jpg",
1525 ":Data:Textures:Skybox(snow):Up.jpg",
1526 ":Data:Textures:Skybox(snow):Down.jpg");
1531 texdetail = temptexdetail;
1532 } else if (environment == desertenvironment) {
1535 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1536 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1537 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1538 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1542 emit_stream_np(stream_desertambient);
1544 footstepsound = footstepsn1;
1545 footstepsound2 = footstepsn2;
1546 footstepsound3 = footstepsn1;
1547 footstepsound4 = footstepsn2;
1549 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1550 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1552 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1556 temptexdetail = texdetail;
1559 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1560 ":Data:Textures:Skybox(sand):Left.jpg",
1561 ":Data:Textures:Skybox(sand):Back.jpg",
1562 ":Data:Textures:Skybox(sand):Right.jpg",
1563 ":Data:Textures:Skybox(sand):Up.jpg",
1564 ":Data:Textures:Skybox(sand):Down.jpg");
1569 texdetail = temptexdetail;
1570 } else if (environment == grassyenvironment) {
1573 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1574 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1575 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1576 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1579 emit_stream_np(stream_wind, 100.);
1581 footstepsound = footstepgr1;
1582 footstepsound2 = footstepgr2;
1583 footstepsound3 = footstepst1;
1584 footstepsound4 = footstepst2;
1586 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1587 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1589 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1593 temptexdetail = texdetail;
1596 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1597 ":Data:Textures:Skybox(grass):Left.jpg",
1598 ":Data:Textures:Skybox(grass):Back.jpg",
1599 ":Data:Textures:Skybox(grass):Right.jpg",
1600 ":Data:Textures:Skybox(grass):Up.jpg",
1601 ":Data:Textures:Skybox(grass):Down.jpg");
1605 texdetail = temptexdetail;
1607 temptexdetail = texdetail;
1609 terrain.load(":Data:Textures:heightmap.png");
1611 texdetail = temptexdetail;
1618 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1619 if (!ipstream.good()) {
1620 if (accountactive->getCurrentCampaign() == "main") {
1621 cerr << "Could not found main campaign!" << endl;
1624 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1625 accountactive->setCurrentCampaign("main");
1626 return LoadCampaign();
1628 ipstream.ignore(256, ':');
1630 ipstream >> numlevels;
1631 campaignlevels.clear();
1632 for (int i = 0; i < numlevels; i++) {
1635 campaignlevels.push_back(cl);
1639 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1641 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1643 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1646 if (accountactive->getCampaignChoicesMade() == 0) {
1647 accountactive->setCampaignScore(0);
1648 accountactive->resetFasttime();
1652 vector<string> ListCampaigns()
1654 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1655 struct dirent *campaign = NULL;
1657 perror("Problem while loading campaigns");
1658 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1661 vector<string> campaignNames;
1662 while ((campaign = readdir(campaigns)) != NULL) {
1663 string name(campaign->d_name);
1664 if (name.length() < 5)
1666 if (!name.compare(name.length() - 4, 4, ".txt")) {
1667 campaignNames.push_back(name.substr(0, name.length() - 4));
1670 closedir(campaigns);
1671 return campaignNames;
1674 void Loadlevel(int which)
1681 Loadlevel("tutorial");
1682 } else if (which >= 0 && which <= 15) {
1684 snprintf(buf, 32, "map%d", which + 1); // challenges
1687 Loadlevel("mapsave");
1690 void Loadlevel(const char *name)
1694 static const char *pfx = ":Data:Maps:";
1697 float headprop, legprop, armprop, bodyprop;
1701 LOG(std::string("Loading level...") + name);
1713 if (tutoriallevel != -1)
1718 if (tutoriallevel == 1)
1720 if (tutorialstage == 0) {
1721 tutorialstagetime = 0;
1722 tutorialmaxtime = 1;
1725 pause_sound(whooshsound);
1726 pause_sound(stream_firesound);
1728 // Change the map filename into something that is os specific
1729 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1730 sprintf(buf, "%s%s", pfx, name);
1731 const char *FixedFN = ConvertFileName(buf);
1735 //~ char* buff=getcwd(NULL,0);
1736 //~ cout << buff << " " << FixedFN << endl;
1738 tfile = fopen( FixedFN, "rb" );
1740 pause_sound(stream_firesound);
1742 windialogue = false;
1746 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1750 for (int i = 0; i < 20; i++)
1751 dialoguegonethrough[i] = 0;
1760 difficulty = accountactive->getDifficulty();
1763 currenthotspot = -1;
1774 for (int i = 0; i < 100; i++)
1783 numunarmedattack = 0;
1794 bonustotal = startbonustotal;
1799 emit_sound_np(consolesuccesssound);
1804 if (!stealthloading) {
1805 terrain.numdecals = 0;
1806 Sprite::deleteSprites();
1807 for (int i = 0; i < objects.numobjects; i++)
1808 objects.model[i].numdecals = 0;
1810 int j = objects.numobjects;
1811 for (int i = 0; i < j; i++) {
1812 objects.DeleteObject(0);
1817 for (int i = 0; i < subdivision; i++)
1818 for (int j = 0; j < subdivision; j++)
1819 terrain.patchobjectnum[i][j] = 0;
1826 funpackf(tfile, "Bi", &mapvers);
1828 funpackf(tfile, "Bi", &indemo);
1832 funpackf(tfile, "Bi", &maptype);
1834 maptype = mapkilleveryone;
1836 funpackf(tfile, "Bi", &hostile);
1840 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1846 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1854 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1856 skyboxlightr = skyboxr;
1857 skyboxlightg = skyboxg;
1858 skyboxlightb = skyboxb;
1860 if (!stealthloading)
1861 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);
1863 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1864 Person::players[0]->originalcoords = Person::players[0]->coords;
1865 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1866 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1867 Person::players[0]->weaponids[j] = weapons.size();
1869 funpackf(tfile, "Bi", &type);
1870 weapons.push_back(Weapon(type, 0));
1876 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1877 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1878 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1879 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1881 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1884 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1886 Person::players[0]->whichskin = 0;
1887 Person::players[0]->creature = rabbittype;
1890 Person::players[0]->lastattack = -1;
1891 Person::players[0]->lastattack2 = -1;
1892 Person::players[0]->lastattack3 = -1;
1896 funpackf(tfile, "Bi", &numdialogues);
1897 for (int k = 0; k < numdialogues; k++) {
1898 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1899 funpackf(tfile, "Bi", &dialoguetype[k]);
1900 for (int l = 0; l < 10; l++) {
1901 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1902 funpackf(tfile, "Bf", &participantyaw[k][l]);
1904 for (int l = 0; l < numdialogueboxes[k]; l++) {
1905 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1906 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1907 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1908 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1909 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1911 funpackf(tfile, "Bi", &templength);
1912 if (templength > 128 || templength <= 0)
1915 for (m = 0; m < templength; m++) {
1916 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1917 if (dialoguetext[k][l][m] == '\0')
1920 dialoguetext[k][l][m] = 0;
1922 funpackf(tfile, "Bi", &templength);
1923 if (templength > 64 || templength <= 0)
1925 for (m = 0; m < templength; m++) {
1926 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1927 if (dialoguename[k][l][m] == '\0')
1930 dialoguename[k][l][m] = 0;
1931 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1932 funpackf(tfile, "Bi", &participantfocus[k][l]);
1933 funpackf(tfile, "Bi", &participantaction[k][l]);
1935 for (m = 0; m < 10; m++)
1936 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1938 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1944 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1945 funpackf(tfile, "Bi", &templength);
1946 for (int l = 0; l < templength; l++)
1947 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1948 Person::players[0]->clothes[k][templength] = '\0';
1949 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1952 funpackf(tfile, "Bi", &environment);
1954 funpackf(tfile, "Bi", &objects.numobjects);
1955 for (int i = 0; i < objects.numobjects; i++) {
1956 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]);
1957 if (objects.type[i] == treeleavestype)
1958 objects.scale[i] = objects.scale[i - 1];
1962 funpackf(tfile, "Bi", &numhotspots);
1963 for (int i = 0; i < numhotspots; i++) {
1964 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1965 funpackf(tfile, "Bi", &templength);
1967 for (int l = 0; l < templength; l++)
1968 funpackf(tfile, "Bb", &hotspottext[i][l]);
1969 hotspottext[i][templength] = '\0';
1970 if (hotspottype[i] == -111)
1979 if (!stealthloading) {
1981 for (int i = 0; i < objects.numobjects; i++)
1982 objects.center += objects.position[i];
1983 objects.center /= objects.numobjects;
1989 float maxdistance = 0;
1991 //~ int whichclosest;
1992 for (int i = 0; i < objects.numobjects; i++) {
1993 tempdist = distsq(&objects.center, &objects.position[i]);
1994 if (tempdist > maxdistance) {
1996 maxdistance = tempdist;
1999 objects.radius = fast_sqrt(maxdistance);
2006 funpackf(tfile, "Bi", &numplayers);
2007 int howmanyremoved = 0;
2008 bool removeanother = 0;
2009 if (numplayers > maxplayers) {
2010 cout << "Warning: this level contains more players than allowed" << endl;
2012 if (numplayers > 1) {
2013 for (int i = 1; i < numplayers; i++) {
2014 Person::players.push_back(shared_ptr<Person>(new Person()));
2019 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);
2021 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2023 Person::players[i - howmanyremoved]->howactive = typeactive;
2025 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2027 Person::players[i - howmanyremoved]->scale = -1;
2029 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2031 Person::players[i - howmanyremoved]->immobile = 0;
2033 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2035 Person::players[i - howmanyremoved]->yaw = 0;
2036 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2037 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2041 if (!removeanother) {
2042 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2043 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2044 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2046 funpackf(tfile, "Bi", &type);
2047 weapons.push_back(Weapon(type, i));
2050 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2051 //Person::players[i-howmanyremoved]->numwaypoints=10;
2052 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2053 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2054 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2055 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2057 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2059 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2062 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2063 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2064 Person::players[i - howmanyremoved]->waypoint = 0;
2066 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2067 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2068 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2069 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2072 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2079 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2080 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2081 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2082 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2083 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2086 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2087 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2088 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2089 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2090 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2091 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2094 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2095 if (Person::players[i - howmanyremoved]->numclothes) {
2096 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2098 funpackf(tfile, "Bi", &templength);
2099 for (int l = 0; l < templength; l++)
2100 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2101 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2102 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2111 numplayers -= howmanyremoved;
2112 Person::players.resize(numplayers);
2114 funpackf(tfile, "Bi", &numpathpoints);
2115 if (numpathpoints > 30 || numpathpoints < 0)
2117 for (int j = 0; j < numpathpoints; j++) {
2118 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2119 for (int k = 0; k < numpathpointconnect[j]; k++) {
2120 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2126 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2129 if (environment != oldenvironment)
2130 Setenvironment(environment);
2131 oldenvironment = environment;
2133 if (!stealthloading) {
2134 int j = objects.numobjects;
2135 objects.numobjects = 0;
2136 for (int i = 0; i < j; i++) {
2137 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2142 terrain.DoShadows();
2145 objects.DoShadows();
2152 for (int i = 0; i < Person::players.size(); i++) {
2155 Person::players[i]->burnt = 0;
2156 Person::players[i]->bled = 0;
2157 Person::players[i]->onfire = 0;
2158 if (i == 0 || Person::players[i]->scale < 0)
2159 Person::players[i]->scale = .2;
2160 Person::players[i]->skeleton.free = 0;
2161 Person::players[i]->skeleton.id = i;
2162 if (i == 0 && mapvers < 9)
2163 Person::players[i]->creature = rabbittype;
2164 if (Person::players[i]->creature != wolftype) {
2165 Person::players[i]->skeleton.Load(
2166 (char *)":Data:Skeleton:Basic Figure",
2167 (char *)":Data:Skeleton:Basic Figurelow",
2168 (char *)":Data:Skeleton:Rabbitbelt",
2169 (char *)":Data:Models:Body.solid",
2170 (char *)":Data:Models:Body2.solid",
2171 (char *)":Data:Models:Body3.solid",
2172 (char *)":Data:Models:Body4.solid",
2173 (char *)":Data:Models:Body5.solid",
2174 (char *)":Data:Models:Body6.solid",
2175 (char *)":Data:Models:Body7.solid",
2176 (char *)":Data:Models:Bodylow.solid",
2177 (char *)":Data:Models:Belt.solid", 0);
2179 if (Person::players[i]->creature != wolftype) {
2180 Person::players[i]->skeleton.Load(
2181 (char *)":Data:Skeleton:Basic Figure",
2182 (char *)":Data:Skeleton:Basic Figurelow",
2183 (char *)":Data:Skeleton:Rabbitbelt",
2184 (char *)":Data:Models:Body.solid",
2185 (char *)":Data:Models:Body2.solid",
2186 (char *)":Data:Models:Body3.solid",
2187 (char *)":Data:Models:Body4.solid",
2188 (char *)":Data:Models:Body5.solid",
2189 (char *)":Data:Models:Body6.solid",
2190 (char *)":Data:Models:Body7.solid",
2191 (char *)":Data:Models:Bodylow.solid",
2192 (char *)":Data:Models:Belt.solid", 1);
2193 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2195 if (Person::players[i]->creature == wolftype) {
2196 Person::players[i]->skeleton.Load(
2197 (char *)":Data:Skeleton:Basic Figure Wolf",
2198 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2199 (char *)":Data:Skeleton:Rabbitbelt",
2200 (char *)":Data:Models:Wolf.solid",
2201 (char *)":Data:Models:Wolf2.solid",
2202 (char *)":Data:Models:Wolf3.solid",
2203 (char *)":Data:Models:Wolf4.solid",
2204 (char *)":Data:Models:Wolf5.solid",
2205 (char *)":Data:Models:Wolf6.solid",
2206 (char *)":Data:Models:Wolf7.solid",
2207 (char *)":Data:Models:Wolflow.solid",
2208 (char *)":Data:Models:Belt.solid", 0);
2212 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);
2214 if (Person::players[i]->numclothes) {
2215 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2216 tintr = Person::players[i]->clothestintr[j];
2217 tintg = Person::players[i]->clothestintg[j];
2218 tintb = Person::players[i]->clothestintb[j];
2219 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2221 Person::players[i]->DoMipmaps();
2224 Person::players[i]->animCurrent = bounceidleanim;
2225 Person::players[i]->animTarget = bounceidleanim;
2226 Person::players[i]->frameCurrent = 0;
2227 Person::players[i]->frameTarget = 1;
2228 Person::players[i]->target = 0;
2229 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2230 if (difficulty == 0)
2231 Person::players[i]->speed -= .2;
2232 if (difficulty == 1)
2233 Person::players[i]->speed -= .1;
2235 Person::players[i]->velocity = 0;
2236 Person::players[i]->oldcoords = Person::players[i]->coords;
2237 Person::players[i]->realoldcoords = Person::players[i]->coords;
2239 Person::players[i]->id = i;
2240 Person::players[i]->skeleton.id = i;
2241 Person::players[i]->updatedelay = 0;
2242 Person::players[i]->normalsupdatedelay = 0;
2244 Person::players[i]->aitype = passivetype;
2245 Person::players[i]->madskills = 0;
2248 Person::players[i]->proportionhead = 1.2;
2249 Person::players[i]->proportionbody = 1.05;
2250 Person::players[i]->proportionarms = 1.00;
2251 Person::players[i]->proportionlegs = 1.1;
2252 Person::players[i]->proportionlegs.y = 1.05;
2254 Person::players[i]->headless = 0;
2255 Person::players[i]->currentoffset = 0;
2256 Person::players[i]->targetoffset = 0;
2258 Person::players[i]->damagetolerance = 200;
2260 if (Person::players[i]->creature == wolftype) {
2261 if (i == 0 || Person::players[i]->scale < 0)
2262 Person::players[i]->scale = .23;
2263 Person::players[i]->damagetolerance = 300;
2269 Person::players[i]->proportionhead.z = 0;
2270 Person::players[i]->proportionbody.z = 0;
2271 Person::players[i]->proportionarms.z = 0;
2272 Person::players[i]->proportionlegs.z = 0;
2275 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2277 Person::players[i]->headmorphness = 0;
2278 Person::players[i]->targetheadmorphness = 1;
2279 Person::players[i]->headmorphstart = 0;
2280 Person::players[i]->headmorphend = 0;
2282 Person::players[i]->pausetime = 0;
2284 Person::players[i]->dead = 0;
2285 Person::players[i]->jumppower = 5;
2286 Person::players[i]->damage = 0;
2287 Person::players[i]->permanentdamage = 0;
2288 Person::players[i]->superpermanentdamage = 0;
2290 Person::players[i]->forwardkeydown = 0;
2291 Person::players[i]->leftkeydown = 0;
2292 Person::players[i]->backkeydown = 0;
2293 Person::players[i]->rightkeydown = 0;
2294 Person::players[i]->jumpkeydown = 0;
2295 Person::players[i]->crouchkeydown = 0;
2296 Person::players[i]->throwkeydown = 0;
2298 Person::players[i]->collided = -10;
2299 Person::players[i]->loaded = 1;
2300 Person::players[i]->bloodloss = 0;
2301 Person::players[i]->weaponactive = -1;
2302 Person::players[i]->weaponstuck = -1;
2303 Person::players[i]->bleeding = 0;
2304 Person::players[i]->deathbleeding = 0;
2305 Person::players[i]->stunned = 0;
2306 Person::players[i]->hasvictim = 0;
2307 Person::players[i]->wentforweapon = 0;
2310 Person::players[0]->aitype = playercontrolled;
2311 Person::players[0]->weaponactive = -1;
2313 if (difficulty == 1) {
2314 Person::players[0]->power = 1 / .9;
2315 Person::players[0]->damagetolerance = 250;
2316 } else if (difficulty == 0) {
2317 Person::players[0]->power = 1 / .8;
2318 Person::players[0]->damagetolerance = 300;
2319 Person::players[0]->armorhead *= 1.5;
2320 Person::players[0]->armorhigh *= 1.5;
2321 Person::players[0]->armorlow *= 1.5;
2324 cameraloc = Person::players[0]->coords;
2326 yaw = Person::players[0]->yaw;
2328 hawkcoords = Person::players[0]->coords;
2334 LOG("Starting background music...");
2336 OPENAL_StopSound(OPENAL_ALL);
2338 if (environment == snowyenvironment) {
2339 emit_stream_np(stream_wind);
2340 } else if (environment == desertenvironment) {
2341 emit_stream_np(stream_desertambient);
2342 } else if (environment == grassyenvironment) {
2343 emit_stream_np(stream_wind, 100.);
2346 oldmusicvolume[0] = 0;
2347 oldmusicvolume[1] = 0;
2348 oldmusicvolume[2] = 0;
2349 oldmusicvolume[3] = 0;
2363 if (tutorialstagetime > tutorialmaxtime) {
2365 tutorialsuccess = 0;
2366 if (tutorialstage <= 1) {
2371 switch (tutorialstage) {
2373 tutorialmaxtime = 5;
2376 tutorialmaxtime = 2;
2379 tutorialmaxtime = 600;
2382 tutorialmaxtime = 1000;
2385 tutorialmaxtime = 600;
2388 tutorialmaxtime = 600;
2391 tutorialmaxtime = 600;
2394 tutorialmaxtime = 600;
2397 tutorialmaxtime = 600;
2400 tutorialmaxtime = 2;
2403 tutorialmaxtime = 1000;
2406 tutorialmaxtime = 1000;
2409 tutorialmaxtime = 2;
2412 tutorialmaxtime = 3;
2423 Person::players[1]->coords = (temp + temp2) / 2;
2425 emit_sound_at(fireendsound, Person::players[1]->coords);
2427 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2428 if (Random() % 2 == 0) {
2429 if (!Person::players[1]->skeleton.free)
2430 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2431 if (Person::players[1]->skeleton.free)
2432 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2433 if (!Person::players[1]->skeleton.free)
2434 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;
2435 if (Person::players[1]->skeleton.free)
2436 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2437 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2443 tutorialmaxtime = 500;
2446 tutorialmaxtime = 500;
2449 tutorialmaxtime = 500;
2452 tutorialmaxtime = 500;
2456 //tutorialmaxtime=500;
2459 tutorialmaxtime = 500;
2462 tutorialmaxtime = 500;
2463 if (bonus == cannon) {
2470 tutorialmaxtime = 500;
2473 tutorialmaxtime = 500;
2476 tutorialmaxtime = 500;
2479 tutorialmaxtime = 500;
2482 tutorialmaxtime = 2;
2485 tutorialmaxtime = 4;
2488 Person::players[1]->aitype = attacktypecutoff;
2491 tutorialmaxtime = 400;
2494 tutorialmaxtime = 400;
2495 Person::players[0]->escapednum = 0;
2498 tutorialmaxtime = 4;
2501 Person::players[1]->aitype = passivetype;
2504 tutorialmaxtime = 13;
2507 tutorialmaxtime = 8;
2510 tutorialmaxtime = 400;
2513 Person::players[1]->aitype = attacktypecutoff;
2516 tutorialmaxtime = 400;
2519 tutorialmaxtime = 400;
2522 tutorialmaxtime = 2;
2525 Person::players[1]->aitype = passivetype;
2530 tutorialmaxtime = 50;
2533 Person::players[1]->aitype = attacktypecutoff;
2536 tutorialmaxtime = 4;
2539 Person::players[1]->aitype = passivetype;
2551 Weapon w(knife, -1);
2552 w.position = (temp + temp2) / 2;
2553 w.tippoint = (temp + temp2) / 2;
2556 w.tipvelocity = 0.1;
2563 weapons.push_back(w);
2567 tutorialmaxtime = 300;
2570 tutorialmaxtime = 300;
2573 tutorialmaxtime = 8;
2576 tutorialmaxtime = 300;
2579 weapons[0].owner = 1;
2580 Person::players[0]->weaponactive = -1;
2581 Person::players[0]->num_weapons = 0;
2582 Person::players[1]->weaponactive = 0;
2583 Person::players[1]->num_weapons = 1;
2584 Person::players[1]->weaponids[0] = 0;
2588 Person::players[1]->aitype = attacktypecutoff;
2590 tutorialmaxtime = 300;
2593 weapons[0].owner = 1;
2594 Person::players[0]->weaponactive = -1;
2595 Person::players[0]->num_weapons = 0;
2596 Person::players[1]->weaponactive = 0;
2597 Person::players[1]->num_weapons = 1;
2598 Person::players[1]->weaponids[0] = 0;
2600 tutorialmaxtime = 300;
2603 weapons[0].owner = 1;
2604 Person::players[0]->weaponactive = -1;
2605 Person::players[0]->num_weapons = 0;
2606 Person::players[1]->weaponactive = 0;
2607 Person::players[1]->num_weapons = 1;
2608 Person::players[1]->weaponids[0] = 0;
2610 weapons[0].setType(sword);
2612 tutorialmaxtime = 300;
2615 tutorialmaxtime = 10;
2626 Weapon w(sword, -1);
2627 w.position = (temp + temp2) / 2;
2628 w.tippoint = (temp + temp2) / 2;
2631 w.tipvelocity = 0.1;
2638 weapons.push_back(w);
2640 weapons[0].owner = 1;
2641 weapons[1].owner = 0;
2642 Person::players[0]->weaponactive = 0;
2643 Person::players[0]->num_weapons = 1;
2644 Person::players[0]->weaponids[0] = 1;
2645 Person::players[1]->weaponactive = 0;
2646 Person::players[1]->num_weapons = 1;
2647 Person::players[1]->weaponids[0] = 0;
2654 Person::players[1]->aitype = passivetype;
2656 tutorialmaxtime = 15;
2658 weapons[0].owner = 1;
2659 weapons[1].owner = 0;
2660 Person::players[0]->weaponactive = 0;
2661 Person::players[0]->num_weapons = 1;
2662 Person::players[0]->weaponids[0] = 1;
2663 Person::players[1]->weaponactive = 0;
2664 Person::players[1]->num_weapons = 1;
2665 Person::players[1]->weaponids[0] = 0;
2667 if (Person::players[0]->weaponactive != -1)
2668 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2670 weapons[0].setType(staff);
