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.
24 #include <sys/types.h>
34 #include "openal_wrapper.h"
37 #include "Animation.h"
46 // Added more evilness needed for MSVC
48 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
49 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
53 extern float multiplier;
55 extern int environment;
56 extern Terrain terrain;
57 extern float screenwidth, screenheight;
60 extern float texdetail;
61 extern Objects objects;
63 extern float slomodelay;
64 extern bool floatjump;
67 extern float camerashake;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
82 extern bool keyboardfrozen;
83 extern bool loadingstuff;
84 extern XYZ windvector;
85 extern bool debugmode;
86 static int leveltheme;
88 extern int oldmainmenu;
89 extern bool visibleloading;
90 extern XYZ envsound[30];
91 extern float envsoundvol[30];
92 extern int numenvsounds;
93 extern float envsoundlife[30];
94 extern float usermousesensitivity;
95 extern bool ismotionblur;
96 extern bool showdamagebar; // (des)activate the damage bar
98 extern float tintr, tintg, tintb;
99 extern bool skyboxtexture;
100 extern float skyboxr;
101 extern float skyboxg;
102 extern float skyboxb;
103 extern float skyboxlightr;
104 extern float skyboxlightg;
105 extern float skyboxlightb;
106 extern float fadestart;
107 extern float slomospeed;
108 extern float slomofreq;
109 extern int tutoriallevel;
110 extern float smoketex;
111 extern float tutorialstagetime;
112 extern int tutorialstage;
113 extern float tutorialmaxtime;
114 extern float tutorialsuccess;
115 extern bool againbonus;
116 extern bool reversaltrain;
117 extern bool canattack;
118 extern bool cananger;
119 extern float damagedealt;
121 extern int editoractive;
122 extern int editorpathtype;
123 extern TGAImageRec texture;
125 extern float hostiletime;
127 extern bool gamestarted;
129 extern int numhotspots;
130 extern int killhotspot;
131 extern XYZ hotspot[40];
132 extern int hotspottype[40];
133 extern float hotspotsize[40];
134 extern char hotspottext[40][256];
135 extern int currenthotspot;
139 extern bool stillloading;
140 extern bool winfreeze;
142 extern bool campaign;
146 void Loadlevel(int which);
147 void Loadlevel(const char *name);
160 std::string description;
163 0 = Immediately load next level at the end of this one.
164 1 = Go back to the world map.
165 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
167 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
168 std::vector<int> nextlevel;
170 CampaignLevel() : width(10) {
176 return 30 + 120 + location.x * 400 / 512;
179 return 30 + 30 + (512 - location.y) * 400 / 512;
182 return getStartX() + width;
185 return getStartY() + width;
189 center.x = getStartX() + width / 2;
190 center.y = getStartY() + width / 2;
196 istream& operator<< (istream& is) {
203 for (unsigned pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
204 description.replace(pos, 1, 1, ' ');
211 for (int j = 0; j < numnext; j++) {
214 nextlevel.push_back(next - 1);
222 friend istream& operator>> (istream& is, CampaignLevel& cl) {
230 vector<CampaignLevel> campaignlevels;
233 bool winhotspot = false;
234 bool windialogue = false;
237 float cameradist = 0;
238 bool oldattackkey = 0;
240 float musicvolume[4] = {};
241 float oldmusicvolume[4] = {};
242 int musicselected = 0;
246 static const char *rabbitskin[] = {
247 ":Data:Textures:Fur3.jpg",
248 ":Data:Textures:Fur.jpg",
249 ":Data:Textures:Fur2.jpg",
250 ":Data:Textures:Lynx.jpg",
251 ":Data:Textures:Otter.jpg",
252 ":Data:Textures:Opal.jpg",
253 ":Data:Textures:Sable.jpg",
254 ":Data:Textures:Chocolate.jpg",
255 ":Data:Textures:BW2.jpg",
256 ":Data:Textures:WB2.jpg"
259 static const char *wolfskin[] = {
260 ":Data:Textures:Wolf.jpg",
261 ":Data:Textures:Darkwolf.jpg",
262 ":Data:Textures:Snowwolf.jpg"
265 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
266 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 static const char **creatureskin[] = {rabbitskin, wolfskin};
270 /* Return true if PFX is a prefix of STR (case-insensitive). */
271 static bool stripfx(const char *str, const char *pfx)
273 return !strncasecmp(str, pfx, strlen(pfx));
276 static const char *cmd_names[] = {
277 #define DECLARE_COMMAND(cmd) #cmd,
278 #include "ConsoleCmds.h"
279 #undef DECLARE_COMMAND
282 typedef void (*console_handler)(const char *args);
284 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
285 #include "ConsoleCmds.h"
286 #undef DECLARE_COMMAND
288 static console_handler cmd_handlers[] = {
289 #define DECLARE_COMMAND(cmd) ch_##cmd,
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
298 // TODO: this is slightly incorrect
299 inline float roughDirection(XYZ vec)
302 float angle = -asin(-vec.x) * 180 / M_PI;
307 inline float roughDirectionTo(XYZ start, XYZ end)
309 return roughDirection(end - start);
311 inline float pitchOf(XYZ vec)
314 return -asin(vec.y) * 180 / M_PI;
316 inline float pitchTo(XYZ start, XYZ end)
318 return pitchOf(end - start);
320 inline float sq(float n)
324 inline float stepTowardf(float from, float to, float by)