2675 Person::players[1]->aitype = passivetype;
2677 tutorialmaxtime = 200;
2679 weapons[1].position = 1000;
2680 weapons[1].tippoint = 1000;
2682 weapons[0].setType(knife);
2684 weapons[0].owner = 0;
2685 Person::players[1]->weaponactive = -1;
2686 Person::players[1]->num_weapons = 0;
2687 Person::players[0]->weaponactive = 0;
2688 Person::players[0]->num_weapons = 1;
2689 Person::players[0]->weaponids[0] = 0;
2693 tutorialmaxtime = 8;
2696 emit_sound_at(fireendsound, Person::players[1]->coords);
2698 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2699 if (Random() % 2 == 0) {
2700 if (!Person::players[1]->skeleton.free)
2701 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2702 if (Person::players[1]->skeleton.free)
2703 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2704 if (!Person::players[1]->skeleton.free)
2705 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;
2706 if (Person::players[1]->skeleton.free)
2707 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2708 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2712 Person::players[1]->num_weapons = 0;
2713 Person::players[1]->weaponstuck = -1;
2714 Person::players[1]->weaponactive = -1;
2720 tutorialmaxtime = 80000;
2725 if (tutorialstage <= 51)
2726 tutorialstagetime = 0;
2730 if (tutorialstagetime < tutorialmaxtime - 3) {
2731 switch (tutorialstage) {
2733 if (deltah || deltav)
2734 tutorialsuccess += multiplier;
2737 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2738 tutorialsuccess += multiplier;
2741 if (Person::players[0]->jumpkeydown)
2742 tutorialsuccess = 1;
2745 if (Person::players[0]->isCrouch())
2746 tutorialsuccess = 1;
2749 if (Person::players[0]->animTarget == rollanim)
2750 tutorialsuccess = 1;
2753 if (Person::players[0]->animTarget == sneakanim)
2754 tutorialsuccess += multiplier;
2757 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2758 tutorialsuccess += multiplier;
2761 if (Person::players[0]->isWallJump())
2762 tutorialsuccess = 1;
2765 if (Person::players[0]->animTarget == flipanim)
2766 tutorialsuccess = 1;
2769 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2770 tutorialsuccess = 1;
2773 if (Person::players[0]->animTarget == winduppunchanim)
2774 tutorialsuccess = 1;
2777 if (Person::players[0]->animTarget == spinkickanim)
2778 tutorialsuccess = 1;
2781 if (Person::players[0]->animTarget == sweepanim)
2782 tutorialsuccess = 1;
2785 if (Person::players[0]->animTarget == dropkickanim)
2786 tutorialsuccess = 1;
2789 if (Person::players[0]->animTarget == rabbitkickanim)
2790 tutorialsuccess = 1;
2793 if (bonus == cannon)
2794 tutorialsuccess = 1;
2797 if (bonus == spinecrusher)
2798 tutorialsuccess = 1;
2801 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2802 tutorialsuccess = 1;
2805 if (Person::players[0]->animTarget == rabbittacklinganim)
2806 tutorialsuccess = 1;
2809 if (Person::players[0]->animTarget == backhandspringanim)
2810 tutorialsuccess = 1;
2813 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2814 tutorialsuccess = 1;
2817 if (Person::players[0]->escapednum == 2) {
2818 tutorialsuccess = 1;
2821 Person::players[1]->aitype = passivetype;
2825 if (animation[Person::players[0]->animTarget].attack == reversal)
2826 tutorialsuccess = 1;
2829 if (animation[Person::players[0]->animTarget].attack == reversal)
2830 tutorialsuccess = 1;
2833 if (animation[Person::players[0]->animTarget].attack == reversal) {
2834 tutorialsuccess = 1;
2837 Person::players[1]->aitype = passivetype;
2841 if (Person::players[0]->num_weapons > 0)
2842 tutorialsuccess = 1;
2845 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2846 tutorialsuccess = 1;
2849 if (Person::players[0]->animTarget == knifeslashstartanim)
2850 tutorialsuccess = 1;
2853 if (animation[Person::players[0]->animTarget].attack == reversal)
2854 tutorialsuccess = 1;
2857 if (animation[Person::players[0]->animTarget].attack == reversal)
2858 tutorialsuccess = 1;
2861 if (animation[Person::players[0]->animTarget].attack == reversal)
2862 tutorialsuccess = 1;
2865 if (Person::players[1]->weaponstuck != -1)
2866 tutorialsuccess = 1;
2871 if (tutorialsuccess >= 1)
2872 tutorialstagetime = tutorialmaxtime - 3;
2875 if (tutorialstagetime == tutorialmaxtime - 3) {
2876 emit_sound_np(consolesuccesssound);
2879 if (tutorialsuccess >= 1) {
2880 if (tutorialstage == 34 || tutorialstage == 35)
2881 tutorialstagetime = tutorialmaxtime - 1;
2885 if (tutorialstage < 14 || tutorialstage >= 50) {
2886 Person::players[1]->coords.y = 300;
2887 Person::players[1]->velocity = 0;
2893 float headprop, bodyprop, armprop, legprop;
2895 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2896 Person::players[0]->damagetolerance = 200000;
2897 Person::players[0]->damage = 0;
2898 Person::players[0]->burnt = 0;
2899 Person::players[0]->permanentdamage = 0;
2900 Person::players[0]->superpermanentdamage = 0;
2903 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2905 if (environment > 2)
2907 Setenvironment(environment);
2910 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2911 cameramode = 1 - cameramode;
2914 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2915 if (Person::players[0]->num_weapons > 0) {
2916 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2917 weapons[Person::players[0]->weaponids[0]].setType(staff);
2918 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2919 weapons[Person::players[0]->weaponids[0]].setType(knife);
2921 weapons[Person::players[0]->weaponids[0]].setType(sword);
2925 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2926 int closest = findClosestPlayer();
2928 if (Person::players[closest]->num_weapons) {
2929 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2930 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2931 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2932 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2934 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2936 if (!Person::players[closest]->num_weapons) {
2937 Person::players[closest]->weaponids[0] = weapons.size();
2939 weapons.push_back(Weapon(knife, closest));
2941 Person::players[closest]->num_weapons = 1;
2946 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2947 int closest = findClosestPlayer();
2949 Person::players[closest]->yaw += multiplier * 50;
2950 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2955 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2956 int closest = findClosestPlayer();
2957 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2961 Person::players[closest]->whichskin++;
2962 if (Person::players[closest]->whichskin > 9)
2963 Person::players[closest]->whichskin = 0;
2964 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2965 Person::players[closest]->whichskin = 0;
2967 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2968 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2971 if (Person::players[closest]->numclothes) {
2972 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2973 tintr = Person::players[closest]->clothestintr[i];
2974 tintg = Person::players[closest]->clothestintg[i];
2975 tintb = Person::players[closest]->clothestintb[i];
2976 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2978 Person::players[closest]->DoMipmaps();
2982 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2983 int closest = findClosestPlayer();
2985 if (Person::players[closest]->creature == wolftype) {
2986 headprop = Person::players[closest]->proportionhead.x / 1.1;
2987 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2988 armprop = Person::players[closest]->proportionarms.x / 1.1;
2989 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2992 if (Person::players[closest]->creature == rabbittype) {
2993 headprop = Person::players[closest]->proportionhead.x / 1.2;
2994 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2995 armprop = Person::players[closest]->proportionarms.x / 1.00;
2996 legprop = Person::players[closest]->proportionlegs.x / 1.1;
3000 if (Person::players[closest]->creature == rabbittype) {
3001 Person::players[closest]->skeleton.id = closest;
3002 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);
3003 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3004 Person::players[closest]->whichskin = 0;
3005 Person::players[closest]->creature = wolftype;
3007 Person::players[closest]->proportionhead = 1.1;
3008 Person::players[closest]->proportionbody = 1.1;
3009 Person::players[closest]->proportionarms = 1.1;
3010 Person::players[closest]->proportionlegs = 1.1;
3011 Person::players[closest]->proportionlegs.y = 1.1;
3012 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3014 Person::players[closest]->damagetolerance = 300;
3016 Person::players[closest]->skeleton.id = closest;
3017 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);
3018 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3019 Person::players[closest]->whichskin = 0;
3020 Person::players[closest]->creature = rabbittype;
3022 Person::players[closest]->proportionhead = 1.2;
3023 Person::players[closest]->proportionbody = 1.05;
3024 Person::players[closest]->proportionarms = 1.00;
3025 Person::players[closest]->proportionlegs = 1.1;
3026 Person::players[closest]->proportionlegs.y = 1.05;
3027 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3029 Person::players[closest]->damagetolerance = 200;
3032 if (Person::players[closest]->creature == wolftype) {
3033 Person::players[closest]->proportionhead = 1.1 * headprop;
3034 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3035 Person::players[closest]->proportionarms = 1.1 * armprop;
3036 Person::players[closest]->proportionlegs = 1.1 * legprop;
3039 if (Person::players[closest]->creature == rabbittype) {
3040 Person::players[closest]->proportionhead = 1.2 * headprop;
3041 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3042 Person::players[closest]->proportionarms = 1.00 * armprop;
3043 Person::players[closest]->proportionlegs = 1.1 * legprop;
3044 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3050 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3056 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3058 float closestdist = std::numeric_limits<float>::max();
3060 for (int i = 1; i < Person::players.size(); i++) {
3061 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3062 if (!Person::players[i]->headless)
3063 if (distance < closestdist) {
3064 closestdist = distance;
3069 XYZ flatfacing2, flatvelocity2;
3071 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3072 blah = Person::players[closest]->coords;
3073 XYZ headspurtdirection;
3074 //int i = Person::players[closest]->skeleton.jointlabels[head];
3075 Joint& headjoint = Person::players[closest]->joint(head);
3076 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3077 if (!Person::players[closest]->skeleton.free)
3078 flatvelocity2 = Person::players[closest]->velocity;
3079 if (Person::players[closest]->skeleton.free)
3080 flatvelocity2 = headjoint.velocity;
3081 if (!Person::players[closest]->skeleton.free)
3082 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;
3083 if (Person::players[closest]->skeleton.free)
3084 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3085 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3086 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3087 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3088 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3089 Normalise(&headspurtdirection);
3090 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3091 flatvelocity2 += headspurtdirection * 8;
3092 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3094 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3096 emit_sound_at(splattersound, blah);
3097 emit_sound_at(breaksound2, blah, 100.);
3099 if (Person::players[closest]->skeleton.free == 2)
3100 Person::players[closest]->skeleton.free = 0;
3101 Person::players[closest]->RagDoll(0);
3102 Person::players[closest]->dead = 2;
3103 Person::players[closest]->headless = 1;
3104 Person::players[closest]->DoBloodBig(3, 165);
3110 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3111 int closest = findClosestPlayer();
3112 XYZ flatfacing2, flatvelocity2;
3114 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3115 blah = Person::players[closest]->coords;
3116 emit_sound_at(splattersound, blah);
3117 emit_sound_at(breaksound2, blah);
3119 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3120 if (!Person::players[closest]->skeleton.free)
3121 flatvelocity2 = Person::players[closest]->velocity;
3122 if (Person::players[closest]->skeleton.free)
3123 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3124 if (!Person::players[closest]->skeleton.free)
3125 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;
3126 if (Person::players[closest]->skeleton.free)
3127 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3128 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3129 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3130 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3131 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3132 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3133 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3136 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3137 if (!Person::players[closest]->skeleton.free)
3138 flatvelocity2 = Person::players[closest]->velocity;
3139 if (Person::players[closest]->skeleton.free)
3140 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3141 if (!Person::players[closest]->skeleton.free)
3142 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;
3143 if (Person::players[closest]->skeleton.free)
3144 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3145 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3146 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3147 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3148 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3149 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3152 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3153 if (!Person::players[closest]->skeleton.free)
3154 flatvelocity2 = Person::players[closest]->velocity;
3155 if (Person::players[closest]->skeleton.free)
3156 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3157 if (!Person::players[closest]->skeleton.free)
3158 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;
3159 if (Person::players[closest]->skeleton.free)
3160 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3161 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3162 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3163 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3164 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3165 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3168 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3169 if (!Person::players[closest]->skeleton.free)
3170 flatvelocity2 = Person::players[closest]->velocity;
3171 if (Person::players[closest]->skeleton.free)
3172 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3173 if (!Person::players[closest]->skeleton.free)
3174 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;
3175 if (Person::players[closest]->skeleton.free)
3176 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3177 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3178 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3179 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3180 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3181 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3185 for (int j = 0; j < Person::players.size(); j++) {
3187 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3188 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3189 if (Person::players[j]->skeleton.free == 2)
3190 Person::players[j]->skeleton.free = 1;
3191 Person::players[j]->skeleton.longdead = 0;
3192 Person::players[j]->RagDoll(0);
3193 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3194 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3195 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3196 flatvelocity2 = temppos - Person::players[closest]->coords;
3197 Normalise(&flatvelocity2);
3198 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3205 Person::players[closest]->DoDamage(10000);
3206 Person::players[closest]->RagDoll(0);
3207 Person::players[closest]->dead = 2;
3208 Person::players[closest]->coords = 20;
3209 Person::players[closest]->skeleton.free = 2;
3216 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3217 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3218 if (Person::players[0]->onfire) {
3219 Person::players[0]->CatchFire();
3221 if (!Person::players[0]->onfire) {
3222 emit_sound_at(fireendsound, Person::players[0]->coords);
3223 pause_sound(stream_firesound);
3227 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3228 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3229 Person::players[0]->RagDoll(0);
3230 //Person::players[0]->spurt=1;
3231 //Person::players[0]->DoDamage(1000);
3233 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3236 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3237 for (int i = 0; i < objects.numobjects; i++) {
3238 if (objects.type[i] == treeleavestype) {
3239 objects.scale[i] *= .9;
3244 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3245 editorenabled = 1 - editorenabled;
3246 if (editorenabled) {
3247 Person::players[0]->damagetolerance = 100000;
3249 Person::players[0]->damagetolerance = 200;
3251 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3252 Person::players[0]->permanentdamage = 0;
3253 Person::players[0]->superpermanentdamage = 0;
3254 Person::players[0]->bloodloss = 0;
3255 Person::players[0]->deathbleeding = 0;
3259 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3261 if (targetlevel > numchallengelevels - 1)
3267 if (editorenabled) {
3268 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3269 int closest = findClosestPlayer();
3271 Person::players.erase(Person::players.begin()+closest);
3275 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3276 int closest = findClosestObject();
3278 objects.position[closest].y -= 500;
3281 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3283 //if(drawmode>2)drawmode=0;
3284 if (objects.numobjects < max_objects - 1) {
3286 boxcoords.x = Person::players[0]->coords.x;
3287 boxcoords.z = Person::players[0]->coords.z;
3288 boxcoords.y = Person::players[0]->coords.y - 3;
3289 if (editortype == bushtype)
3290 boxcoords.y = Person::players[0]->coords.y - .5;
3291 if (editortype == firetype)
3292 boxcoords.y = Person::players[0]->coords.y - .5;
3293 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3294 float temprotat, temprotat2;
3295 temprotat = editoryaw;
3296 temprotat2 = editorpitch;
3297 if (temprotat < 0 || editortype == bushtype)
3298 temprotat = Random() % 360;
3300 temprotat2 = Random() % 360;
3302 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3303 if (editortype == treetrunktype)
3304 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3308 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3309 Person::players.push_back(shared_ptr<Person>(new Person()));
3311 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3312 Person::players.back()->creature = rabbittype;
3313 Person::players.back()->howactive = editoractive;
3314 Person::players.back()->skeleton.id = Person::players.size()-1;
3315 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);
3317 int k = abs(Random() % 2) + 1;
3319 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3320 Person::players.back()->whichskin = 0;
3321 } else if (k == 1) {
3322 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3323 Person::players.back()->whichskin = 1;
3325 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3326 Person::players.back()->whichskin = 2;
3329 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3330 Person::players.back()->power = 1;
3331 Person::players.back()->speedmult = 1;
3332 Person::players.back()->animCurrent = bounceidleanim;
3333 Person::players.back()->animTarget = bounceidleanim;
3334 Person::players.back()->frameCurrent = 0;
3335 Person::players.back()->frameTarget = 1;
3336 Person::players.back()->target = 0;
3337 Person::players.back()->bled = 0;
3338 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3340 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3341 Person::players.back()->yaw = Person::players[0]->yaw;
3343 Person::players.back()->velocity = 0;
3344 Person::players.back()->coords = Person::players[0]->coords;
3345 Person::players.back()->oldcoords = Person::players.back()->coords;
3346 Person::players.back()->realoldcoords = Person::players.back()->coords;
3348 Person::players.back()->id = Person::players.size()-1;
3349 Person::players.back()->updatedelay = 0;
3350 Person::players.back()->normalsupdatedelay = 0;
3352 Person::players.back()->aitype = passivetype;
3354 if (Person::players[0]->creature == wolftype) {
3355 headprop = Person::players[0]->proportionhead.x / 1.1;
3356 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3357 armprop = Person::players[0]->proportionarms.x / 1.1;
3358 legprop = Person::players[0]->proportionlegs.x / 1.1;
3361 if (Person::players[0]->creature == rabbittype) {
3362 headprop = Person::players[0]->proportionhead.x / 1.2;
3363 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3364 armprop = Person::players[0]->proportionarms.x / 1.00;
3365 legprop = Person::players[0]->proportionlegs.x / 1.1;
3368 if (Person::players.back()->creature == wolftype) {
3369 Person::players.back()->proportionhead = 1.1 * headprop;
3370 Person::players.back()->proportionbody = 1.1 * bodyprop;
3371 Person::players.back()->proportionarms = 1.1 * armprop;
3372 Person::players.back()->proportionlegs = 1.1 * legprop;
3375 if (Person::players.back()->creature == rabbittype) {
3376 Person::players.back()->proportionhead = 1.2 * headprop;
3377 Person::players.back()->proportionbody = 1.05 * bodyprop;
3378 Person::players.back()->proportionarms = 1.00 * armprop;
3379 Person::players.back()->proportionlegs = 1.1 * legprop;
3380 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3383 Person::players.back()->headless = 0;
3384 Person::players.back()->onfire = 0;
3387 Person::players.back()->proportionhead.z = 0;
3388 Person::players.back()->proportionbody.z = 0;
3389 Person::players.back()->proportionarms.z = 0;
3390 Person::players.back()->proportionlegs.z = 0;
3393 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3395 Person::players.back()->damagetolerance = 200;
3397 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3398 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3399 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3400 Person::players.back()->armorhead = Person::players[0]->armorhead;
3401 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3402 Person::players.back()->armorlow = Person::players[0]->armorlow;
3403 Person::players.back()->metalhead = Person::players[0]->metalhead;
3404 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3405 Person::players.back()->metallow = Person::players[0]->metallow;
3407 Person::players.back()->immobile = Person::players[0]->immobile;
3409 Person::players.back()->numclothes = Person::players[0]->numclothes;
3410 if (Person::players.back()->numclothes)
3411 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3412 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3413 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3414 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3415 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3416 tintr = Person::players.back()->clothestintr[i];
3417 tintg = Person::players.back()->clothestintg[i];
3418 tintb = Person::players.back()->clothestintb[i];
3419 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3421 if (Person::players.back()->numclothes) {
3422 Person::players.back()->DoMipmaps();
3425 Person::players.back()->power = Person::players[0]->power;
3426 Person::players.back()->speedmult = Person::players[0]->speedmult;
3428 Person::players.back()->damage = 0;
3429 Person::players.back()->permanentdamage = 0;
3430 Person::players.back()->superpermanentdamage = 0;
3431 Person::players.back()->deathbleeding = 0;
3432 Person::players.back()->bleeding = 0;
3433 Person::players.back()->numwaypoints = 0;
3434 Person::players.back()->waypoint = 0;
3435 Person::players.back()->jumppath = 0;
3436 Person::players.back()->weaponstuck = -1;
3437 Person::players.back()->weaponactive = -1;
3438 Person::players.back()->num_weapons = 0;
3439 Person::players.back()->bloodloss = 0;
3440 Person::players.back()->dead = 0;
3442 Person::players.back()->loaded = 1;
3445 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3446 if (Person::players.back()->numwaypoints < 90) {
3447 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3448 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3449 Person::players.back()->numwaypoints++;
3453 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3454 if (numpathpoints < 30) {
3455 bool connected, alreadyconnected;
3457 if (numpathpoints > 1)
3458 for (int i = 0; i < numpathpoints; i++) {
3459 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3460 alreadyconnected = 0;
3461 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3462 if (pathpointconnect[pathpointselected][j] == i)
3463 alreadyconnected = 1;
3465 if (!alreadyconnected) {
3466 numpathpointconnect[pathpointselected]++;
3468 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3474 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3475 numpathpointconnect[numpathpoints - 1] = 0;
3476 if (numpathpoints > 1 && pathpointselected != -1) {
3477 numpathpointconnect[pathpointselected]++;
3478 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3480 pathpointselected = numpathpoints - 1;
3485 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3486 pathpointselected++;
3487 if (pathpointselected >= numpathpoints)
3488 pathpointselected = -1;
3490 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3491 pathpointselected--;
3492 if (pathpointselected <= -2)
3493 pathpointselected = numpathpoints - 1;
3495 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3496 if (pathpointselected != -1) {
3498 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3499 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3500 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3501 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3503 for (int i = 0; i < numpathpoints; i++) {
3504 for (int j = 0; j < numpathpointconnect[i]; j++) {
3505 if (pathpointconnect[i][j] == pathpointselected) {
3506 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3507 numpathpointconnect[i]--;
3509 if (pathpointconnect[i][j] == numpathpoints) {
3510 pathpointconnect[i][j] = pathpointselected;
3514 pathpointselected = numpathpoints - 1;
3518 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3520 if (editortype == treeleavestype || editortype == 10)
3523 editortype = firetype;
3526 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3528 if (editortype == treeleavestype || editortype == 10)
3530 if (editortype > firetype)
3534 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3535 editoryaw -= multiplier * 100;
3536 if (editoryaw < -.01)
3540 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3541 editoryaw += multiplier * 100;
3544 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3545 editorsize += multiplier;
3548 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3549 editorsize -= multiplier;
3550 if (editorsize < .1)
3555 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3556 mapradius -= multiplier * 10;
3559 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3560 mapradius += multiplier * 10;
3562 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3563 editorpitch += multiplier * 100;
3566 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3567 editorpitch -= multiplier * 100;
3568 if (editorpitch < -.01)
3571 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3572 int closest = findClosestObject();
3574 objects.DeleteObject(closest);
3580 void doJumpReversals()
3582 for (int k = 0; k < Person::players.size(); k++)
3583 for (int i = k; i < Person::players.size(); i++) {
3586 if ( Person::players[k]->skeleton.free == 0 &&
3587 Person::players[i]->skeleton.oldfree == 0 &&
3588 (Person::players[i]->animTarget == jumpupanim ||
3589 Person::players[k]->animTarget == jumpupanim) &&
3590 (Person::players[i]->aitype == playercontrolled ||
3591 Person::players[k]->aitype == playercontrolled) &&
3592 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3593 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3594 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3595 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3596 //TODO: refactor two huge similar ifs
3597 if (Person::players[i]->animTarget == jumpupanim &&
3598 Person::players[k]->animTarget != getupfrombackanim &&
3599 Person::players[k]->animTarget != getupfromfrontanim &&
3600 animation[Person::players[k]->animTarget].height == middleheight &&
3601 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3602 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3603 Person::players[k]->aitype != playercontrolled)) {
3604 Person::players[i]->victim = Person::players[k];
3605 Person::players[i]->velocity = 0;
3606 Person::players[i]->animCurrent = jumpreversedanim;
3607 Person::players[i]->animTarget = jumpreversedanim;
3608 Person::players[i]->frameCurrent = 0;
3609 Person::players[i]->frameTarget = 1;
3610 Person::players[i]->targettilt2 = 0;
3611 Person::players[k]->victim = Person::players[i];
3612 Person::players[k]->velocity = 0;
3613 Person::players[k]->animCurrent = jumpreversalanim;
3614 Person::players[k]->animTarget = jumpreversalanim;
3615 Person::players[k]->frameCurrent = 0;
3616 Person::players[k]->frameTarget = 1;
3617 Person::players[k]->targettilt2 = 0;
3618 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3619 Person::players[i]->animCurrent = rabbitkickreversedanim;
3620 Person::players[i]->animTarget = rabbitkickreversedanim;
3621 Person::players[i]->frameCurrent = 1;
3622 Person::players[i]->frameTarget = 2;
3623 Person::players[k]->animCurrent = rabbitkickreversalanim;
3624 Person::players[k]->animTarget = rabbitkickreversalanim;
3625 Person::players[k]->frameCurrent = 1;
3626 Person::players[k]->frameTarget = 2;
3628 Person::players[i]->target = 0;
3629 Person::players[k]->oldcoords = Person::players[k]->coords;
3630 Person::players[i]->coords = Person::players[k]->coords;
3631 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3632 Person::players[k]->yaw = Person::players[i]->targetyaw;
3633 if (Person::players[k]->aitype == attacktypecutoff)
3634 Person::players[k]->stunned = .5;
3636 if (Person::players[k]->animTarget == jumpupanim &&
3637 Person::players[i]->animTarget != getupfrombackanim &&
3638 Person::players[i]->animTarget != getupfromfrontanim &&
3639 animation[Person::players[i]->animTarget].height == middleheight &&
3640 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3641 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3642 Person::players[i]->aitype != playercontrolled)) {
3643 Person::players[k]->victim = Person::players[i];
3644 Person::players[k]->velocity = 0;
3645 Person::players[k]->animCurrent = jumpreversedanim;
3646 Person::players[k]->animTarget = jumpreversedanim;
3647 Person::players[k]->frameCurrent = 0;
3648 Person::players[k]->frameTarget = 1;
3649 Person::players[k]->targettilt2 = 0;
3650 Person::players[i]->victim = Person::players[k];
3651 Person::players[i]->velocity = 0;
3652 Person::players[i]->animCurrent = jumpreversalanim;
3653 Person::players[i]->animTarget = jumpreversalanim;
3654 Person::players[i]->frameCurrent = 0;
3655 Person::players[i]->frameTarget = 1;
3656 Person::players[i]->targettilt2 = 0;
3657 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3658 Person::players[k]->animTarget = rabbitkickreversedanim;
3659 Person::players[k]->animCurrent = rabbitkickreversedanim;
3660 Person::players[i]->animCurrent = rabbitkickreversalanim;
3661 Person::players[i]->animTarget = rabbitkickreversalanim;
3662 Person::players[k]->frameCurrent = 1;
3663 Person::players[k]->frameTarget = 2;
3664 Person::players[i]->frameCurrent = 1;
3665 Person::players[i]->frameTarget = 2;
3667 Person::players[k]->target = 0;
3668 Person::players[i]->oldcoords = Person::players[i]->coords;
3669 Person::players[k]->coords = Person::players[i]->coords;
3670 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3671 Person::players[i]->yaw = Person::players[k]->targetyaw;
3672 if (Person::players[i]->aitype == attacktypecutoff)
3673 Person::players[i]->stunned = .5;
3680 void doAerialAcrobatics()
3682 static XYZ facing, flatfacing;
3683 for (int k = 0; k < Person::players.size(); k++) {
3684 Person::players[k]->turnspeed = 500;
3686 if ((Person::players[k]->isRun() &&
3687 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3688 Person::players[k]->targetyaw != wolfrunninganim) ||
3689 Person::players[k]->frameTarget == 4)) ||
3690 Person::players[k]->animTarget == removeknifeanim ||
3691 Person::players[k]->animTarget == crouchremoveknifeanim ||
3692 Person::players[k]->animTarget == flipanim ||
3693 Person::players[k]->animTarget == fightsidestep ||
3694 Person::players[k]->animTarget == walkanim) {
3695 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3699 if (Person::players[k]->isStop() ||
3700 Person::players[k]->isLanding() ||
3701 Person::players[k]->animTarget == staggerbackhighanim ||
3702 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3703 Person::players[k]->animTarget == staggerbackhardanim ||
3704 Person::players[k]->animTarget == backhandspringanim ||
3705 Person::players[k]->animTarget == dodgebackanim ||
3706 Person::players[k]->animTarget == rollanim ||
3707 (animation[Person::players[k]->animTarget].attack &&
3708 Person::players[k]->animTarget != rabbitkickanim &&
3709 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3710 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3711 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3714 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3715 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3718 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3719 Person::players[k]->DoStuff();
3720 if (Person::players[k]->immobile && k != 0)
3721 Person::players[k]->coords = Person::players[k]->realoldcoords;
3723 //if player's position has changed (?)
3724 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3725 !Person::players[k]->skeleton.free &&
3726 Person::players[k]->animTarget != climbanim &&
3727 Person::players[k]->animTarget != hanganim) {
3728 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3730 bool tempcollide = 0;
3732 if (Person::players[k]->collide < -.3)
3733 Person::players[k]->collide = -.3;
3734 if (Person::players[k]->collide > 1)
3735 Person::players[k]->collide = 1;
3736 Person::players[k]->collide -= multiplier * 30;
3739 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3741 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3742 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3743 if (objects.type[i] != rocktype ||
3744 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3745 objects.position[i].y > Person::players[k]->coords.y) {
3746 lowpoint = Person::players[k]->coords;
3747 if (Person::players[k]->animTarget != jumpupanim &&
3748 Person::players[k]->animTarget != jumpdownanim &&
3749 !Person::players[k]->isFlip())
3753 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3754 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3755 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3756 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3757 flatfacing = lowpoint - Person::players[k]->coords;
3758 Person::players[k]->coords = lowpoint;
3759 Person::players[k]->coords.y -= 1.3;
3760 Person::players[k]->collide = 1;
3763 //TODO: refactor four similar blocks
3764 if (Person::players[k]->aitype == playercontrolled &&
3765 (Person::players[k]->animTarget == jumpupanim ||
3766 Person::players[k]->animTarget == jumpdownanim ||
3767 Person::players[k]->isFlip()) &&
3768 !Person::players[k]->jumptogglekeydown &&
3769 Person::players[k]->jumpkeydown) {
3770 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3771 XYZ tempcoords1 = lowpoint;
3772 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3773 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3774 Person::players[k]->setAnimation(walljumpleftanim);
3775 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3777 pause_sound(whooshsound);
3779 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3780 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3781 if (lowpointtarget.z < 0)
3782 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3783 Person::players[k]->targetyaw = Person::players[k]->yaw;
3784 Person::players[k]->lowyaw = Person::players[k]->yaw;
3788 lowpoint = tempcoords1;
3789 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3790 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3791 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3792 Person::players[k]->setAnimation(walljumprightanim);
3793 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3795 pause_sound(whooshsound);
3797 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3798 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3799 if (lowpointtarget.z < 0)
3800 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3801 Person::players[k]->targetyaw = Person::players[k]->yaw;
3802 Person::players[k]->lowyaw = Person::players[k]->yaw;
3806 lowpoint = tempcoords1;
3807 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3808 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3809 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3810 Person::players[k]->setAnimation(walljumpbackanim);
3811 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3813 pause_sound(whooshsound);
3815 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3816 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3817 if (lowpointtarget.z < 0)
3818 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3819 Person::players[k]->targetyaw = Person::players[k]->yaw;
3820 Person::players[k]->lowyaw = Person::players[k]->yaw;
3824 lowpoint = tempcoords1;
3825 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3826 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3827 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3828 Person::players[k]->setAnimation(walljumpfrontanim);
3829 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3831 pause_sound(whooshsound);
3833 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3834 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3835 if (lowpointtarget.z < 0)
3836 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3837 Person::players[k]->yaw += 180;
3838 Person::players[k]->targetyaw = Person::players[k]->yaw;
3839 Person::players[k]->lowyaw = Person::players[k]->yaw;
3848 } else if (objects.type[i] == rocktype) {
3849 lowpoint2 = Person::players[k]->coords;
3850 lowpoint = Person::players[k]->coords;
3852 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3853 Person::players[k]->coords = colpoint;
3854 Person::players[k]->collide = 1;
3857 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3858 //flipped into a rock
3859 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3860 Person::players[k]->RagDoll(0);
3862 if (Person::players[k]->animTarget == jumpupanim) {
3863 Person::players[k]->jumppower = -4;
3864 Person::players[k]->animTarget = Person::players[k]->getIdle();
3866 Person::players[k]->target = 0;
3867 Person::players[k]->frameTarget = 0;
3868 Person::players[k]->onterrain = 1;
3870 if (Person::players[k]->id == 0) {
3871 pause_sound(whooshsound);
3872 OPENAL_SetVolume(channels[whooshsound], 0);
3876 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3877 if (Person::players[k]->isFlip())
3878 Person::players[k]->jumppower = -4;
3879 Person::players[k]->animTarget = Person::players[k]->getLanding();
3880 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3882 envsound[numenvsounds] = Person::players[k]->coords;
3883 envsoundvol[numenvsounds] = 16;
3884 envsoundlife[numenvsounds] = .4;
3894 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3895 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3896 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3897 lowpoint = Person::players[k]->coords;
3899 if (objects.type[i] != rocktype)
3900 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3901 if (Person::players[k]->animTarget != jumpupanim &&
3902 Person::players[k]->animTarget != jumpdownanim &&
3903 Person::players[k]->onterrain)
3904 Person::players[k]->avoidcollided = 1;
3905 Person::players[k]->coords = lowpoint;
3906 Person::players[k]->coords.y -= 1.35;
3907 Person::players[k]->collide = 1;
3909 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3910 (Person::players[k]->animCurrent != climbanim &&
3911 Person::players[k]->animCurrent != hanganim &&
3912 !Person::players[k]->isWallJump() ||
3913 Person::players[k]->animTarget == jumpupanim ||
3914 Person::players[k]->animTarget == jumpdownanim)) {
3915 lowpoint = Person::players[k]->coords;
3916 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3917 lowpoint = Person::players[k]->coords;
3921 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3922 lowpointtarget = lowpoint + facing * 1.4;
3923 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3924 if (whichhit != -1) {
3925 lowpoint = Person::players[k]->coords;
3927 lowpointtarget = lowpoint + facing * 1.4;
3928 lowpoint2 = lowpoint;
3929 lowpointtarget2 = lowpointtarget;
3930 lowpoint3 = lowpoint;
3931 lowpointtarget3 = lowpointtarget;
3932 lowpoint4 = lowpoint;
3933 lowpointtarget4 = lowpointtarget;
3934 lowpoint5 = lowpoint;
3935 lowpointtarget5 = lowpointtarget;
3936 lowpoint6 = lowpoint;
3937 lowpointtarget6 = lowpointtarget;
3938 lowpoint7 = lowpoint;
3939 lowpointtarget7 = lowpoint;
3941 lowpointtarget2.x += .1;
3943 lowpointtarget3.z += .1;
3945 lowpointtarget4.x -= .1;
3947 lowpointtarget5.z -= .1;
3948 lowpoint6.y += 45 / 13;
3949 lowpointtarget6.y += 45 / 13;
3950 lowpointtarget6 += facing * .6;
3951 lowpointtarget7.y += 90 / 13;
3952 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3953 if (objects.friction[i] > .5)
3954 if (whichhit != -1) {
3955 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3956 Person::players[k]->collided = 1;
3957 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3958 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3959 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3960 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3961 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3962 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3963 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3964 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3965 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3966 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3967 for (int j = 0; j < 45; j++) {
3968 lowpoint = Person::players[k]->coords;
3969 lowpoint.y += (float)j / 13;
3970 lowpointtarget = lowpoint + facing * 1.4;
3971 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3972 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3973 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3975 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3976 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3977 lowpoint = Person::players[k]->coords;
3978 lowpoint.y += (float)j / 13;
3979 lowpointtarget = lowpoint + facing * 1.3;
3980 flatfacing = Person::players[k]->coords;
3981 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3982 Person::players[k]->coords.y = lowpointtarget.y - .07;
3983 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3985 if (j > 10 || !Person::players[k]->isRun()) {
3986 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3988 pause_sound(whooshsound);
3990 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3992 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3993 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3994 if (lowpointtarget.z < 0)
3995 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3996 Person::players[k]->targetyaw = Person::players[k]->yaw;
3997 Person::players[k]->lowyaw = Person::players[k]->yaw;
3999 //Person::players[k]->velocity=lowpointtarget*.03;
4000 Person::players[k]->velocity = 0;
4003 if (Person::players[k]->animTarget == jumpupanim) {
4004 Person::players[k]->animTarget = climbanim;
4005 Person::players[k]->jumppower = 0;
4006 Person::players[k]->jumpclimb = 1;
4008 Person::players[k]->transspeed = 6;
4009 Person::players[k]->target = 0;
4010 Person::players[k]->frameTarget = 1;
4013 Person::players[k]->setAnimation(hanganim);
4014 Person::players[k]->jumppower = 0;
4026 if (Person::players[k]->collide <= 0) {
4028 if (!Person::players[k]->onterrain &&
4029 Person::players[k]->animTarget != jumpupanim &&
4030 Person::players[k]->animTarget != jumpdownanim &&
4031 Person::players[k]->animTarget != climbanim &&
4032 Person::players[k]->animTarget != hanganim &&
4033 !Person::players[k]->isWallJump() &&
4034 !Person::players[k]->isFlip()) {
4035 if (Person::players[k]->animCurrent != climbanim &&
4036 Person::players[k]->animCurrent != tempanim &&
4037 Person::players[k]->animTarget != backhandspringanim &&
4038 (Person::players[k]->animTarget != rollanim ||
4039 Person::players[k]->frameTarget < 2 ||
4040 Person::players[k]->frameTarget > 6)) {
4041 //stagger off ledge (?)
4042 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4043 Person::players[k]->RagDoll(0);
4044 Person::players[k]->setAnimation(jumpdownanim);
4047 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4050 Person::players[k]->velocity.y += gravity;
4054 Person::players[k]->realoldcoords = Person::players[k]->coords;
4060 static XYZ relative;
4061 static int randattack;
4062 static bool playerrealattackkeydown = 0;
4064 if (!Input::isKeyDown(attackkey))
4067 Person::players[0]->attackkeydown = 0;
4069 playerrealattackkeydown = 0;
4071 playerrealattackkeydown = Input::isKeyDown(attackkey);
4072 if ((Person::players[0]->parriedrecently <= 0 ||
4073 Person::players[0]->weaponactive == -1) &&
4076 Person::players[0]->lastattack != swordslashanim &&
4077 Person::players[0]->lastattack != knifeslashstartanim &&
4078 Person::players[0]->lastattack != staffhitanim &&
4079 Person::players[0]->lastattack != staffspinhitanim)))
4080 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4081 if (Input::isKeyDown(attackkey) &&
4083 !Person::players[0]->backkeydown) {
4084 for (int k = 0; k < Person::players.size(); k++) {
4085 if ((Person::players[k]->animTarget == swordslashanim ||
4086 Person::players[k]->animTarget == staffhitanim ||
4087 Person::players[k]->animTarget == staffspinhitanim) &&
4088 Person::players[0]->animCurrent != dodgebackanim &&
4089 !Person::players[k]->skeleton.free)
4090 Person::players[k]->Reverse();
4094 if (!hostile || indialogue != -1)
4095 Person::players[0]->attackkeydown = 0;
4097 for (int k = 0; k < Person::players.size(); k++) {
4098 if (indialogue != -1)
4099 Person::players[k]->attackkeydown = 0;
4100 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4101 if (Person::players[k]->aitype != playercontrolled)
4102 Person::players[k]->victim = Person::players[0];
4103 //attack key pressed
4104 if (Person::players[k]->attackkeydown) {
4106 if (Person::players[k]->backkeydown &&
4107 Person::players[k]->animTarget != backhandspringanim &&
4108 (Person::players[k]->isIdle() ||
4109 Person::players[k]->isStop() ||
4110 Person::players[k]->isRun() ||
4111 Person::players[k]->animTarget == walkanim)) {
4112 if (Person::players[k]->jumppower <= 1) {
4113 Person::players[k]->jumppower -= 2;
4115 for (int i = 0; i < Person::players.size(); i++) {
4118 if (Person::players[i]->animTarget == swordslashanim ||
4119 Person::players[i]->animTarget == knifeslashstartanim ||
4120 Person::players[i]->animTarget == staffhitanim ||
4121 Person::players[i]->animTarget == staffspinhitanim)
4122 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4123 Person::players[k]->setAnimation(dodgebackanim);
4124 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4125 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4128 if (Person::players[k]->animTarget != dodgebackanim) {
4131 Person::players[k]->setAnimation(backhandspringanim);
4132 Person::players[k]->targetyaw = -yaw + 180;
4133 if (Person::players[k]->leftkeydown)
4134 Person::players[k]->targetyaw -= 45;
4135 if (Person::players[k]->rightkeydown)
4136 Person::players[k]->targetyaw += 45;
4137 Person::players[k]->yaw = Person::players[k]->targetyaw;
4138 Person::players[k]->jumppower -= 2;
4143 if (!animation[Person::players[k]->animTarget].attack &&
4144 !Person::players[k]->backkeydown &&
4145 (Person::players[k]->isIdle() ||
4146 Person::players[k]->isRun() ||
4147 Person::players[k]->animTarget == walkanim ||
4148 Person::players[k]->animTarget == sneakanim ||
4149 Person::players[k]->isCrouch())) {
4150 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4151 //normal attacks (?)
4152 Person::players[k]->hasvictim = 0;
4153 if (Person::players.size() > 1)
4154 for (int i = 0; i < Person::players.size(); i++) {
4155 if (i == k || !(k == 0 || i == 0))
4157 if (!Person::players[k]->hasvictim)
4158 if (animation[Person::players[k]->animTarget].attack != reversal) {
4160 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4161 if (distance < 4.5 &&
4162 !Person::players[i]->skeleton.free &&
4163 Person::players[i]->howactive < typedead1 &&
4164 Person::players[i]->animTarget != jumpreversedanim &&
4165 Person::players[i]->animTarget != rabbitkickreversedanim &&
4166 Person::players[i]->animTarget != rabbitkickanim &&
4167 Person::players[k]->animTarget != rabbitkickanim &&
4168 Person::players[i]->animTarget != getupfrombackanim &&
4169 (Person::players[i]->animTarget != staggerbackhighanim &&
4170 (Person::players[i]->animTarget != staggerbackhardanim ||
4171 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4172 Person::players[i]->animTarget != jumpdownanim &&
4173 Person::players[i]->animTarget != jumpupanim &&
4174 Person::players[i]->animTarget != getupfromfrontanim) {
4175 Person::players[k]->victim = Person::players[i];
4176 Person::players[k]->hasvictim = 1;
4177 if (Person::players[k]->aitype == playercontrolled) { //human player
4179 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4180 Person::players[k]->crouchkeydown &&
4181 animation[Person::players[i]->animTarget].height != lowheight)
4182 Person::players[k]->animTarget = sweepanim;
4184 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4185 animation[Person::players[i]->animTarget].height != lowheight &&
4186 !Person::players[k]->forwardkeydown &&
4187 !Person::players[k]->leftkeydown &&
4188 !Person::players[k]->rightkeydown &&
4189 !Person::players[k]->crouchkeydown &&
4192 Person::players[k]->animTarget = winduppunchanim;
4194 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4195 animation[Person::players[i]->animTarget].height != lowheight &&
4196 !Person::players[k]->forwardkeydown &&
4197 !Person::players[k]->leftkeydown &&
4198 !Person::players[k]->rightkeydown &&
4199 !Person::players[k]->crouchkeydown &&
4201 Person::players[k]->animTarget = upunchanim;
4203 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4204 Person::players[i]->staggerdelay > 0 &&
4205 attackweapon == knife &&
4206 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4207 Person::players[k]->animTarget = knifefollowanim;
4209 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4210 animation[Person::players[i]->animTarget].height != lowheight &&
4211 !Person::players[k]->forwardkeydown &&
4212 !Person::players[k]->leftkeydown &&
4213 !Person::players[k]->rightkeydown &&
4214 !Person::players[k]->crouchkeydown &&
4215 attackweapon == knife &&
4216 Person::players[k]->weaponmissdelay <= 0)
4217 Person::players[k]->animTarget = knifeslashstartanim;
4219 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4220 animation[Person::players[i]->animTarget].height != lowheight &&
4221 !Person::players[k]->crouchkeydown &&
4222 attackweapon == sword &&
4223 Person::players[k]->weaponmissdelay <= 0)
4224 Person::players[k]->animTarget = swordslashanim;
4226 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4227 animation[Person::players[i]->animTarget].height != lowheight &&
4228 !Person::players[k]->crouchkeydown &&
4229 attackweapon == staff &&
4230 Person::players[k]->weaponmissdelay <= 0 &&
4231 !Person::players[k]->leftkeydown &&
4232 !Person::players[k]->rightkeydown &&
4233 !Person::players[k]->forwardkeydown)
4234 Person::players[k]->animTarget = staffhitanim;
4236 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4237 animation[Person::players[i]->animTarget].height != lowheight &&
4238 !Person::players[k]->crouchkeydown &&
4239 attackweapon == staff &&
4240 Person::players[k]->weaponmissdelay <= 0)
4241 Person::players[k]->animTarget = staffspinhitanim;
4243 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4244 animation[Person::players[i]->animTarget].height != lowheight)
4245 Person::players[k]->animTarget = spinkickanim;
4247 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4248 animation[Person::players[i]->animTarget].height == lowheight &&
4249 animation[Person::players[k]->animTarget].attack != normalattack)
4250 Person::players[k]->animTarget = lowkickanim;
4251 } else { //AI player
4252 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4253 randattack = abs(Random() % 5);
4254 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4256 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4257 Person::players[k]->animTarget = sweepanim;
4259 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4261 Person::players[k]->animTarget = upunchanim;
4263 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4264 Person::players[k]->animTarget = spinkickanim;
4266 else if (animation[Person::players[i]->animTarget].height == lowheight)
4267 Person::players[k]->animTarget = lowkickanim;
4271 if ((tutoriallevel != 1 || !attackweapon) &&
4272 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4274 animation[Person::players[i]->animTarget].height != lowheight)
4275 Person::players[k]->animTarget = sweepanim;
4277 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4278 attackweapon == knife &&
4279 Person::players[k]->weaponmissdelay <= 0)
4280 Person::players[k]->animTarget = knifeslashstartanim;
4282 else if (!(Person::players[0]->victim == Person::players[i] &&
4283 Person::players[0]->hasvictim &&
4284 Person::players[0]->animTarget == swordslashanim) &&
4285 attackweapon == sword &&
4286 Person::players[k]->weaponmissdelay <= 0)
4287 Person::players[k]->animTarget = swordslashanim;
4289 else if (!(Person::players[0]->victim == Person::players[i] &&
4290 Person::players[0]->hasvictim &&
4291 Person::players[0]->animTarget == swordslashanim) &&
4292 attackweapon == staff &&
4293 Person::players[k]->weaponmissdelay <= 0 &&
4295 Person::players[k]->animTarget = staffhitanim;
4297 else if (!(Person::players[0]->victim == Person::players[i] &&
4298 Person::players[0]->hasvictim &&
4299 Person::players[0]->animTarget == swordslashanim) &&
4300 attackweapon == staff &&
4301 Person::players[k]->weaponmissdelay <= 0 &&
4303 Person::players[k]->animTarget = staffspinhitanim;
4305 else if ((tutoriallevel != 1 || !attackweapon) &&
4306 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4308 animation[Person::players[i]->animTarget].height != lowheight)
4309 Person::players[k]->animTarget = spinkickanim;
4311 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4312 animation[Person::players[i]->animTarget].height == lowheight &&
4313 animation[Person::players[k]->animTarget].attack != normalattack)
4314 Person::players[k]->animTarget = lowkickanim;
4318 //upunch becomes wolfslap
4319 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4320 Person::players[k]->animTarget = wolfslapanim;
4323 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4324 Person::players[i]->howactive < typedead1 &&
4325 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4326 !Person::players[i]->skeleton.free &&
4327 Person::players[i]->animTarget != getupfrombackanim &&
4328 Person::players[i]->animTarget != getupfromfrontanim &&
4329 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4330 Person::players[i]->surprised > 0 ||
4331 Person::players[i]->aitype == passivetype ||
4332 attackweapon && Person::players[i]->stunned > 0) &&
4333 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4335 if (!attackweapon) {
4336 Person::players[k]->animCurrent = sneakattackanim;
4337 Person::players[k]->animTarget = sneakattackanim;
4338 Person::players[i]->animCurrent = sneakattackedanim;
4339 Person::players[i]->animTarget = sneakattackedanim;
4340 Person::players[k]->oldcoords = Person::players[k]->coords;
4341 Person::players[k]->coords = Person::players[i]->coords;
4344 if (attackweapon == knife) {
4345 Person::players[k]->animCurrent = knifesneakattackanim;
4346 Person::players[k]->animTarget = knifesneakattackanim;
4347 Person::players[i]->animCurrent = knifesneakattackedanim;
4348 Person::players[i]->animTarget = knifesneakattackedanim;
4349 Person::players[i]->oldcoords = Person::players[i]->coords;
4350 Person::players[i]->coords = Person::players[k]->coords;
4353 if (attackweapon == sword) {
4354 Person::players[k]->animCurrent = swordsneakattackanim;
4355 Person::players[k]->animTarget = swordsneakattackanim;
4356 Person::players[i]->animCurrent = swordsneakattackedanim;
4357 Person::players[i]->animTarget = swordsneakattackedanim;
4358 Person::players[i]->oldcoords = Person::players[i]->coords;
4359 Person::players[i]->coords = Person::players[k]->coords;
4361 if (attackweapon != staff) {
4362 Person::players[k]->victim = Person::players[i];
4363 Person::players[k]->hasvictim = 1;
4364 Person::players[i]->targettilt2 = 0;
4365 Person::players[i]->frameTarget = 1;
4366 Person::players[i]->frameCurrent = 0;
4367 Person::players[i]->target = 0;
4368 Person::players[i]->velocity = 0;
4369 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4370 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4371 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4372 Person::players[k]->target = Person::players[i]->target;
4373 Person::players[k]->velocity = 0;
4374 Person::players[k]->targetyaw = Person::players[i]->yaw;
4375 Person::players[k]->yaw = Person::players[i]->yaw;
4376 Person::players[i]->targetyaw = Person::players[i]->yaw;
4379 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4380 Person::players[k]->victim == Person::players[i] &&
4381 (!Person::players[i]->skeleton.free)) {
4383 Person::players[k]->frameTarget = 0;
4384 Person::players[k]->target = 0;
4386 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4387 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4388 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4389 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4390 Person::players[k]->lastattack = Person::players[k]->animTarget;
4392 if (Person::players[k]->animTarget == knifefollowanim &&
4393 Person::players[k]->victim == Person::players[i]) {
4395 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4396 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4397 Person::players[k]->victim = Person::players[i];
4398 Person::players[k]->hasvictim = 1;
4399 Person::players[i]->animTarget = knifefollowedanim;
4400 Person::players[i]->animCurrent = knifefollowedanim;
4401 Person::players[i]->targettilt2 = 0;
4402 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4403 Person::players[i]->frameTarget = 1;
4404 Person::players[i]->frameCurrent = 0;
4405 Person::players[i]->target = 0;
4406 Person::players[i]->velocity = 0;
4407 Person::players[k]->animCurrent = knifefollowanim;
4408 Person::players[k]->animTarget = knifefollowanim;
4409 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4410 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4411 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4412 Person::players[k]->target = Person::players[i]->target;
4413 Person::players[k]->velocity = 0;
4414 Person::players[k]->oldcoords = Person::players[k]->coords;
4415 Person::players[i]->coords = Person::players[k]->coords;
4416 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4417 Person::players[i]->yaw = Person::players[k]->targetyaw;
4418 Person::players[k]->yaw = Person::players[k]->targetyaw;
4419 Person::players[i]->yaw = Person::players[k]->targetyaw;
4423 const bool hasstaff = attackweapon == staff;
4424 if (k == 0 && Person::players.size() > 1)
4425 for (int i = 0; i < Person::players.size(); i++) {
4428 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4429 animation[Person::players[k]->animTarget].attack == neutral) {
4430 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4431 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4432 if (Person::players[i]->skeleton.free)
4433 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4434 (Person::players[i]->dead ||
4435 Person::players[i]->skeleton.longdead > 1000 ||
4436 Person::players[k]->isRun() ||
4439 (Person::players[i]->skeleton.longdead > 2000 ||
4440 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4441 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4442 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4443 Person::players[k]->victim = Person::players[i];
4444 Person::players[k]->hasvictim = 1;
4445 if (attackweapon && tutoriallevel != 1) {
4447 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4448 Person::players[k]->animTarget = crouchstabanim;
4450 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4451 Person::players[k]->animTarget = swordgroundstabanim;
4453 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4454 Person::players[k]->animTarget = staffgroundsmashanim;
4456 if (distance < 2.5 &&
4457 Person::players[k]->crouchkeydown &&
4458 Person::players[k]->animTarget != crouchstabanim &&
4460 Person::players[i]->dead &&
4461 Person::players[i]->skeleton.free &&
4462 Person::players[i]->skeleton.longdead > 1000) {
4463 Person::players[k]->animTarget = killanim;
4464 //TODO: refactor this out, what does it do?
4465 for (int j = 0; j < terrain.numdecals; j++) {
4466 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4467 terrain.decalalivetime[j] < 2)
4468 terrain.DeleteDecal(j);
4470 for (int l = 0; l < objects.numobjects; l++) {
4471 if (objects.model[l].type == decalstype)
4472 for (int j = 0; j < objects.model[l].numdecals; j++) {
4473 if ((objects.model[l].decaltype[j] == blooddecal ||
4474 objects.model[l].decaltype[j] == blooddecalslow) &&
4475 objects.model[l].decalalivetime[j] < 2)
4476 objects.model[l].DeleteDecal(j);
4480 if (!Person::players[i]->dead || musictype != 2)
4481 if (distance < 3.5 &&
4482 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4483 Person::players[k]->staggerdelay <= 0 &&
4484 (Person::players[i]->dead ||
4485 Person::players[i]->skeleton.longdead < 300 &&
4486 Person::players[k]->lastattack != spinkickanim &&
4487 Person::players[i]->skeleton.free) &&
4488 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4489 Person::players[k]->animTarget = dropkickanim;
4490 for (int j = 0; j < terrain.numdecals; j++) {
4491 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4492 terrain.decalalivetime[j] < 2) {
4493 terrain.DeleteDecal(j);
4496 for (int l = 0; l < objects.numobjects; l++) {
4497 if (objects.model[l].type == decalstype)
4498 for (int j = 0; j < objects.model[l].numdecals; j++) {
4499 if ((objects.model[l].decaltype[j] == blooddecal ||
4500 objects.model[l].decaltype[j] == blooddecalslow) &&
4501 objects.model[l].decalalivetime[j] < 2) {
4502 objects.model[l].DeleteDecal(j);
4508 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4509 Person::players[k]->victim == Person::players[i] &&
4510 (!Person::players[i]->skeleton.free ||
4511 Person::players[k]->animTarget == killanim ||
4512 Person::players[k]->animTarget == crouchstabanim ||
4513 Person::players[k]->animTarget == swordgroundstabanim ||
4514 Person::players[k]->animTarget == staffgroundsmashanim ||
4515 Person::players[k]->animTarget == dropkickanim)) {
4517 Person::players[k]->frameTarget = 0;
4518 Person::players[k]->target = 0;
4520 XYZ targetpoint = Person::players[i]->coords;
4521 if (Person::players[k]->animTarget == crouchstabanim ||
4522 Person::players[k]->animTarget == swordgroundstabanim ||
4523 Person::players[k]->animTarget == staffgroundsmashanim) {
4524 targetpoint += (Person::players[i]->jointPos(abdomen) +
4525 Person::players[i]->jointPos(neck)) / 2 *
4526 Person::players[i]->scale;
4528 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4529 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4531 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4532 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4535 if (Person::players[k]->animTarget == staffgroundsmashanim)
4536 Person::players[k]->targettilt2 += 10;
4538 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4539 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4540 Person::players[k]->lastattack = Person::players[k]->animTarget;
4542 if (Person::players[k]->animTarget == swordgroundstabanim) {
4543 Person::players[k]->targetyaw += 30;
4548 if (!Person::players[k]->hasvictim) {
4550 for (int i = 0; i < Person::players.size(); i++) {
4551 if (i == k || !(i == 0 || k == 0))
4553 if (!Person::players[i]->skeleton.free) {
4554 if (Person::players[k]->hasvictim) {
4555 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4556 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4557 Person::players[k]->victim = Person::players[i];
4559 Person::players[k]->victim = Person::players[i];
4560 Person::players[k]->hasvictim = 1;
4565 if (Person::players[k]->aitype == playercontrolled)
4567 if (Person::players[k]->attackkeydown &&
4568 Person::players[k]->isRun() &&
4569 Person::players[k]->wasRun() &&
4570 ((Person::players[k]->hasvictim &&
4571 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4572 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4573 !Person::players[k]->victim->skeleton.free &&
4574 Person::players[k]->victim->animTarget != getupfrombackanim &&
4575 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4576 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4577 Person::players[k]->aitype != playercontrolled && //wat???
4578 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4579 Person::players[k]->rabbitkickenabled) ||
4580 Person::players[k]->jumpkeydown)) {
4582 Person::players[k]->setAnimation(rabbitkickanim);
4585 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4587 switch (attackweapon) {
4608 void doPlayerCollisions()
4610 static XYZ rotatetarget;
4611 static float collisionradius;
4612 if (Person::players.size() > 1)
4613 for (int k = 0; k < Person::players.size(); k++)
4614 for (int i = k + 1; i < Person::players.size(); i++) {
4615 //neither player is part of a reversal
4616 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4617 animation[Person::players[i]->animTarget].attack != reversal &&
4618 animation[Person::players[k]->animTarget].attack != reversed &&
4619 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4620 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4621 animation[Person::players[i]->animCurrent].attack != reversal &&
4622 animation[Person::players[k]->animCurrent].attack != reversed &&
4623 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4624 //neither is sleeping
4625 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4626 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4627 //in same patch, neither is climbing
4628 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4629 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4630 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4631 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4632 Person::players[i]->animTarget != climbanim &&
4633 Person::players[i]->animTarget != hanganim &&
4634 Person::players[k]->animTarget != climbanim &&
4635 Person::players[k]->animTarget != hanganim)
4636 //players are close (bounding box test)
4637 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4638 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4639 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4640 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4641 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4642 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4643 //spread fire from player to player
4644 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4645 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4646 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4647 if (!Person::players[i]->onfire)
4648 Person::players[i]->CatchFire();
4649 if (!Person::players[k]->onfire)
4650 Person::players[k]->CatchFire();
4654 XYZ tempcoords1 = Person::players[i]->coords;
4655 XYZ tempcoords2 = Person::players[k]->coords;
4656 if (!Person::players[i]->skeleton.oldfree)
4657 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4658 if (!Person::players[k]->skeleton.oldfree)
4659 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4660 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4661 if (Person::players[0]->hasvictim)
4662 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4663 collisionradius = 3;
4664 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4665 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4666 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4667 //jump down on a dead body
4668 if (k == 0 || i == 0) {
4670 if (Person::players[0]->animTarget == jumpdownanim &&
4671 !Person::players[0]->skeleton.oldfree &&
4672 !Person::players[0]->skeleton.free &&
4673 Person::players[l]->skeleton.oldfree &&
4674 Person::players[l]->skeleton.free &&
4675 Person::players[l]->dead &&
4676 Person::players[0]->lastcollide <= 0 &&
4677 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4678 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4679 Person::players[0]->coords.y = Person::players[l]->coords.y;
4680 Person::players[l]->velocity = Person::players[0]->velocity;
4681 Person::players[l]->skeleton.free = 0;
4682 Person::players[l]->yaw = 0;
4683 Person::players[l]->RagDoll(0);
4684 Person::players[l]->DoDamage(20);
4686 Person::players[l]->skeleton.longdead = 0;
4687 Person::players[0]->lastcollide = 1;
4691 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4692 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4693 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4694 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4695 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4696 Person::players[i]->skeleton.free) &&
4697 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4698 Person::players[k]->skeleton.free))
4699 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4700 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4701 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4703 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4704 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4705 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4706 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4707 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4709 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4710 (k != 0 || Person::players[k]->skeleton.free) ||
4711 (animation[Person::players[i]->animTarget].height == highheight &&
4712 animation[Person::players[k]->animTarget].height == highheight)) {
4713 if (tutoriallevel != 1) {
4714 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4717 Person::players[i]->RagDoll(0);
4718 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4719 award_bonus(0, aimbonus);
4721 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4722 Person::players[k]->RagDoll(0);
4723 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4724 award_bonus(0, aimbonus); // Huh, again?
4726 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4728 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4729 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4731 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4732 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4737 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4738 animation[Person::players[i]->animTarget].attack == normalattack) &&
4739 (animation[Person::players[k]->animTarget].attack == neutral ||
4740 animation[Person::players[k]->animTarget].attack == normalattack)) {
4742 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4743 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4744 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4745 Normalise(&rotatetarget);
4746 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4747 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4748 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4749 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4750 if (Person::players[k]->howactive == typeactive || hostile)
4751 if (Person::players[k]->isIdle()) {
4752 if (Person::players[k]->howactive < typesleeping)
4753 Person::players[k]->setAnimation(Person::players[k]->getStop());
4754 else if (Person::players[k]->howactive == typesleeping)
4755 Person::players[k]->setAnimation(getupfromfrontanim);
4757 Person::players[k]->howactive = typeactive;
4759 if (Person::players[i]->howactive == typeactive || hostile)
4760 if (Person::players[i]->isIdle()) {
4761 if (Person::players[i]->howactive < typesleeping)
4762 Person::players[i]->setAnimation(Person::players[k]->getStop());
4764 Person::players[i]->setAnimation(getupfromfrontanim);
4766 Person::players[i]->howactive = typeactive;
4769 //jump down on player
4771 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4772 !Person::players[i]->isCrouch() &&
4773 Person::players[i]->animTarget != rollanim &&
4774 !Person::players[k]->skeleton.oldfree && !
4775 Person::players[k]->skeleton.free &&
4776 Person::players[k]->lastcollide <= 0 &&
4777 Person::players[k]->velocity.y < -10) {
4778 Person::players[i]->velocity = Person::players[k]->velocity;
4779 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4780 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4781 Person::players[i]->DoDamage(20);
4782 Person::players[i]->RagDoll(0);
4783 Person::players[k]->lastcollide = 1;
4784 award_bonus(k, AboveBonus);
4786 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4787 !Person::players[k]->isCrouch() &&
4788 Person::players[k]->animTarget != rollanim &&
4789 !Person::players[i]->skeleton.oldfree &&
4790 !Person::players[i]->skeleton.free &&
4791 Person::players[i]->lastcollide <= 0 &&
4792 Person::players[i]->velocity.y < -10) {
4793 Person::players[k]->velocity = Person::players[i]->velocity;
4794 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4795 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4796 Person::players[k]->DoDamage(20);
4797 Person::players[k]->RagDoll(0);
4798 Person::players[i]->lastcollide = 1;
4799 award_bonus(i, AboveBonus);
4805 Person::players[i]->CheckKick();
4806 Person::players[k]->CheckKick();
4814 static bool connected;
4815 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4816 Person::players[i]->jumpclimb = 0;
4817 //disable movement in editor
4819 Person::players[i]->stunned = 1;
4821 Person::players[i]->pause = 0;
4822 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4823 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4824 !Person::players[0]->onterrain)
4825 Person::players[i]->pause = 1;
4828 if (Person::players[i]->aitype == pathfindtype) {
4829 if (Person::players[i]->finalpathfindpoint == -1) {
4830 float closestdistance;
4835 closestdistance = -1;
4836 for (int j = 0; j < numpathpoints; j++)
4837 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4838 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4840 Person::players[i]->finaltarget = pathpoint[j];
4842 Person::players[i]->finalpathfindpoint = closest;
4843 for (int j = 0; j < numpathpoints; j++)
4844 for (int k = 0; k < numpathpointconnect[j]; k++) {
4845 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4846 if (sq(tempdist) < closestdistance)
4847 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4848 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4849 closestdistance = sq(tempdist);
4851 Person::players[i]->finaltarget = colpoint;
4854 Person::players[i]->finalpathfindpoint = closest;
4857 if (Person::players[i]->targetpathfindpoint == -1) {
4858 float closestdistance;
4863 closestdistance = -1;
4864 if (Person::players[i]->lastpathfindpoint == -1) {
4865 for (int j = 0; j < numpathpoints; j++) {
4866 if (j != Person::players[i]->lastpathfindpoint)
4867 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4868 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4872 Person::players[i]->targetpathfindpoint = closest;
4873 for (int j = 0; j < numpathpoints; j++)
4874 if (j != Person::players[i]->lastpathfindpoint)
4875 for (int k = 0; k < numpathpointconnect[j]; k++) {
4876 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4877 if (sq(tempdist) < closestdistance) {
4878 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4879 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4880 closestdistance = sq(tempdist);
4885 Person::players[i]->targetpathfindpoint = closest;
4887 for (int j = 0; j < numpathpoints; j++)
4888 if (j != Person::players[i]->lastpathfindpoint &&
4889 j != Person::players[i]->lastpathfindpoint2 &&
4890 j != Person::players[i]->lastpathfindpoint3 &&
4891 j != Person::players[i]->lastpathfindpoint4) {
4893 if (numpathpointconnect[j])
4894 for (int k = 0; k < numpathpointconnect[j]; k++)
4895 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4898 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4899 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4900 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4903 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4904 if (closest == -1 || tempdist < closestdistance) {
4905 closestdistance = tempdist;
4910 Person::players[i]->targetpathfindpoint = closest;
4913 Person::players[i]->losupdatedelay -= multiplier;
4915 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4916 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4918 //reached target point
4919 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4920 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4921 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4922 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4923 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4924 if (Person::players[i]->lastpathfindpoint2 == -1)
4925 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4926 if (Person::players[i]->lastpathfindpoint3 == -1)
4927 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4928 if (Person::players[i]->lastpathfindpoint4 == -1)
4929 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4930 Person::players[i]->targetpathfindpoint = -1;
4932 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4933 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4934 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4935 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4936 Person::players[i]->aitype = passivetype;
4939 Person::players[i]->forwardkeydown = 1;
4940 Person::players[i]->leftkeydown = 0;
4941 Person::players[i]->backkeydown = 0;
4942 Person::players[i]->rightkeydown = 0;
4943 Person::players[i]->crouchkeydown = 0;
4944 Person::players[i]->attackkeydown = 0;
4945 Person::players[i]->throwkeydown = 0;
4947 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4948 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4950 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4951 Person::players[i]->jumpkeydown = 0;
4952 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4953 Person::players[i]->jumpkeydown = 1;
4955 if ((tutoriallevel != 1 || cananger) &&
4957 !Person::players[0]->dead &&
4958 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4959 Person::players[i]->occluded < 25) {
4960 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4961 animation[Person::players[0]->animTarget].height != lowheight &&
4963 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4964 Person::players[i]->aitype = attacktypecutoff;
4965 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4966 animation[Person::players[0]->animTarget].height == highheight &&
4968 Person::players[i]->aitype = attacktypecutoff;
4970 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4971 Person::players[i]->losupdatedelay = .2;
4972 for (int j = 0; j < Person::players.size(); j++)
4973 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4974 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4975 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4976 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4977 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4978 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4979 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4980 *Person::players[i]->scale + Person::players[i]->coords,
4981 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4982 *Person::players[j]->scale + Person::players[j]->coords) ||
4983 (Person::players[j]->animTarget == hanganim &&
4984 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4985 Person::players[i]->aitype = searchtype;
4986 Person::players[i]->lastchecktime = 12;
4987 Person::players[i]->lastseen = Person::players[j]->coords;
4988 Person::players[i]->lastseentime = 12;
4992 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4993 if (Person::players[i]->creature != wolftype) {
4994 Person::players[i]->stunned = .6;
4995 Person::players[i]->surprised = .6;
4999 if (Person::players[i]->aitype != passivetype && leveltime > .5)
5000 Person::players[i]->howactive = typeactive;
5002 if (Person::players[i]->aitype == passivetype) {
5003 Person::players[i]->aiupdatedelay -= multiplier;
5004 Person::players[i]->losupdatedelay -= multiplier;
5005 Person::players[i]->lastseentime += multiplier;
5006 Person::players[i]->pausetime -= multiplier;
5007 if (Person::players[i]->lastseentime > 1)
5008 Person::players[i]->lastseentime = 1;
5010 if (Person::players[i]->aiupdatedelay < 0) {
5011 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5012 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5013 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5014 Person::players[i]->aiupdatedelay = .05;
5016 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5017 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5018 Person::players[i]->pausetime = 4;
5019 Person::players[i]->waypoint++;
5020 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5021 Person::players[i]->waypoint = 0;
5026 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5027 Person::players[i]->forwardkeydown = 1;
5029 Person::players[i]->forwardkeydown = 0;
5030 Person::players[i]->leftkeydown = 0;
5031 Person::players[i]->backkeydown = 0;
5032 Person::players[i]->rightkeydown = 0;
5033 Person::players[i]->crouchkeydown = 0;
5034 Person::players[i]->attackkeydown = 0;
5035 Person::players[i]->throwkeydown = 0;
5037 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5038 if (!Person::players[i]->avoidsomething)
5039 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5041 XYZ leftpos, rightpos;
5042 float leftdist, rightdist;
5043 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5044 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5045 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5046 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5047 if (leftdist < rightdist)
5048 Person::players[i]->targetyaw += 90;
5050 Person::players[i]->targetyaw -= 90;
5054 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5055 Person::players[i]->jumpkeydown = 0;
5056 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5057 Person::players[i]->jumpkeydown = 1;
5061 if (!editorenabled) {
5062 if (Person::players[i]->howactive <= typesleeping)
5063 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5064 for (int j = 0; j < numenvsounds; j++) {
5065 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5066 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5067 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5068 Person::players[i]->aitype = attacktypecutoff;
5071 if (Person::players[i]->aitype != passivetype) {
5072 if (Person::players[i]->howactive == typesleeping)
5073 Person::players[i]->setAnimation(getupfromfrontanim);
5074 Person::players[i]->howactive = typeactive;
5078 if (Person::players[i]->howactive < typesleeping &&
5079 ((tutoriallevel != 1 || cananger) && hostile) &&
5080 !Person::players[0]->dead &&
5081 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5082 Person::players[i]->occluded < 25) {
5083 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5084 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5085 Person::players[i]->aitype = attacktypecutoff;
5086 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5087 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5088 Person::players[i]->aitype = attacktypecutoff;
5091 if (Person::players[i]->creature == wolftype) {
5093 for (int j = 0; j < Person::players.size(); j++) {
5094 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5095 float smelldistance = 50;
5096 if (j == 0 && Person::players[j]->num_weapons > 0) {
5097 if (weapons[Person::players[j]->weaponids[0]].bloody)
5098 smelldistance = 100;
5099 if (Person::players[j]->num_weapons == 2)
5100 if (weapons[Person::players[j]->weaponids[1]].bloody)
5101 smelldistance = 100;
5104 smelldistance = 100;
5105 windsmell = windvector;
5106 Normalise(&windsmell);
5107 windsmell = windsmell * 2 + Person::players[j]->coords;
5108 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5109 Person::players[i]->aitype = attacktypecutoff;
5114 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5115 Person::players[i]->losupdatedelay = .2;
5116 for (int j = 0; j < Person::players.size(); j++) {
5117 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5118 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5119 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5120 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5121 if ((-1 == checkcollide(
5122 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5123 Person::players[i]->scale + Person::players[i]->coords,
5124 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5125 Person::players[j]->scale + Person::players[j]->coords) &&
5126 !Person::players[j]->isWallJump()) ||
5127 (Person::players[j]->animTarget == hanganim &&
5128 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5129 Person::players[i]->lastseentime -= .2;
5130 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5131 Person::players[i]->lastseentime -= .4;
5133 Person::players[i]->lastseentime -= .6;
5135 if (Person::players[i]->lastseentime <= 0) {
5136 Person::players[i]->aitype = searchtype;
5137 Person::players[i]->lastchecktime = 12;
5138 Person::players[i]->lastseen = Person::players[j]->coords;
5139 Person::players[i]->lastseentime = 12;
5146 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5147 if (Person::players[i]->creature != wolftype) {
5148 Person::players[i]->stunned = .6;
5149 Person::players[i]->surprised = .6;
5151 if (Person::players[i]->creature == wolftype) {
5152 Person::players[i]->stunned = .47;
5153 Person::players[i]->surprised = .47;
5161 if (Person::players[i]->aitype == searchtype) {
5162 Person::players[i]->aiupdatedelay -= multiplier;
5163 Person::players[i]->losupdatedelay -= multiplier;
5164 if (!Person::players[i]->pause)
5165 Person::players[i]->lastseentime -= multiplier;
5166 Person::players[i]->lastchecktime -= multiplier;
5168 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5169 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5170 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5172 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5174 j = checkcollide(test2, test, Person::players[i]->laststanding);
5176 j = checkcollide(test2, test);
5178 Person::players[i]->velocity = 0;
5179 Person::players[i]->setAnimation(Person::players[i]->getStop());
5180 Person::players[i]->targetyaw += 180;
5181 Person::players[i]->stunned = .5;
5182 //Person::players[i]->aitype=passivetype;
5183 Person::players[i]->aitype = pathfindtype;
5184 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5185 Person::players[i]->finalpathfindpoint = -1;
5186 Person::players[i]->targetpathfindpoint = -1;
5187 Person::players[i]->lastpathfindpoint = -1;
5188 Person::players[i]->lastpathfindpoint2 = -1;
5189 Person::players[i]->lastpathfindpoint3 = -1;
5190 Person::players[i]->lastpathfindpoint4 = -1;
5192 Person::players[i]->laststanding = j;
5195 //check out last seen location
5196 if (Person::players[i]->aiupdatedelay < 0) {
5197 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5198 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5199 Person::players[i]->aiupdatedelay = .05;
5200 Person::players[i]->forwardkeydown = 1;
5202 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5203 Person::players[i]->forwardkeydown = 0;
5204 Person::players[i]->aiupdatedelay = 1;
5205 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5206 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5207 Person::players[i]->lastchecktime = 3;
5210 Person::players[i]->leftkeydown = 0;
5211 Person::players[i]->backkeydown = 0;
5212 Person::players[i]->rightkeydown = 0;
5213 Person::players[i]->crouchkeydown = 0;
5214 Person::players[i]->attackkeydown = 0;
5215 Person::players[i]->throwkeydown = 0;
5217 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5218 if (!Person::players[i]->avoidsomething)
5219 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5221 XYZ leftpos, rightpos;
5222 float leftdist, rightdist;
5223 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5224 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5225 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5226 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5227 if (leftdist < rightdist)
5228 Person::players[i]->targetyaw += 90;
5230 Person::players[i]->targetyaw -= 90;
5234 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5235 Person::players[i]->jumpkeydown = 0;
5236 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5237 Person::players[i]->jumpkeydown = 1;
5239 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5240 for (int k = 0; k < numenvsounds; k++) {
5241 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5242 Person::players[i]->aitype = attacktypecutoff;
5246 if (!Person::players[0]->dead &&
5247 Person::players[i]->losupdatedelay < 0 &&
5249 Person::players[i]->occluded < 2 &&
5250 ((tutoriallevel != 1 || cananger) && hostile)) {
5251 Person::players[i]->losupdatedelay = .2;
5252 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5253 Person::players[i]->aitype = attacktypecutoff;
5254 Person::players[i]->lastseentime = 1;
5256 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5257 //TODO: factor out canSeePlayer()
5258 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5259 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5261 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5262 Person::players[i]->scale + Person::players[i]->coords,
5263 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5264 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5265 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5266 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5267 /* //TODO: changed j to 0 on a whim, make sure this is correct
5268 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5269 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5271 Person::players[i]->aitype = attacktypecutoff;
5272 Person::players[i]->lastseentime = 1;
5276 if (Person::players[i]->lastseentime < 0) {
5277 //Person::players[i]->aitype=passivetype;
5279 Person::players[i]->aitype = pathfindtype;
5280 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5281 Person::players[i]->finalpathfindpoint = -1;
5282 Person::players[i]->targetpathfindpoint = -1;
5283 Person::players[i]->lastpathfindpoint = -1;
5284 Person::players[i]->lastpathfindpoint2 = -1;
5285 Person::players[i]->lastpathfindpoint3 = -1;
5286 Person::players[i]->lastpathfindpoint4 = -1;
5290 if (Person::players[i]->aitype != gethelptype)
5291 Person::players[i]->runninghowlong = 0;
5293 //get help from buddies
5294 if (Person::players[i]->aitype == gethelptype) {
5295 Person::players[i]->runninghowlong += multiplier;
5296 Person::players[i]->aiupdatedelay -= multiplier;
5298 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5299 Person::players[i]->aiupdatedelay = .2;
5302 //TODO: factor out closest search somehow
5303 if (!Person::players[i]->ally) {
5305 float closestdist = -1;
5306 for (int k = 0; k < Person::players.size(); k++) {
5307 if (k != i && k != 0 && !Person::players[k]->dead &&
5308 Person::players[k]->howactive < typedead1 &&
5309 !Person::players[k]->skeleton.free &&
5310 Person::players[k]->aitype == passivetype) {
5311 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5312 if (closestdist == -1 || distance < closestdist) {
5313 closestdist = distance;
5320 Person::players[i]->ally = closest;
5322 Person::players[i]->ally = 0;
5323 Person::players[i]->lastseen = Person::players[0]->coords;
5324 Person::players[i]->lastseentime = 12;
5328 Person::players[i]->lastchecktime = 12;
5330 XYZ facing = Person::players[i]->coords;
5331 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5332 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5333 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5334 if (-1 != checkcollide(facing, flatfacing))
5335 Person::players[i]->lastseentime -= .1;
5337 //no available ally, run back to player
5338 if (Person::players[i]->ally <= 0 ||
5339 Person::players[Person::players[i]->ally]->skeleton.free ||
5340 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5341 Person::players[i]->lastseentime <= 0) {
5342 Person::players[i]->aitype = searchtype;
5343 Person::players[i]->lastseentime = 12;
5347 if (Person::players[i]->ally > 0) {
5348 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5349 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5350 Person::players[i]->aiupdatedelay = .05;
5351 Person::players[i]->forwardkeydown = 1;
5353 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5354 Person::players[i]->aitype = searchtype;
5355 Person::players[i]->lastseentime = 12;
5356 Person::players[Person::players[i]->ally]->aitype = searchtype;
5357 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5358 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5359 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5360 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5364 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5365 if (!Person::players[i]->avoidsomething)
5366 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5368 XYZ leftpos, rightpos;
5369 float leftdist, rightdist;
5370 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5371 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5372 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5373 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5374 if (leftdist < rightdist)
5375 Person::players[i]->targetyaw += 90;
5377 Person::players[i]->targetyaw -= 90;
5382 Person::players[i]->leftkeydown = 0;
5383 Person::players[i]->backkeydown = 0;
5384 Person::players[i]->rightkeydown = 0;
5385 Person::players[i]->crouchkeydown = 0;
5386 Person::players[i]->attackkeydown = 0;
5388 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5389 Person::players[i]->jumpkeydown = 0;
5390 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5391 Person::players[i]->jumpkeydown = 1;
5394 //retreiving a weapon on the ground
5395 if (Person::players[i]->aitype == getweapontype) {
5396 Person::players[i]->aiupdatedelay -= multiplier;
5397 Person::players[i]->lastchecktime -= multiplier;
5399 if (Person::players[i]->aiupdatedelay < 0) {
5400 Person::players[i]->aiupdatedelay = .2;
5403 if (Person::players[i]->ally < 0) {
5405 float closestdist = -1;
5406 for (int k = 0; k < weapons.size(); k++)
5407 if (weapons[k].owner == -1) {
5408 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5409 if (closestdist == -1 || distance < closestdist) {
5410 closestdist = distance;
5416 Person::players[i]->ally = closest;
5418 Person::players[i]->ally = -1;
5421 Person::players[i]->lastseentime = 12;
5423 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5424 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5425 Person::players[i]->aitype = attacktypecutoff;
5426 Person::players[i]->lastseentime = 1;
5428 if (!Person::players[0]->dead)
5429 if (Person::players[i]->ally >= 0) {
5430 if (weapons[Person::players[i]->ally].owner != -1 ||
5431 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5432 Person::players[i]->aitype = attacktypecutoff;
5433 Person::players[i]->lastseentime = 1;
5435 //TODO: factor these out as moveToward()
5436 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5437 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5438 Person::players[i]->aiupdatedelay = .05;
5439 Person::players[i]->forwardkeydown = 1;
5442 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5443 if (!Person::players[i]->avoidsomething)
5444 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5446 XYZ leftpos, rightpos;
5447 float leftdist, rightdist;
5448 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5449 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5450 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5451 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5452 if (leftdist < rightdist)
5453 Person::players[i]->targetyaw += 90;
5455 Person::players[i]->targetyaw -= 90;
5460 Person::players[i]->leftkeydown = 0;
5461 Person::players[i]->backkeydown = 0;
5462 Person::players[i]->rightkeydown = 0;
5463 Person::players[i]->attackkeydown = 0;
5464 Person::players[i]->throwkeydown = 1;
5465 Person::players[i]->crouchkeydown = 0;
5466 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5467 Person::players[i]->animTarget != removeknifeanim)
5468 Person::players[i]->throwtogglekeydown = 0;
5469 Person::players[i]->drawkeydown = 0;
5471 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5472 Person::players[i]->jumpkeydown = 0;
5473 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5474 Person::players[i]->jumpkeydown = 1;
5477 if (Person::players[i]->aitype == attacktypecutoff) {
5478 Person::players[i]->aiupdatedelay -= multiplier;
5479 //dodge or reverse rabbit kicks, knife throws, flips
5480 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5481 if ((Person::players[0]->animTarget == rabbitkickanim ||
5482 Person::players[0]->animTarget == knifethrowanim ||
5483 (Person::players[0]->isFlip() &&
5484 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5485 !Person::players[0]->skeleton.free &&
5486 (Person::players[i]->aiupdatedelay < .1)) {
5487 Person::players[i]->attackkeydown = 0;
5488 if (Person::players[i]->isIdle())
5489 Person::players[i]->crouchkeydown = 1;
5490 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5491 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5492 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5493 if (abs(Random() % 2 == 0))
5494 Person::players[i]->setAnimation(backhandspringanim);
5496 Person::players[i]->setAnimation(rollanim);
5497 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5498 Person::players[i]->wentforweapon = 0;
5500 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5501 Person::players[i]->setAnimation(flipanim);
5504 Person::players[i]->forwardkeydown = 0;
5505 Person::players[i]->aiupdatedelay = .02;
5507 //get confused by flips
5508 if (Person::players[0]->isFlip() &&
5509 !Person::players[0]->skeleton.free &&
5510 Person::players[0]->animTarget != walljumprightkickanim &&
5511 Person::players[0]->animTarget != walljumpleftkickanim) {
5512 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5513 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5514 Person::players[i]->stunned = 1;
5516 //go for weapon on the ground
5517 if (Person::players[i]->wentforweapon < 3)
5518 for (int k = 0; k < weapons.size(); k++)
5519 if (Person::players[i]->creature != wolftype)
5520 if (Person::players[i]->num_weapons == 0 &&
5521 weapons[k].owner == -1 &&
5522 weapons[i].velocity.x == 0 &&
5523 weapons[i].velocity.z == 0 &&
5524 weapons[i].velocity.y == 0) {
5525 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5526 Person::players[i]->wentforweapon++;
5527 Person::players[i]->lastchecktime = 6;
5528 Person::players[i]->aitype = getweapontype;
5529 Person::players[i]->ally = -1;
5532 //dodge/reverse walljump kicks
5533 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5534 if (animation[Person::players[i]->animTarget].height != highheight)
5535 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5536 ((Person::players[0]->animTarget == walljumprightkickanim ||
5537 Person::players[0]->animTarget == walljumpleftkickanim) &&
5538 ((Person::players[i]->aiupdatedelay < .15 &&
5540 (Person::players[i]->aiupdatedelay < .08 &&
5541 difficulty != 2)))) {
5542 Person::players[i]->crouchkeydown = 1;
5544 //walked off a ledge (?)
5545 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5546 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5547 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5549 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5551 j = checkcollide(test2, test, Person::players[i]->laststanding);
5553 j = checkcollide(test2, test);
5555 Person::players[i]->velocity = 0;
5556 Person::players[i]->setAnimation(Person::players[i]->getStop());
5557 Person::players[i]->targetyaw += 180;
5558 Person::players[i]->stunned = .5;
5559 Person::players[i]->aitype = pathfindtype;
5560 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5561 Person::players[i]->finalpathfindpoint = -1;
5562 Person::players[i]->targetpathfindpoint = -1;
5563 Person::players[i]->lastpathfindpoint = -1;
5564 Person::players[i]->lastpathfindpoint2 = -1;
5565 Person::players[i]->lastpathfindpoint3 = -1;
5566 Person::players[i]->lastpathfindpoint4 = -1;
5568 Person::players[i]->laststanding = j;
5570 //lose sight of player in the air (?)
5571 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5572 animation[Person::players[0]->animTarget].height != highheight &&
5573 !Person::players[0]->onterrain) {
5574 Person::players[i]->aitype = pathfindtype;
5575 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5576 Person::players[i]->finalpathfindpoint = -1;
5577 Person::players[i]->targetpathfindpoint = -1;
5578 Person::players[i]->lastpathfindpoint = -1;
5579 Person::players[i]->lastpathfindpoint2 = -1;
5580 Person::players[i]->lastpathfindpoint3 = -1;
5581 Person::players[i]->lastpathfindpoint4 = -1;
5583 //it's time to think (?)
5584 if (Person::players[i]->aiupdatedelay < 0 &&
5585 !animation[Person::players[i]->animTarget].attack &&
5586 Person::players[i]->animTarget != staggerbackhighanim &&
5587 Person::players[i]->animTarget != staggerbackhardanim &&
5588 Person::players[i]->animTarget != backhandspringanim &&
5589 Person::players[i]->animTarget != dodgebackanim) {
5591 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5592 Person::players[i]->drawkeydown = Random() % 2;
5594 Person::players[i]->drawkeydown = 0;
5595 Person::players[i]->rabbitkickenabled = Random() % 2;
5597 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5598 XYZ targetpoint = Person::players[0]->coords;
5599 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5600 distsq(&rotatetarget, &Person::players[i]->coords))
5601 targetpoint += Person::players[0]->velocity *
5602 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5603 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5604 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5605 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5607 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5608 Person::players[i]->forwardkeydown = 1;
5609 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5610 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5611 Person::players[0]->weaponactive != -1)
5612 Person::players[i]->forwardkeydown = 1;
5613 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5614 Person::players[i]->forwardkeydown = 1;
5616 Person::players[i]->forwardkeydown = 0;
5617 //chill out around the corpse
5618 if (Person::players[0]->dead) {
5619 Person::players[i]->forwardkeydown = 0;
5620 if (Random() % 10 == 0)
5621 Person::players[i]->forwardkeydown = 1;
5622 if (Random() % 100 == 0) {
5623 Person::players[i]->aitype = pathfindtype;
5624 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5625 Person::players[i]->finalpathfindpoint = -1;
5626 Person::players[i]->targetpathfindpoint = -1;
5627 Person::players[i]->lastpathfindpoint = -1;
5628 Person::players[i]->lastpathfindpoint2 = -1;
5629 Person::players[i]->lastpathfindpoint3 = -1;
5630 Person::players[i]->lastpathfindpoint4 = -1;
5633 Person::players[i]->leftkeydown = 0;
5634 Person::players[i]->backkeydown = 0;
5635 Person::players[i]->rightkeydown = 0;
5636 Person::players[i]->crouchkeydown = 0;
5637 Person::players[i]->throwkeydown = 0;
5639 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5640 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5642 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5643 Person::players[i]->attackkeydown = 1;
5645 Person::players[i]->attackkeydown = 0;
5646 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5647 Person::players[i]->attackkeydown = 0;
5650 if (Person::players[i]->aitype != playercontrolled &&
5651 (Person::players[i]->isIdle() ||
5652 Person::players[i]->isCrouch() ||
5653 Person::players[i]->isRun())) {
5655 for (int j = 0; j < Person::players.size(); j++)
5656 if (j != i && !Person::players[j]->skeleton.free &&
5657 Person::players[j]->hasvictim &&
5658 (tutoriallevel == 1 && reversaltrain ||
5659 Random() % 2 == 0 && difficulty == 2 ||
5660 Random() % 4 == 0 && difficulty == 1 ||
5661 Random() % 8 == 0 && difficulty == 0 ||
5662 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5663 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5664 (Random() % 2 == 0 || difficulty == 2) ||
5665 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5666 Person::players[j]->weaponactive != -1 ||
5667 Person::players[j]->animTarget == swordslashanim &&
5668 Person::players[i]->weaponactive != -1 ||
5669 Person::players[j]->animTarget == staffhitanim ||
5670 Person::players[j]->animTarget == staffspinhitanim))
5671 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5672 Person::players[j]->victim == Person::players[i] &&
5673 (Person::players[j]->animTarget == sweepanim ||
5674 Person::players[j]->animTarget == spinkickanim ||
5675 Person::players[j]->animTarget == staffhitanim ||
5676 Person::players[j]->animTarget == staffspinhitanim ||
5677 Person::players[j]->animTarget == winduppunchanim ||
5678 Person::players[j]->animTarget == upunchanim ||
5679 Person::players[j]->animTarget == wolfslapanim ||
5680 Person::players[j]->animTarget == knifeslashstartanim ||
5681 Person::players[j]->animTarget == swordslashanim &&
5682 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5683 Person::players[i]->weaponactive != -1))) {
5690 Person::players[target]->Reverse();
5693 if (Person::players[i]->collided < 1)
5694 Person::players[i]->jumpkeydown = 0;
5695 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5696 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5697 Person::players[i]->onterrain &&
5698 Person::players[i]->creature == rabbittype)
5699 Person::players[i]->jumpkeydown = 1;
5700 //TODO: why are we controlling the human?
5701 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5702 Person::players[0]->jumpkeydown = 0;
5703 if (Person::players[0]->animTarget == jumpdownanim &&
5704 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5705 Person::players[i]->crouchkeydown = 1;
5706 if (Person::players[i]->jumpkeydown)
5707 Person::players[i]->attackkeydown = 0;
5709 if (tutoriallevel == 1)
5711 Person::players[i]->attackkeydown = 0;
5714 XYZ facing = Person::players[i]->coords;
5715 XYZ flatfacing = Person::players[0]->coords;
5716 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5717 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5718 if (Person::players[i]->occluded >= 2)
5719 if (-1 != checkcollide(facing, flatfacing)) {
5720 if (!Person::players[i]->pause)
5721 Person::players[i]->lastseentime -= .2;
5722 if (Person::players[i]->lastseentime <= 0 &&
5723 (Person::players[i]->creature != wolftype ||
5724 Person::players[i]->weaponstuck == -1)) {
5725 Person::players[i]->aitype = searchtype;
5726 Person::players[i]->lastchecktime = 12;
5727 Person::players[i]->lastseen = Person::players[0]->coords;
5728 Person::players[i]->lastseentime = 12;
5731 Person::players[i]->lastseentime = 1;
5734 if (animation[Person::players[0]->animTarget].height == highheight &&
5735 (Person::players[i]->aitype == attacktypecutoff ||
5736 Person::players[i]->aitype == searchtype))
5737 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5738 XYZ test = Person::players[0]->coords;
5740 if (-1 == checkcollide(Person::players[0]->coords, test))
5741 Person::players[i]->stunned = 1;
5744 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5745 Person::players[i]->stunned > 0 ||
5746 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5747 if (Person::players[i]->pause)
5748 Person::players[i]->lastseentime = 1;
5749 Person::players[i]->targetyaw = Person::players[i]->yaw;
5750 Person::players[i]->forwardkeydown = 0;
5751 Person::players[i]->leftkeydown = 0;
5752 Person::players[i]->backkeydown = 0;
5753 Person::players[i]->rightkeydown = 0;
5754 Person::players[i]->jumpkeydown = 0;
5755 Person::players[i]->attackkeydown = 0;
5756 Person::players[i]->crouchkeydown = 0;
5757 Person::players[i]->throwkeydown = 0;
5765 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5766 facing = flatfacing;
5768 if (Person::players[i]->aitype == attacktypecutoff) {
5769 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5770 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5771 } else if (Person::players[i]->howactive >= typesleeping) {
5772 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5773 Person::players[i]->targetheadpitch = 0;
5775 if (Person::players[i]->interestdelay <= 0) {
5776 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5777 Person::players[i]->headtarget = Person::players[i]->coords;
5778 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5779 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5780 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5781 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5783 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5784 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5791 void updateSettingsMenu()
5794 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5795 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5797 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5798 Menu::setText(0, sbuf);
5799 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
5800 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5801 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5802 if (newdetail == 2) Menu::setText(1, "Detail: High");
5803 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5804 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5805 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5806 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5807 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5808 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5809 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5810 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5811 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5812 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5813 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5814 Menu::setText(10, sbuf);
5815 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5816 Menu::setText(11, sbuf);
5817 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5818 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5819 sprintf (sbuf, "Back");
5821 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5822 Menu::setText(8, sbuf);
5825 void updateStereoConfigMenu()
5828 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5829 Menu::setText(0, sbuf);
5830 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5831 Menu::setText(1, sbuf);
5832 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5833 Menu::setText(2, sbuf);
5836 void updateControlsMenu()
5838 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5839 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5840 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5841 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5842 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5843 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5844 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5845 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5846 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5848 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5852 Values of mainmenu :
5854 2 Menu pause (resume/end game)
5856 4 Controls configuration menu
5857 5 Main game menu (choose level or challenge)
5858 6 Deleting user menu
5859 7 User managment menu (select/add)
5860 8 Choose difficulty menu
5861 9 Challenge level selection menu
5862 10 End of the campaign congratulation (is that really a menu?)
5863 11 Same that 9 ??? => unused
5864 18 stereo configuration
5867 void Game::LoadMenu()
5873 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5874 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5875 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5876 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5879 Menu::addButton( 0, "", 10 + 20, 440);
5880 Menu::addButton(14, "", 10 + 400, 440);
5881 Menu::addButton( 1, "", 10 + 60, 405);
5882 Menu::addButton( 2, "", 10 + 70, 370);
5883 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5884 Menu::addButton( 4, "", 10 , 335);
5885 Menu::addButton( 5, "", 10 + 60, 300);
5886 Menu::addButton( 6, "", 10 + 70, 265);
5887 Menu::addButton( 9, "", 10 , 230);
5888 Menu::addButton(10, "", 20 , 195);
5889 Menu::addButton(11, "", 10 + 60, 160);
5890 Menu::addButton(13, "", 30 , 125);
5891 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5892 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5893 Menu::addButton(8, "Back", 10, 10);
5894 updateSettingsMenu();
5897 Menu::addButton(0, "", 10 , 400);
5898 Menu::addButton(1, "", 10 + 40, 360);
5899 Menu::addButton(2, "", 10 + 40, 320);
5900 Menu::addButton(3, "", 10 + 30, 280);
5901 Menu::addButton(4, "", 10 + 20, 240);
5902 Menu::addButton(5, "", 10 + 40, 200);
5903 Menu::addButton(6, "", 10 + 40, 160);
5904 Menu::addButton(7, "", 10 + 30, 120);
5905 Menu::addButton(8, "", 10 + 20, 80);
5907 Menu::addButton(9, "", 10 + 10, 40);
5908 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5909 updateControlsMenu();
5913 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5914 Menu::addButton(1, "Tutorial", 5, 300);
5915 Menu::addButton(2, "Challenge", 5, 240);
5916 Menu::addButton(3, "Delete User", 400, 10);
5917 Menu::addButton(4, "Main Menu", 5, 10);
5918 Menu::addButton(5, "Change User", 5, 180);
5919 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5922 //with (2,-5) offset from old code
5923 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5925 int numlevels = accountactive->getCampaignChoicesMade();
5926 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5927 for (int i = 0; i < numlevels; i++) {
5928 XYZ midpoint = campaignlevels[i].getCenter();
5929 float itemsize = campaignlevels[i].getWidth();
5930 const bool active = i >= accountactive->getCampaignChoicesMade();
5935 XYZ start = campaignlevels[i - 1].getCenter();
5936 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);
5938 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5939 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5942 Menu::addMapLabel(-2, campaignlevels[i].description,
5943 campaignlevels[i].getStartX() + 10,
5944 campaignlevels[i].getStartY() - 4);
5950 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5951 Menu::addButton(1, "Yes", 10, 360);
5952 Menu::addButton(2, "No", 10, 320);
5955 if (Account::getNbAccounts() < 8)
5956 Menu::addButton(0, "New User", 10, 400);
5958 Menu::addLabel(0, "No More Users", 10, 400);
5959 Menu::addLabel(-2, "", 20, 400);
5960 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5961 for (int i = 0; i < Account::getNbAccounts(); i++)
5962 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5965 Menu::addButton(0, "Easier", 10, 400);
5966 Menu::addButton(1, "Difficult", 10, 360);
5967 Menu::addButton(2, "Insane", 10, 320);
5970 for (int i = 0; i < numchallengelevels; i++) {
5973 sprintf (temp, "Level %d", i + 1);
5974 for (int j = strlen(temp); j < 17; j++)
5977 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5978 for (int j = strlen(temp); j < (32 - 17); j++)
5981 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5982 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5985 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5988 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5991 Menu::addButton(-1, " High Score Best Time", 10, 440);
5992 Menu::addButton(numchallengelevels, "Back", 10, 10);
5995 Menu::addLabel(0, "Congratulations!", 220, 330);
5996 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5997 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5998 Menu::addButton(3, "Back", 10, 10);
6000 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
6001 Menu::addLabel(4, sbuf, 190, 200);
6002 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
6003 Menu::addLabel(5, sbuf, 190, 180);
6007 Menu::addButton(0, "", 70, 400);
6008 Menu::addButton(1, "", 10, 360);
6009 Menu::addButton(2, "", 40, 320);
6010 Menu::addButton(3, "Back", 10, 10);
6011 updateStereoConfigMenu();
6016 extern set<pair<int,int>> resolutions;
6021 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6023 // some specific case where we do something even if the left mouse button is not pressed.
6024 if ((mainmenu == 5) && (endgame == 2)) {
6025 accountactive->endGame();
6030 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6031 stereoseparation -= 0.001;
6032 updateStereoConfigMenu();
6035 static int oldmainmenu = mainmenu;
6039 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6040 set<pair<int,int>>::iterator newscreenresolution;
6046 if (gameon) { //resume
6048 pause_sound(stream_menutheme);
6049 resume_stream(leveltheme);
6051 fireSound(firestartsound);
6053 mainmenu = (accountactive ? 5 : 7);
6065 if (newscreenwidth > 3000)
6066 newscreenwidth = screenwidth;
6067 if (newscreenwidth < 0)
6068 newscreenwidth = screenwidth;
6069 if (newscreenheight > 3000)
6070 newscreenheight = screenheight;
6071 if (newscreenheight < 0)
6072 newscreenheight = screenheight;
6077 if (gameon) { //end game
6082 pause_sound(stream_menutheme);
6091 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6092 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6093 newscreenresolution++;
6094 if (newscreenresolution == resolutions.end()) {
6095 /* It was the last one (or not found), go back to the beginning */
6096 newscreenresolution = resolutions.begin();
6098 newscreenwidth = newscreenresolution->first;
6099 newscreenheight = newscreenresolution->second;
6108 if (bloodtoggle > 2)
6117 ismotionblur = !ismotionblur;
6123 musictoggle = !musictoggle;
6125 emit_stream_np(stream_menutheme);
6127 pause_sound(leveltheme);
6128 pause_sound(stream_fighttheme);
6129 pause_sound(stream_menutheme);
6131 for (int i = 0; i < 4; i++) {
6132 oldmusicvolume[i] = 0;
6146 mainmenu = gameon ? 2 : 1;
6149 invertmouse = !invertmouse;
6152 usermousesensitivity += .2;
6153 if (usermousesensitivity > 2)
6154 usermousesensitivity = .2;
6158 if (volume > 1.0001f)
6160 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6164 newstereomode = stereomode;
6169 showdamagebar = !showdamagebar;
6175 updateSettingsMenu();
6180 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6181 keyselect = selected;
6182 if (keyselect != -1)
6184 if (selected == (debugmode ? 10 : 9)) {
6189 updateControlsMenu();
6194 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6195 startbonustotal = 0;
6204 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6205 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6208 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6212 pause_sound(stream_menutheme);
6216 startbonustotal = 0;
6229 pause_sound(stream_menutheme);
6238 mainmenu = (gameon ? 2 : 1);
6244 vector<string> campaigns = ListCampaigns();
6245 vector<string>::iterator c;
6246 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6247 if (!campaigns.empty())
6248 accountactive->setCurrentCampaign(campaigns.front());
6251 if (c == campaigns.end())
6252 c = campaigns.begin();
6253 accountactive->setCurrentCampaign(*c);
6261 if (selected == 1) {
6263 accountactive = Account::destroy(accountactive);
6265 } else if (selected == 2) {
6272 if (selected == 0 && Account::getNbAccounts() < 8) {
6274 } else if (selected < Account::getNbAccounts() + 1) {
6277 accountactive = Account::get(selected - 1);
6278 } else if (selected == Account::getNbAccounts() + 1) {
6284 displaytext[0].clear();
6285 displayselected = 0;
6293 accountactive->setDifficulty(selected);
6297 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6301 startbonustotal = 0;
6305 targetlevel = selected;
6310 Loadlevel(selected);
6315 pause_sound(stream_menutheme);
6317 if (selected == numchallengelevels) {
6324 if (selected == 3) {
6332 stereoseparation += 0.001;
6335 if (selected == 0) {
6336 newstereomode = (StereoMode)(newstereomode + 1);
6337 while (!CanInitStereo(newstereomode)) {
6338 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6339 newstereomode = (StereoMode)(newstereomode + 1);
6340 if (newstereomode >= stereoCount)
6341 newstereomode = stereoNone;
6343 } else if (selected == 2) {
6344 stereoreverse = !stereoreverse;
6345 } else if (selected == 3) {
6349 stereomode = newstereomode;
6350 InitStereo(stereomode);
6353 updateStereoConfigMenu();
6358 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6360 if (mainmenu == 3) {
6365 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6368 inputText(displaytext[0], &displayselected);
6369 if (!waiting) { // the input as finished
6370 if (!displaytext[0].empty()) { // with enter
6371 accountactive = Account::add(string(displaytext[0]));
6377 fireSound(firestartsound);
6379 displaytext[0].clear();
6381 displayselected = 0;
6387 displayblinkdelay -= multiplier;
6388 if (displayblinkdelay <= 0) {
6389 displayblinkdelay = .3;
6390 displayblink = 1 - displayblink;
6395 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6396 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6399 if (oldmainmenu != mainmenu)
6401 oldmainmenu = mainmenu;
6407 static XYZ facing, flatfacing;
6410 for (int i = 0; i < 15; i++) {
6411 displaytime[i] += multiplier;
6414 keyboardfrozen = false;
6417 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6418 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6419 stereoreverse = true;
6421 stereoreverse = false;
6424 printf("Stereo reversed\n");
6426 printf("Stereo unreversed\n");
6429 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6430 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6431 stereoseparation -= 0.001;
6433 stereoseparation -= 0.010;
6434 printf("Stereo decreased increased to %f\n", stereoseparation);
6437 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6438 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6439 stereoseparation += 0.001;
6441 stereoseparation += 0.010;
6442 printf("Stereo separation increased to %f\n", stereoseparation);
6446 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6447 if (tutorialstage != 51)
6448 tutorialstagetime = tutorialmaxtime;
6449 emit_sound_np(consolefailsound, 128.);
6453 Values of mainmenu :
6455 2 Menu pause (resume/end game)
6457 4 Controls configuration menu
6458 5 Main game menu (choose level or challenge)
6459 6 Deleting user menu
6460 7 User managment menu (select/add)
6461 8 Choose difficulty menu
6462 9 Challenge level selection menu
6463 10 End of the campaign congratulation (is that really a menu?)
6464 11 Same that 9 ??? => unused
6465 18 stereo configuration
6470 if (mainmenu && endgame == 1)
6472 //go to level select after completing a campaign level
6473 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6480 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6481 emit_stream_np(stream_menutheme);
6482 pause_sound(leveltheme);
6486 //escape key pressed
6487 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6488 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6490 if (mainmenu == 0 && !winfreeze)
6491 mainmenu = 2; //pause
6492 else if (mainmenu == 1 || mainmenu == 2) {
6493 mainmenu = 0; //unpause
6496 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6497 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6498 emit_stream_np(stream_menutheme);
6499 pause_sound(leveltheme);
6501 //on resume, play level music
6503 pause_sound(stream_menutheme);
6504 resume_stream(leveltheme);
6506 //finished with settings menu
6507 if (mainmenu == 3) {
6511 if (mainmenu >= 3 && mainmenu != 8) {
6519 mainmenu = gameon ? 2 : 1;
6541 hostiletime += multiplier;
6545 leveltime += multiplier;
6548 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6549 freeze = 1 - freeze;
6551 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6555 if (Input::isKeyPressed(consolekey) && debugmode) {
6558 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6567 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6568 inputText(consoletext[0], &consoleselected);
6570 if (!consoletext[0].empty()) {
6571 cmd_dispatch(consoletext[0]);
6572 for (int k = 14; k >= 1; k--) {
6573 consoletext[k] = consoletext[k - 1];
6575 consoletext[0].clear();
6576 consoleselected = 0;
6580 consoleblinkdelay -= multiplier;
6581 if (consoleblinkdelay <= 0) {
6582 consoleblinkdelay = .3;
6583 consoleblink = 1 - consoleblink;
6589 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6591 if (mainmenu == 3) {
6596 static int oldwinfreeze;
6597 if (winfreeze && !oldwinfreeze) {
6598 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6599 emit_sound_np(consolesuccesssound);
6602 oldwinfreeze = winfreeze;
6606 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6609 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6613 } else if (winfreeze) {
6621 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6624 static float talkdelay = 0;
6626 if (indialogue != -1)
6628 talkdelay -= multiplier;
6630 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6631 for (int i = 0; i < numdialogues; i++) {
6632 int realdialoguetype;
6634 if (dialoguetype[i] > 49) {
6635 realdialoguetype = dialoguetype[i] - 50;
6637 } else if (dialoguetype[i] > 39) {
6638 realdialoguetype = dialoguetype[i] - 40;
6640 } else if (dialoguetype[i] > 29) {
6641 realdialoguetype = dialoguetype[i] - 30;
6643 } else if (dialoguetype[i] > 19) {
6644 realdialoguetype = dialoguetype[i] - 20;
6646 } else if (dialoguetype[i] > 9) {
6647 realdialoguetype = dialoguetype[i] - 10;
6650 realdialoguetype = dialoguetype[i];
6653 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6654 realdialoguetype < Person::players.size() &&
6655 realdialoguetype > 0 &&
6656 (dialoguegonethrough[i] == 0 || !special) &&
6657 (special || Input::isKeyPressed(attackkey))) {
6658 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6659 Person::players[realdialoguetype]->howactive >= typedead1 ||
6660 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6662 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6663 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6664 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6665 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6666 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6667 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6668 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6673 dialoguegonethrough[i]++;
6674 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6675 playdialogueboxsound();
6681 windvar += multiplier;
6682 smoketex += multiplier;
6683 tutorialstagetime += multiplier;
6686 static float hotspotvisual[40];
6690 for (int i = 0; i < numhotspots; i++)
6691 hotspotvisual[i] -= multiplier / 320;
6693 for (int i = 0; i < numhotspots; i++) {
6694 //if(hotspottype[i]<=10)
6695 while (hotspotvisual[i] < 0) {
6697 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6698 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6699 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6700 hotspotsprite += hotspot[i];
6701 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6702 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6706 for (int i = 0; i < numhotspots; i++) {
6707 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6708 hotspot[i] = Person::players[hotspottype[i]]->coords;
6714 if (tutoriallevel) {
6719 if (tutoriallevel != 1) {
6720 if (bonustime == 0 &&
6721 bonus != solidhit &&
6722 bonus != spinecrusher &&
6723 bonus != tracheotomy &&
6724 bonus != backstab &&
6726 emit_sound_np(consolesuccesssound);
6728 } else if (bonustime == 0) {
6729 emit_sound_np(fireendsound);
6731 if (bonustime == 0) {
6732 if (bonus != solidhit &&
6733 bonus != twoxcombo &&
6734 bonus != threexcombo &&
6735 bonus != fourxcombo &&
6739 bonusnum[bonus] += 0.15;
6742 bonusvalue /= bonusnum[bonus];
6743 bonustotal += bonusvalue;
6745 bonustime += multiplier;
6748 if (environment == snowyenvironment) {
6749 precipdelay -= multiplier;
6750 while (precipdelay < 0) {
6754 XYZ footvel, footpoint;
6757 footpoint = viewer + viewerfacing * 6;
6758 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6759 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6760 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6761 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6766 doAerialAcrobatics();
6769 static XYZ oldviewer;
6772 if (indialogue == -1) {
6773 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6774 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6775 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6776 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6777 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6778 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6779 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6780 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6782 Person::players[0]->forwardkeydown = 0;
6783 Person::players[0]->leftkeydown = 0;
6784 Person::players[0]->backkeydown = 0;
6785 Person::players[0]->rightkeydown = 0;
6786 Person::players[0]->jumpkeydown = 0;
6787 Person::players[0]->crouchkeydown = 0;
6788 Person::players[0]->drawkeydown = 0;
6789 Person::players[0]->throwkeydown = 0;
6792 if (!Person::players[0]->jumpkeydown)
6793 Person::players[0]->jumpclimb = 0;
6796 if (indialogue != -1) {
6802 facing = DoRotation(facing, -pitch, 0, 0);
6803 facing = DoRotation(facing, 0, 0 - yaw, 0);
6808 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6810 if (Input::isKeyDown(forwardkey))
6811 viewer += facing * multiplier * 4;
6812 if (Input::isKeyDown(backkey))
6813 viewer -= facing * multiplier * 4;
6814 if (Input::isKeyDown(leftkey))
6815 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6816 if (Input::isKeyDown(rightkey))
6817 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6818 if (Input::isKeyDown(jumpkey))
6819 viewer.y += multiplier * 4;
6820 if (Input::isKeyDown(crouchkey))
6821 viewer.y -= multiplier * 4;
6822 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6823 Input::isKeyPressed(SDL_SCANCODE_2) ||
6824 Input::isKeyPressed(SDL_SCANCODE_3) ||
6825 Input::isKeyPressed(SDL_SCANCODE_4) ||
6826 Input::isKeyPressed(SDL_SCANCODE_5) ||
6827 Input::isKeyPressed(SDL_SCANCODE_6) ||
6828 Input::isKeyPressed(SDL_SCANCODE_7) ||
6829 Input::isKeyPressed(SDL_SCANCODE_8) ||
6830 Input::isKeyPressed(SDL_SCANCODE_9) ||
6831 Input::isKeyPressed(SDL_SCANCODE_0) ||
6832 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6834 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6835 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6836 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6837 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6838 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6839 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6840 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6841 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6842 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6843 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6844 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6846 if (whichend != -1) {
6847 participantfocus[whichdialogue][indialogue] = whichend;
6848 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6849 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6851 if (whichend == -1) {
6852 participantfocus[whichdialogue][indialogue] = -1;
6854 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6859 dialoguecamera[whichdialogue][indialogue] = viewer;
6860 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6861 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6863 if (indialogue < numdialogueboxes[whichdialogue]) {
6864 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6865 playdialogueboxsound();
6869 for (int j = 0; j < Person::players.size(); j++) {
6870 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6873 //TODO: should these be KeyDown or KeyPressed?
6874 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6875 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6876 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6877 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6878 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6879 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6880 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6881 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6882 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6883 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6885 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6886 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6887 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6888 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6889 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6890 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6891 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6892 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6893 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6894 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6895 participantfacing[whichdialogue][indialogue][whichend] = facing;
6897 if (indialogue >= numdialogueboxes[whichdialogue]) {
6904 pause_sound(whooshsound);
6905 viewer = dialoguecamera[whichdialogue][indialogue];
6906 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6907 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6908 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6909 if (dialoguetime > 0.5)
6910 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6911 Input::isKeyPressed(SDL_SCANCODE_2) ||
6912 Input::isKeyPressed(SDL_SCANCODE_3) ||
6913 Input::isKeyPressed(SDL_SCANCODE_4) ||
6914 Input::isKeyPressed(SDL_SCANCODE_5) ||
6915 Input::isKeyPressed(SDL_SCANCODE_6) ||
6916 Input::isKeyPressed(SDL_SCANCODE_7) ||
6917 Input::isKeyPressed(SDL_SCANCODE_8) ||
6918 Input::isKeyPressed(SDL_SCANCODE_9) ||
6919 Input::isKeyPressed(SDL_SCANCODE_0) ||
6920 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6921 Input::isKeyPressed(attackkey)) {
6923 if (indialogue < numdialogueboxes[whichdialogue]) {
6924 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6925 playdialogueboxsound();
6926 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6927 hotspot[numhotspots] = Person::players[0]->coords;
6928 hotspotsize[numhotspots] = 10;
6929 hotspottype[numhotspots] = -1;
6933 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6937 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6945 if (indialogue >= numdialogueboxes[whichdialogue]) {
6949 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6952 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6955 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6957 for (int i = 1; i < Person::players.size(); i++) {
6958 Person::players[i]->aitype = attacktypecutoff;
6965 if (!Person::players[0]->jumpkeydown) {
6966 Person::players[0]->jumptogglekeydown = 0;
6968 if (Person::players[0]->jumpkeydown &&
6969 Person::players[0]->animTarget != jumpupanim &&
6970 Person::players[0]->animTarget != jumpdownanim &&
6971 !Person::players[0]->isFlip())
6972 Person::players[0]->jumptogglekeydown = 1;
6975 dialoguetime += multiplier;
6976 hawkyaw += multiplier * 25;
6978 realhawkcoords.x = 25;
6979 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6980 hawkcalldelay -= multiplier / 2;
6982 if (hawkcalldelay <= 0) {
6983 emit_sound_at(hawksound, realhawkcoords);
6985 hawkcalldelay = 16 + abs(Random() % 8);
6992 doPlayerCollisions();
6996 for (int k = 0; k < Person::players.size(); k++)
6997 if (k != 0 && Person::players[k]->immobile)
6998 Person::players[k]->coords = Person::players[k]->realoldcoords;
7000 for (int k = 0; k < Person::players.size(); k++) {
7001 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7002 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7003 Person::players[k]->DoDamage(1000);
7009 static bool respawnkeydown;
7010 if (!editorenabled &&
7011 (whichlevel != -2 &&
7012 (Input::isKeyDown(SDL_SCANCODE_Z) &&
7013 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7015 (Input::isKeyDown(jumpkey) &&
7018 Person::players[0]->dead))) {
7019 targetlevel = whichlevel;
7023 if (!Input::isKeyDown(jumpkey))
7025 if (Input::isKeyDown(jumpkey))
7031 static bool movekey;
7034 for (int i = 0; i < Person::players.size(); i++) {
7035 static float oldtargetyaw;
7036 if (!Person::players[i]->skeleton.free) {
7037 oldtargetyaw = Person::players[i]->targetyaw;
7038 if (i == 0 && indialogue == -1) {
7039 //TODO: refactor repetitive code
7040 if (!animation[Person::players[0]->animTarget].attack &&
7041 Person::players[0]->animTarget != staggerbackhighanim &&
7042 Person::players[0]->animTarget != staggerbackhardanim &&
7043 Person::players[0]->animTarget != crouchremoveknifeanim &&
7044 Person::players[0]->animTarget != removeknifeanim &&
7045 Person::players[0]->animTarget != backhandspringanim &&
7046 Person::players[0]->animTarget != dodgebackanim &&
7047 Person::players[0]->animTarget != walljumprightkickanim &&
7048 Person::players[0]->animTarget != walljumpleftkickanim) {
7050 Person::players[0]->targetyaw = 0;
7052 Person::players[0]->targetyaw = -yaw + 180;
7058 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7060 facing = flatfacing;
7062 facing = DoRotation(facing, -pitch, 0, 0);
7063 facing = DoRotation(facing, 0, 0 - yaw, 0);
7066 Person::players[0]->lookyaw = -yaw;
7068 Person::players[i]->targetheadyaw = yaw;
7069 Person::players[i]->targetheadpitch = pitch;
7071 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7072 if (!animation[Person::players[i]->animTarget].attack &&
7073 Person::players[i]->animTarget != staggerbackhighanim &&
7074 Person::players[i]->animTarget != staggerbackhardanim &&
7075 Person::players[i]->animTarget != crouchremoveknifeanim &&
7076 Person::players[i]->animTarget != removeknifeanim &&
7077 Person::players[i]->animTarget != backhandspringanim &&
7078 Person::players[i]->animTarget != dodgebackanim &&
7079 Person::players[i]->animTarget != walljumprightkickanim &&
7080 Person::players[i]->animTarget != walljumpleftkickanim) {
7081 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7087 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7089 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7090 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7092 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7093 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7095 if (indialogue != -1) {
7096 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7097 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7103 Person::players[i]->avoidsomething = 0;
7105 //avoid flaming things
7106 for (int j = 0; j < objects.numobjects; j++)
7107 if (objects.onfire[j])
7108 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7109 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7110 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7111 Person::players[i]->collided = 0;
7112 Person::players[i]->avoidcollided = 1;
7113 if (Person::players[i]->avoidsomething == 0 ||
7114 distsq(&Person::players[i]->coords, &objects.position[j]) <
7115 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7116 Person::players[i]->avoidwhere = objects.position[j];
7117 Person::players[i]->avoidsomething = 1;
7121 //avoid flaming players
7122 for (int j = 0; j < Person::players.size(); j++)
7123 if (Person::players[j]->onfire)
7124 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7125 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7126 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7127 Person::players[i]->collided = 0;
7128 Person::players[i]->avoidcollided = 1;
7129 if (Person::players[i]->avoidsomething == 0 ||
7130 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7131 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7132 Person::players[i]->avoidwhere = Person::players[j]->coords;
7133 Person::players[i]->avoidsomething = 1;
7137 if (Person::players[i]->collided > .8)
7138 Person::players[i]->avoidcollided = 0;
7142 if (animation[Person::players[i]->animTarget].attack == reversed) {
7143 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7144 Person::players[i]->forwardkeydown = 0;
7145 Person::players[i]->leftkeydown = 0;
7146 Person::players[i]->backkeydown = 0;
7147 Person::players[i]->rightkeydown = 0;
7148 Person::players[i]->jumpkeydown = 0;
7149 Person::players[i]->attackkeydown = 0;
7150 //Person::players[i]->crouchkeydown=0;
7151 Person::players[i]->throwkeydown = 0;
7154 if (indialogue != -1) {
7155 Person::players[i]->forwardkeydown = 0;
7156 Person::players[i]->leftkeydown = 0;
7157 Person::players[i]->backkeydown = 0;
7158 Person::players[i]->rightkeydown = 0;
7159 Person::players[i]->jumpkeydown = 0;
7160 Person::players[i]->crouchkeydown = 0;
7161 Person::players[i]->drawkeydown = 0;
7162 Person::players[i]->throwkeydown = 0;
7165 if (Person::players[i]->collided < -.3)
7166 Person::players[i]->collided = -.3;
7167 if (Person::players[i]->collided > 1)
7168 Person::players[i]->collided = 1;
7169 Person::players[i]->collided -= multiplier * 4;
7170 Person::players[i]->whichdirectiondelay -= multiplier;
7171 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7172 Person::players[i]->avoidcollided = -.3;
7173 Person::players[i]->whichdirection = abs(Random() % 2);
7174 Person::players[i]->whichdirectiondelay = .4;
7176 if (Person::players[i]->avoidcollided > 1)
7177 Person::players[i]->avoidcollided = 1;
7178 Person::players[i]->avoidcollided -= multiplier / 4;
7179 if (!Person::players[i]->skeleton.free) {
7180 Person::players[i]->stunned -= multiplier;
7181 Person::players[i]->surprised -= multiplier;
7183 if (i != 0 && Person::players[i]->surprised <= 0 &&
7184 Person::players[i]->aitype == attacktypecutoff &&
7185 !Person::players[i]->dead &&
7186 !Person::players[i]->skeleton.free &&
7187 animation[Person::players[i]->animTarget].attack == neutral)
7190 if (!Person::players[i]->throwkeydown)
7191 Person::players[i]->throwtogglekeydown = 0;
7194 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7195 if (Person::players[i]->weaponactive == -1 &&
7196 Person::players[i]->num_weapons < 2 &&
7197 (Person::players[i]->isIdle() ||
7198 Person::players[i]->isCrouch() ||
7199 Person::players[i]->animTarget == sneakanim ||
7200 Person::players[i]->animTarget == rollanim ||
7201 Person::players[i]->animTarget == backhandspringanim ||
7202 Person::players[i]->isFlip() ||
7203 Person::players[i]->isFlip() ||
7204 Person::players[i]->aitype != playercontrolled)) {
7205 for (int j = 0; j < weapons.size(); j++) {
7206 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7207 Person::players[i]->aitype == playercontrolled) &&
7208 weapons[j].owner == -1 &&
7209 Person::players[i]->weaponactive == -1)
7210 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7211 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7212 if (Person::players[i]->isCrouch() ||
7213 Person::players[i]->animTarget == sneakanim ||
7214 Person::players[i]->isRun() ||
7215 Person::players[i]->isIdle() ||
7216 Person::players[i]->aitype != playercontrolled) {
7217 Person::players[i]->throwtogglekeydown = 1;
7218 Person::players[i]->setAnimation(crouchremoveknifeanim);
7219 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7220 Person::players[i]->hasvictim = 0;
7222 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7223 Person::players[i]->throwtogglekeydown = 1;
7224 Person::players[i]->hasvictim = 0;
7226 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7227 Person::players[i]->aitype == playercontrolled) &&
7228 weapons[j].owner == -1 ||
7229 Person::players[i]->victim &&
7230 weapons[j].owner == Person::players[i]->victim->id)
7231 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7232 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7233 if (weapons[j].getType() != staff)
7234 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7236 Person::players[i]->weaponactive = 0;
7237 weapons[j].owner = Person::players[i]->id;
7238 if (Person::players[i]->num_weapons > 0)
7239 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7240 Person::players[i]->num_weapons++;
7241 Person::players[i]->weaponids[0] = j;
7244 } else if ((Person::players[i]->isIdle() ||
7245 Person::players[i]->isFlip() ||
7246 Person::players[i]->aitype != playercontrolled) &&
7247 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7248 Person::players[i]->coords.y < weapons[j].position.y) {
7249 if (!Person::players[i]->isFlip()) {
7250 Person::players[i]->throwtogglekeydown = 1;
7251 Person::players[i]->setAnimation(removeknifeanim);
7252 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7254 if (Person::players[i]->isFlip()) {
7255 Person::players[i]->throwtogglekeydown = 1;
7256 Person::players[i]->hasvictim = 0;
7258 for (int k = 0; k < weapons.size(); k++) {
7259 if (Person::players[i]->weaponactive == -1)
7260 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7261 Person::players[i]->aitype == playercontrolled) &&
7262 weapons[k].owner == -1 ||
7263 Person::players[i]->victim &&
7264 weapons[k].owner == Person::players[i]->victim->id)
7265 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7266 Person::players[i]->weaponactive == -1) {
7267 if (weapons[k].getType() != staff)
7268 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7270 Person::players[i]->weaponactive = 0;
7271 weapons[k].owner = Person::players[i]->id;
7272 if (Person::players[i]->num_weapons > 0)
7273 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7274 Person::players[i]->num_weapons++;
7275 Person::players[i]->weaponids[0] = k;
7282 if (Person::players[i]->isCrouch() ||
7283 Person::players[i]->animTarget == sneakanim ||
7284 Person::players[i]->isRun() ||
7285 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7286 Person::players[i]->animTarget == backhandspringanim) {
7287 if (Person::players.size() > 1)
7288 for (int j = 0; j < Person::players.size(); j++) {
7289 if (Person::players[i]->weaponactive == -1)
7291 if (Person::players[j]->num_weapons &&
7292 Person::players[j]->skeleton.free &&
7293 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7294 (((Person::players[j]->skeleton.forward.y < 0 &&
7295 Person::players[j]->weaponstuckwhere == 0) ||
7296 (Person::players[j]->skeleton.forward.y > 0 &&
7297 Person::players[j]->weaponstuckwhere == 1)) ||
7298 Person::players[j]->weaponstuck == -1 ||
7299 Person::players[j]->num_weapons > 1)) {
7300 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7301 Person::players[i]->throwtogglekeydown = 1;
7302 Person::players[i]->victim = Person::players[j];
7303 Person::players[i]->hasvictim = 1;
7304 Person::players[i]->setAnimation(crouchremoveknifeanim);
7305 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7307 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7308 Person::players[i]->throwtogglekeydown = 1;
7309 Person::players[i]->victim = Person::players[j];
7310 Person::players[i]->hasvictim = 1;
7311 int k = Person::players[j]->weaponids[0];
7312 if (Person::players[i]->hasvictim) {
7315 if (Person::players[i]->victim->weaponstuck != -1) {
7316 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7321 if (weapons[k].getType() != staff)
7322 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7325 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7327 Person::players[i]->weaponactive = 0;
7328 if (weapons[k].owner != -1) {
7329 if (Person::players[i]->victim->num_weapons == 1)
7330 Person::players[i]->victim->num_weapons = 0;
7332 Person::players[i]->victim->num_weapons = 1;
7334 Person::players[i]->victim->skeleton.longdead = 0;
7335 Person::players[i]->victim->skeleton.free = 1;
7336 Person::players[i]->victim->skeleton.broken = 0;
7338 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7339 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7340 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7346 Normalise(&relative);
7347 XYZ footvel, footpoint;
7349 footpoint = weapons[k].position;
7350 if (Person::players[i]->victim->weaponstuck != -1) {
7351 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7353 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7354 weapons[k].bloody = 2;
7355 weapons[k].blooddrip = 5;
7356 Person::players[i]->victim->weaponstuck = -1;
7357 Person::players[i]->victim->bloodloss += 2000;
7358 Person::players[i]->victim->DoDamage(2000);
7361 if (Person::players[i]->victim->num_weapons > 0) {
7362 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7363 Person::players[i]->victim->weaponstuck = 0;
7364 if (Person::players[i]->victim->weaponids[0] == k)
7365 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7368 Person::players[i]->victim->weaponactive = -1;
7370 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7371 Person::players[i]->victim->jointVel(neck) += relative * 6;
7372 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7373 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7375 weapons[k].owner = i;
7376 if (Person::players[i]->num_weapons > 0) {
7377 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7379 Person::players[i]->num_weapons++;
7380 Person::players[i]->weaponids[0] = k;
7387 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7388 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7389 if (Person::players[i]->isIdle() ||
7390 Person::players[i]->isRun() ||
7391 Person::players[i]->isCrouch() ||
7392 Person::players[i]->animTarget == sneakanim ||
7393 Person::players[i]->isFlip())
7394 if (Person::players.size() > 1)
7395 for (int j = 0; j < Person::players.size(); j++) {
7397 if (tutoriallevel != 1 || tutorialstage == 49)
7399 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7400 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7401 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7402 !Person::players[j]->skeleton.free &&
7403 -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)) {
7404 if (!Person::players[i]->isFlip()) {
7405 Person::players[i]->throwtogglekeydown = 1;
7406 Person::players[i]->victim = Person::players[j];
7407 Person::players[i]->setAnimation(knifethrowanim);
7408 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7409 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7411 if (Person::players[i]->isFlip()) {
7412 if (Person::players[i]->weaponactive != -1) {
7413 Person::players[i]->throwtogglekeydown = 1;
7414 Person::players[i]->victim = Person::players[j];
7416 weapons[Person::players[i]->weaponids[0]].owner = -1;
7417 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);
7420 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7422 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7423 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7424 weapons[Person::players[i]->weaponids[0]].missed = 0;
7425 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7426 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7427 weapons[Person::players[i]->weaponids[0]].physics = 0;
7428 Person::players[i]->num_weapons--;
7429 if (Person::players[i]->num_weapons) {
7430 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7432 Person::players[i]->weaponactive = -1;
7439 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7440 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7441 Person::players[i]->throwtogglekeydown = 1;
7442 weapons[Person::players[i]->weaponids[0]].owner = -1;
7443 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7444 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7445 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7446 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7447 weapons[Person::players[i]->weaponids[0]].missed = 1;
7448 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7449 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7450 weapons[Person::players[i]->weaponids[0]].physics = 1;
7451 Person::players[i]->num_weapons--;
7452 if (Person::players[i]->num_weapons) {
7453 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7454 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7455 Person::players[i]->weaponstuck = 0;
7458 Person::players[i]->weaponactive = -1;
7459 for (int j = 0; j < Person::players.size(); j++) {
7460 Person::players[j]->wentforweapon = 0;
7468 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7469 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7470 (Person::players[i]->num_weapons == 2) &&
7471 (Person::players[i]->weaponactive == -1) &&
7472 Person::players[i]->isIdle() ||
7473 Person::players[0]->dead &&
7474 (Person::players[i]->weaponactive != -1) &&
7477 if (Person::players[i]->weaponactive != -1)
7478 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7480 if (isgood && Person::players[i]->creature != wolftype) {
7481 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7482 Person::players[i]->setAnimation(drawrightanim);
7483 Person::players[i]->drawtogglekeydown = 1;
7485 if ((Person::players[i]->isIdle() ||
7486 (Person::players[i]->aitype != playercontrolled &&
7487 Person::players[0]->weaponactive != -1 &&
7488 Person::players[i]->isRun())) &&
7489 Person::players[i]->num_weapons &&
7490 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7491 Person::players[i]->setAnimation(drawleftanim);
7492 Person::players[i]->drawtogglekeydown = 1;
7494 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7495 Person::players[i]->setAnimation(crouchdrawrightanim);
7496 Person::players[i]->drawtogglekeydown = 1;
7503 if (Person::players[i]->weaponactive != -1) {
7504 if (Person::players[i]->isCrouch() &&
7505 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7507 Person::players[i]->onterrain &&
7508 Person::players[i]->num_weapons &&
7509 Person::players[i]->attackkeydown &&
7510 musictype != stream_fighttheme) {
7511 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7512 Person::players[i]->setAnimation(crouchstabanim);
7513 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7514 Person::players[i]->setAnimation(swordgroundstabanim);
7515 Person::players[i]->hasvictim = 0;
7519 if (!Person::players[i]->drawkeydown)
7520 Person::players[i]->drawtogglekeydown = 0;
7525 absflatfacing.z = -1;
7527 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7529 absflatfacing = flatfacing;
7531 if (indialogue != -1) {
7532 Person::players[i]->forwardkeydown = 0;
7533 Person::players[i]->leftkeydown = 0;
7534 Person::players[i]->backkeydown = 0;
7535 Person::players[i]->rightkeydown = 0;
7536 Person::players[i]->jumpkeydown = 0;
7537 Person::players[i]->crouchkeydown = 0;
7538 Person::players[i]->drawkeydown = 0;
7539 Person::players[i]->throwkeydown = 0;
7543 if (!animation[Person::players[i]->animTarget].attack &&
7544 Person::players[i]->animTarget != staggerbackhighanim &&
7545 Person::players[i]->animTarget != staggerbackhardanim &&
7546 Person::players[i]->animTarget != backhandspringanim &&
7547 Person::players[i]->animTarget != dodgebackanim) {
7548 if (!Person::players[i]->forwardkeydown)
7549 Person::players[i]->forwardstogglekeydown = 0;
7550 if (Person::players[i]->crouchkeydown) {
7554 Person::players[i]->superruntoggle = 1;
7555 if (Person::players.size() > 1)
7556 for (int j = 0; j < Person::players.size(); j++)
7557 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7558 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7559 Person::players[i]->superruntoggle = 0;
7562 if (Person::players.size() > 1)
7563 for (int j = 0; j < Person::players.size(); j++) {
7564 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7565 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7566 Person::players[j]->victim == Person::players[i] &&
7567 (Person::players[j]->animTarget == sweepanim ||
7568 Person::players[j]->animTarget == upunchanim ||
7569 Person::players[j]->animTarget == wolfslapanim ||
7570 ((Person::players[j]->animTarget == swordslashanim ||
7571 Person::players[j]->animTarget == knifeslashstartanim ||
7572 Person::players[j]->animTarget == staffhitanim ||
7573 Person::players[j]->animTarget == staffspinhitanim) &&
7574 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7583 Person::players[target]->Reverse();
7584 Person::players[i]->lowreversaldelay = .5;
7586 if (Person::players[i]->isIdle()) {
7587 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7588 Person::players[i]->transspeed = 10;
7590 if (Person::players[i]->isRun() ||
7591 (Person::players[i]->isStop() &&
7592 (Person::players[i]->leftkeydown ||
7593 Person::players[i]->rightkeydown ||
7594 Person::players[i]->forwardkeydown ||
7595 Person::players[i]->backkeydown))) {
7596 Person::players[i]->setAnimation(rollanim);
7597 Person::players[i]->transspeed = 20;
7600 if (!Person::players[i]->crouchkeydown) {
7602 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7603 Person::players[i]->superruntoggle = 0;
7605 if (Person::players[i]->isCrouch()) {
7606 if (Person::players.size() > 1)
7607 for (int j = 0; j < Person::players.size(); j++) {
7609 !Person::players[j]->skeleton.free &&
7610 Person::players[j]->victim &&
7611 Person::players[i]->highreversaldelay <= 0) {
7612 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7613 Person::players[j]->victim == Person::players[i] &&
7614 (Person::players[j]->animTarget == spinkickanim) &&
7615 Person::players[i]->isCrouch()) {
7624 Person::players[target]->Reverse();
7625 Person::players[i]->highreversaldelay = .5;
7627 if (Person::players[i]->isCrouch()) {
7628 if (!Person::players[i]->wasCrouch()) {
7629 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7630 Person::players[i]->frameCurrent = 0;
7632 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7633 Person::players[i]->transspeed = 10;
7636 if (Person::players[i]->animTarget == sneakanim) {
7637 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7638 Person::players[i]->transspeed = 10;
7641 if (Person::players[i]->forwardkeydown) {
7642 if (Person::players[i]->isIdle() ||
7643 (Person::players[i]->isStop() &&
7644 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7645 (Person::players[i]->isLanding() &&
7646 Person::players[i]->frameTarget > 0 &&
7647 !Person::players[i]->jumpkeydown) ||
7648 (Person::players[i]->isLandhard() &&
7649 Person::players[i]->frameTarget > 0 &&
7650 !Person::players[i]->jumpkeydown &&
7651 Person::players[i]->crouchkeydown)) {
7652 if (Person::players[i]->aitype == passivetype)
7653 Person::players[i]->setAnimation(walkanim);
7655 Person::players[i]->setAnimation(Person::players[i]->getRun());
7657 if (Person::players[i]->isCrouch()) {
7658 Person::players[i]->animTarget = sneakanim;
7659 if (Person::players[i]->wasCrouch())
7660 Person::players[i]->target = 0;
7661 Person::players[i]->frameTarget = 0;
7663 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7664 Person::players[i]->setAnimation(climbanim);
7665 Person::players[i]->frameTarget = 1;
7666 Person::players[i]->jumpclimb = 1;
7668 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7669 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7671 Person::players[i]->forwardstogglekeydown = 1;
7674 if (Person::players[i]->rightkeydown) {
7675 if (Person::players[i]->isIdle() ||
7676 (Person::players[i]->isStop() &&
7677 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7678 (Person::players[i]->isLanding() &&
7679 Person::players[i]->frameTarget > 0 &&
7680 !Person::players[i]->jumpkeydown) ||
7681 (Person::players[i]->isLandhard() &&
7682 Person::players[i]->frameTarget > 0 &&
7683 !Person::players[i]->jumpkeydown &&
7684 Person::players[i]->crouchkeydown)) {
7685 Person::players[i]->setAnimation(Person::players[i]->getRun());
7687 if (Person::players[i]->isCrouch()) {
7688 Person::players[i]->animTarget = sneakanim;
7689 if (Person::players[i]->wasCrouch())
7690 Person::players[i]->target = 0;
7691 Person::players[i]->frameTarget = 0;
7693 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7694 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7696 Person::players[i]->targetyaw -= 90;
7697 if (Person::players[i]->forwardkeydown)
7698 Person::players[i]->targetyaw += 45;
7699 if (Person::players[i]->backkeydown)
7700 Person::players[i]->targetyaw -= 45;
7703 if ( Person::players[i]->leftkeydown) {
7704 if (Person::players[i]->isIdle() ||
7705 (Person::players[i]->isStop() &&
7706 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7707 (Person::players[i]->isLanding() &&
7708 Person::players[i]->frameTarget > 0 &&
7709 !Person::players[i]->jumpkeydown) ||
7710 (Person::players[i]->isLandhard() &&
7711 Person::players[i]->frameTarget > 0 &&
7712 !Person::players[i]->jumpkeydown &&
7713 Person::players[i]->crouchkeydown)) {
7714 Person::players[i]->setAnimation(Person::players[i]->getRun());
7716 if (Person::players[i]->isCrouch()) {
7717 Person::players[i]->animTarget = sneakanim;
7718 if (Person::players[i]->wasCrouch())
7719 Person::players[i]->target = 0;
7720 Person::players[i]->frameTarget = 0;
7722 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7723 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7725 Person::players[i]->targetyaw += 90;
7726 if (Person::players[i]->forwardkeydown)
7727 Person::players[i]->targetyaw -= 45;
7728 if (Person::players[i]->backkeydown)
7729 Person::players[i]->targetyaw += 45;
7732 if (Person::players[i]->backkeydown) {
7733 if (Person::players[i]->isIdle() ||
7734 (Person::players[i]->isStop() &&
7735 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7736 (Person::players[i]->isLanding() &&
7737 Person::players[i]->frameTarget > 0 &&
7738 !Person::players[i]->jumpkeydown) ||
7739 (Person::players[i]->isLandhard() &&
7740 Person::players[i]->frameTarget > 0 &&
7741 !Person::players[i]->jumpkeydown &&
7742 Person::players[i]->crouchkeydown)) {
7743 Person::players[i]->setAnimation(Person::players[i]->getRun());
7745 if (Person::players[i]->isCrouch()) {
7746 Person::players[i]->animTarget = sneakanim;
7747 if (Person::players[i]->wasCrouch())
7748 Person::players[i]->target = 0;
7749 Person::players[i]->frameTarget = 0;
7751 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7752 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7754 if (Person::players[i]->animTarget == hanganim) {
7755 Person::players[i]->animCurrent = jumpdownanim;
7756 Person::players[i]->animTarget = jumpdownanim;
7757 Person::players[i]->target = 0;
7758 Person::players[i]->frameCurrent = 0;
7759 Person::players[i]->frameTarget = 1;
7760 Person::players[i]->velocity = 0;
7761 Person::players[i]->velocity.y += gravity;
7762 Person::players[i]->coords.y -= 1.4;
7763 Person::players[i]->grabdelay = 1;
7765 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7766 Person::players[i]->targetyaw += 180;
7769 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7770 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7771 Person::players[i]->isRun() ||
7772 Person::players[i]->animTarget == walkanim ||
7773 Person::players[i]->isCrouch() ||
7774 Person::players[i]->animTarget == sneakanim) &&
7775 Person::players[i]->jumppower > 1) &&
7776 ((Person::players[i]->animTarget != rabbitrunninganim &&
7777 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7778 Person::players[i]->jumpstart = 0;
7779 Person::players[i]->setAnimation(jumpupanim);
7780 Person::players[i]->yaw = Person::players[i]->targetyaw;
7781 Person::players[i]->transspeed = 20;
7782 Person::players[i]->FootLand(0, 1);
7783 Person::players[i]->FootLand(1, 1);
7787 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7790 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7792 Person::players[i]->velocity = 0;
7796 if (Person::players.size() > 1)
7797 for (int j = 0; j < Person::players.size(); j++) {
7798 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7799 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7800 (Person::players[j]->victim == Person::players[i]) &&
7801 (Person::players[j]->animTarget == sweepanim)) {
7810 Person::players[i]->velocity.y = 1;
7812 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7813 Person::players[i]->velocity.y = 7;
7814 Person::players[i]->crouchtogglekeydown = 1;
7815 } else Person::players[i]->velocity.y = 5;
7817 if (mousejump && i == 0 && debugmode) {
7818 if (!Person::players[i]->isLanding())
7819 Person::players[i]->tempdeltav = deltav;
7820 if (Person::players[i]->tempdeltav < 0)
7821 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7824 Person::players[i]->coords.y += .2;
7825 Person::players[i]->jumppower -= 1;
7828 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7830 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7832 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7833 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7834 Person::players[i]->frameTarget = 2;
7835 Person::players[i]->landhard = 0;
7836 Person::players[i]->jumpstart = 1;
7837 Person::players[i]->tempdeltav = deltav;
7839 if (Person::players[i]->animTarget == jumpupanim &&
7843 Person::players[i]->aitype != playercontrolled)) {
7844 if (Person::players[i]->jumppower > multiplier * 6) {
7845 Person::players[i]->velocity.y += multiplier * 6;
7846 Person::players[i]->jumppower -= multiplier * 6;
7848 if (Person::players[i]->jumppower <= multiplier * 6) {
7849 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7850 Person::players[i]->jumppower = 0;
7853 if (((floatjump || editorenabled) && debugmode) && i == 0)
7854 Person::players[i]->velocity.y += multiplier * 30;
7858 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7859 Person::players[i]->setAnimation(Person::players[i]->getStop());
7860 if (Person::players[i]->animTarget == sneakanim) {
7861 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7862 if (Person::players[i]->animCurrent == sneakanim)
7863 Person::players[i]->target = 0;
7864 Person::players[i]->frameTarget = 0;
7867 if (Person::players[i]->animTarget == walkanim &&
7868 (Person::players[i]->aitype == attacktypecutoff ||
7869 Person::players[i]->aitype == searchtype ||
7870 (Person::players[i]->aitype == passivetype &&
7871 Person::players[i]->numwaypoints <= 1)))
7872 Person::players[i]->setAnimation(Person::players[i]->getStop());
7873 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7874 Person::players[i]->setAnimation(Person::players[i]->getStop());
7877 if (Person::players[i]->animTarget == rollanim)
7878 Person::players[i]->targetyaw = oldtargetyaw;
7882 for (int k = 0; k < Person::players.size(); k++) {
7883 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7884 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7885 Person::players[k]->yaw -= 360;
7887 Person::players[k]->yaw += 360;
7890 //stop to turn in right direction
7891 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7892 Person::players[k]->setAnimation(Person::players[k]->getStop());
7894 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7895 Person::players[k]->targettilt = 0;
7897 if (Person::players[k]->animTarget != jumpupanim &&
7898 Person::players[k]->animTarget != backhandspringanim &&
7899 Person::players[k]->animTarget != jumpdownanim &&
7900 !Person::players[k]->isFlip()) {
7901 Person::players[k]->targettilt = 0;
7902 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7903 Person::players[k]->jumppower = 0;
7904 Person::players[k]->jumppower += multiplier * 7;
7905 if (Person::players[k]->isCrouch())
7906 Person::players[k]->jumppower += multiplier * 7;
7907 if (Person::players[k]->jumppower > 5)
7908 Person::players[k]->jumppower = 5;
7911 if (Person::players[k]->isRun())
7912 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7914 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7915 Person::players[k]->grabdelay -= multiplier;
7919 for (int k = 0; k < Person::players.size(); k++) {
7920 Person::players[k]->DoAnimations();
7921 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7922 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7928 for (int j = numenvsounds - 1; j >= 0; j--) {
7929 envsoundlife[j] -= multiplier;
7930 if (envsoundlife[j] < 0) {
7932 envsoundlife[j] = envsoundlife[numenvsounds];
7933 envsound[j] = envsound[numenvsounds];
7937 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7939 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7941 if (tutoriallevel == 1) {
7958 if (tutorialstage >= 51)
7959 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7960 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7961 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7963 emit_stream_np(stream_menutheme);
7972 if (tutorialstage < 51)
7973 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7974 emit_sound_at(fireendsound, Person::players[0]->coords);
7976 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7980 if (tutorialstage >= 14 && tutorialstage < 50)
7981 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7982 emit_sound_at(fireendsound, Person::players[1]->coords);
7984 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7985 if (Random() % 2 == 0) {
7986 if (!Person::players[1]->skeleton.free)
7987 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7988 if (Person::players[1]->skeleton.free)
7989 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7990 if (!Person::players[1]->skeleton.free)
7991 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;
7992 if (Person::players[1]->skeleton.free)
7993 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7994 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7998 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7999 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8000 Person::players[1]->skeleton.joints[i].velocity = 0;
8001 if (Random() % 2 == 0) {
8002 if (!Person::players[1]->skeleton.free)
8003 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8004 if (Person::players[1]->skeleton.free)
8005 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8006 if (!Person::players[1]->skeleton.free)
8007 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;
8008 if (Person::players[1]->skeleton.free)
8009 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8010 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8018 static float gLoc[3];
8022 static float vel[3];
8023 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8024 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8025 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8027 //Set orientation with forward and up vectors
8028 static XYZ upvector;
8032 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8033 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8038 facing = DoRotation(facing, -pitch, 0, 0);
8039 facing = DoRotation(facing, 0, 0 - yaw, 0);
8042 static float ori[6];
8046 ori[3] = -upvector.x;
8047 ori[4] = upvector.y;
8048 ori[5] = -upvector.z;
8050 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8057 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8061 void Game::TickOnce()
8064 yaw += multiplier * 5;
8065 else if (directing || indialogue == -1) {
8068 pitch += deltav * .7;
8070 pitch -= deltav * .7;
8078 void Game::TickOnceAfter()
8080 static XYZ colviewer;
8081 static XYZ coltarget;
8085 static float changedelay;
8086 static bool alldead;
8087 static float unseendelay;
8088 static float cameraspeed;
8091 static int oldmusictype = musictype;
8093 if (environment == snowyenvironment)
8094 leveltheme = stream_snowtheme;
8095 if (environment == grassyenvironment)
8096 leveltheme = stream_grasstheme;
8097 if (environment == desertenvironment)
8098 leveltheme = stream_deserttheme;
8102 musictype = leveltheme;
8103 for (int i = 0; i < Person::players.size(); i++) {
8104 if ((Person::players[i]->aitype == attacktypecutoff ||
8105 Person::players[i]->aitype == getweapontype ||
8106 Person::players[i]->aitype == gethelptype ||
8107 Person::players[i]->aitype == searchtype) &&
8108 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8109 (Person::players[i]->animTarget != sneakattackedanim &&
8110 Person::players[i]->animTarget != knifesneakattackedanim &&
8111 Person::players[i]->animTarget != swordsneakattackedanim)) {
8112 musictype = stream_fighttheme;
8116 if (Person::players[0]->dead)
8117 musictype = stream_menutheme;
8120 if (musictype == stream_fighttheme)
8123 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8124 unseendelay -= multiplier;
8125 if (unseendelay > 0)
8126 musictype = stream_fighttheme;
8131 musictype = stream_menutheme;
8132 musicvolume[2] = 512;
8139 if (musictype != oldmusictype && musictype == stream_fighttheme)
8140 emit_sound_np(alarmsound);
8141 musicselected = musictype;
8143 if (musicselected == leveltheme)
8144 musicvolume[0] += multiplier * 450;
8146 musicvolume[0] -= multiplier * 450;
8147 if (musicselected == stream_fighttheme)
8148 musicvolume[1] += multiplier * 450;
8150 musicvolume[1] -= multiplier * 450;
8151 if (musicselected == stream_menutheme)
8152 musicvolume[2] += multiplier * 450;
8154 musicvolume[2] -= multiplier * 450;
8156 for (int i = 0; i < 3; i++) {
8157 if (musicvolume[i] < 0)
8159 if (musicvolume[i] > 512)
8160 musicvolume[i] = 512;
8163 if (musicvolume[2] > 128 && !loading && !mainmenu)
8164 musicvolume[2] = 128;
8167 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8168 emit_stream_np(leveltheme, musicvolume[0]);
8169 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8170 emit_stream_np(stream_fighttheme, musicvolume[1]);
8171 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8172 emit_stream_np(stream_menutheme, musicvolume[2]);
8173 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8174 pause_sound(leveltheme);
8175 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8176 pause_sound(stream_fighttheme);
8177 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8178 pause_sound(stream_menutheme);
8180 if (musicvolume[0] != oldmusicvolume[0])
8181 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8182 if (musicvolume[1] != oldmusicvolume[1])
8183 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8184 if (musicvolume[2] != oldmusicvolume[2])
8185 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8187 for (int i = 0; i < 3; i++)
8188 oldmusicvolume[i] = musicvolume[i];
8190 pause_sound(leveltheme);
8191 pause_sound(stream_fighttheme);
8192 pause_sound(stream_menutheme);
8194 for (int i = 0; i < 4; i++) {
8195 oldmusicvolume[i] = 0;
8201 for (int i = 0; i < numhotspots; i++) {
8202 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8203 if (Person::players[hotspottype[i] - 10]->dead == 0)
8205 else if (killhotspot == 2)
8209 if (killhotspot == 2)
8214 for (int i = 0; i < numhotspots; i++)
8215 if (hotspottype[i] == -1)
8216 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8220 for (int i = 1; i < Person::players.size(); i++)
8221 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8223 if (numalarmed > maxalarmed)
8224 maxalarmed = numalarmed;
8226 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8227 if (Person::players[0]->dead && changedelay <= 0) {
8229 targetlevel = whichlevel;
8232 for (int i = 1; i < Person::players.size(); i++) {
8233 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8240 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8242 targetlevel = whichlevel + 1;
8243 if (targetlevel > numchallengelevels - 1)
8246 if (winhotspot || windialogue) {
8248 targetlevel = whichlevel + 1;
8249 if (targetlevel > numchallengelevels - 1)
8256 targetlevel = whichlevel + 1;
8257 if (targetlevel > numchallengelevels - 1)
8261 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8262 //high scores, awards, win
8264 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8267 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8275 if (leveltime < 1) {
8283 if (!editorenabled && gameon && !mainmenu) {
8284 if (changedelay != -999)
8285 changedelay -= multiplier / 7;
8286 if (Person::players[0]->dead)
8287 targetlevel = whichlevel;
8288 if (loading == 2 && !campaign) {
8291 fireSound(firestartsound);
8293 if (!Person::players[0]->dead && targetlevel != whichlevel)
8294 startbonustotal = bonustotal;
8295 if (Person::players[0]->dead)
8296 Loadlevel(whichlevel);
8298 Loadlevel(targetlevel);
8304 if (loading == 2 && targetlevel == whichlevel) {
8308 fireSound(firestartsound);
8310 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8316 if (changedelay <= -999 &&
8319 (Person::players[0]->dead ||
8320 (alldead && maptype == mapkilleveryone) ||
8324 if ((Person::players[0]->dead ||
8325 (alldead && maptype == mapkilleveryone) ||
8330 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8334 if (Person::players[0]->dead)
8340 // campaignchoosenext determines what to do when the level is complete:
8341 // 0 = load next level
8342 // 1 = go back to level select screen
8343 // 2 = stealthload next level
8344 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8345 if (campaignlevels[actuallevel].nextlevel.empty())
8347 } else if (mainmenu == 0 && winfreeze) {
8348 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8350 if (!stealthloading) {
8351 fireSound(firestartsound);
8356 startbonustotal = 0;
8366 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8369 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8373 pause_sound(stream_menutheme);
8384 oldmusictype = musictype;
8390 facing = DoRotation(facing, -pitch, 0, 0);
8391 facing = DoRotation(facing, 0, 0 - yaw, 0);
8392 viewerfacing = facing;
8395 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8396 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;
8398 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;
8400 if (Person::players[0]->skeleton.free) {
8401 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8402 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8403 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8407 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8409 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8410 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8412 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8414 coltarget = target - cameraloc;
8415 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8418 Normalise(&coltarget);
8419 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8420 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8422 cameraloc = cameraloc + coltarget * multiplier * 8;
8426 cameradist += multiplier * 5;
8427 if (cameradist > 2.3)
8429 viewer = cameraloc - facing * cameradist;
8431 coltarget = cameraloc;
8432 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8433 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8434 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8435 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8437 coltarget = cameraloc;
8438 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8441 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8442 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8443 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8445 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8449 cameradist = findDistance(&viewer, &target);
8450 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8451 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8452 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8456 //what did autocam do?
8457 if(Person::players[0]->skeleton.free!=2&&autocam){
8459 if(findLengthfast(&Person::players[0]->velocity)>400){
8460 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8462 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8463 cameradist+=multiplier*5;
8464 if(cameradist>3.3)cameradist=3.3;
8465 coltarget=target-cameraloc;
8466 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8467 else if(findLengthfast(&coltarget)>1)
8469 Normalise(&coltarget);
8470 if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8471 else cameraloc=cameraloc+coltarget*multiplier*8;
8473 if(editorenabled)cameraloc=target;
8476 coltarget=cameraloc;
8477 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8478 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8479 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8480 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8482 coltarget=cameraloc;
8483 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8485 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8486 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8487 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8489 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8493 cameradist=findDistance(&viewer,&target);
8494 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8495 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8496 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8500 if (camerashake > .8)
8502 //if(woozy>10)woozy=10;
8503 //woozy+=multiplier;
8504 woozy += multiplier;
8505 if (Person::players[0]->dead)
8507 if (Person::players[0]->dead)
8509 camerashake -= multiplier * 2;
8510 blackout -= multiplier * 2;
8511 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8512 if (camerashake < 0)
8516 //if(woozy<0)woozy=0;
8518 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8519 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8520 viewer.z += (float)(Random() % 100) * .0005 * camerashake;