326 if (fabs(from - to) < by)
334 void playdialogueboxsound()
337 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
338 temppos = temppos - viewer;
343 switch (dialogueboxsound[whichdialogue][indialogue]) {
348 sound = consolefailsound;
351 sound = consolesuccesssound;
354 sound = firestartsound;
357 sound = fireendsound;
360 sound = rabbitchitter;
363 sound = rabbitchitter2;
366 sound = rabbitpainsound;
369 sound = rabbitpain1sound;
372 sound = rabbitattacksound;
375 sound = rabbitattack2sound;
378 sound = rabbitattack3sound;
381 sound = rabbitattack4sound;
405 sound = barkgrowlsound;
411 emit_sound_at(sound, temppos);
414 // ================================================================
416 bool AddClothes(const char *fileName, GLubyte *array)
420 unsigned char fileNamep[256];
421 CopyCStringToPascal(fileName, fileNamep);
423 opened = upload_image( fileNamep , 1);
428 if (tintr > 1) tintr = 1;
429 if (tintg > 1) tintg = 1;
430 if (tintb > 1) tintb = 1;
432 if (tintr < 0) tintr = 0;
433 if (tintg < 0) tintg = 0;
434 if (tintb < 0) tintb = 0;
436 int bytesPerPixel = texture.bpp / 8;
440 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
441 if (bytesPerPixel == 3)
443 else if ((i + 1) % 4 == 0)
444 alphanum = texture.data[i];
446 if ((i + 1) % 4 || bytesPerPixel == 3) {
448 texture.data[i] *= tintr;
450 texture.data[i] *= tintg;
452 texture.data[i] *= tintb;
453 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
464 static void ch_quit(const char *args)
469 static void ch_map(const char *args)
476 static void ch_save(const char *args)
479 snprintf(buf, 63, ":Data:Maps:%s", args);
484 tfile = fopen( ConvertFileName(buf), "wb" );
485 fpackf(tfile, "Bi", mapvers);
486 fpackf(tfile, "Bi", maptype);
487 fpackf(tfile, "Bi", hostile);
488 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
489 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
490 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
491 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
492 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
493 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
494 for (int j = 0; j < Person::players[0]->num_weapons; j++)
495 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
497 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
498 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
499 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
500 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
502 fpackf(tfile, "Bi", Person::players[0]->numclothes);
504 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
506 fpackf(tfile, "Bi", numdialogues);
508 for (int k = 0; k < numdialogues; k++) {
509 fpackf(tfile, "Bi", numdialogueboxes[k]);
510 fpackf(tfile, "Bi", dialoguetype[k]);
511 for (int l = 0; l < 10; l++) {
512 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
513 fpackf(tfile, "Bf", participantyaw[k][l]);
515 for (int l = 0; l < numdialogueboxes[k]; l++) {
516 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
517 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
518 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
519 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
520 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
522 int templength = strlen(dialoguetext[k][l]);
523 fpackf(tfile, "Bi", (templength));
524 for (int m = 0; m < templength; m++) {
525 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
526 if (dialoguetext[k][l][m] == '\0')
530 templength = strlen(dialoguename[k][l]);
531 fpackf(tfile, "Bi", templength);
532 for (int m = 0; m < templength; m++) {
533 fpackf(tfile, "Bb", dialoguename[k][l][m]);
534 if (dialoguename[k][l][m] == '\0')
538 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
539 fpackf(tfile, "Bi", participantfocus[k][l]);
540 fpackf(tfile, "Bi", participantaction[k][l]);
542 for (int m = 0; m < 10; m++)
543 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
545 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
549 for (int k = 0; k < Person::players[0]->numclothes; k++) {
550 int templength = strlen(Person::players[0]->clothes[k]);
551 fpackf(tfile, "Bi", templength);
552 for (int l = 0; l < templength; l++)
553 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
554 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
557 fpackf(tfile, "Bi", environment);
559 fpackf(tfile, "Bi", objects.numobjects);
561 for (int k = 0; k < objects.numobjects; k++)
562 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
563 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
565 fpackf(tfile, "Bi", numhotspots);
566 for (int i = 0; i < numhotspots; i++) {
567 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
568 int templength = strlen(hotspottext[i]);
569 fpackf(tfile, "Bi", templength);
570 for (int l = 0; l < templength; l++)
571 fpackf(tfile, "Bb", hotspottext[i][l]);
574 fpackf(tfile, "Bi", Person::players.size());
575 if (Person::players.size() > maxplayers) {
576 cout << "Warning: this level contains more players than allowed" << endl;
578 for (int j = 1; j < Person::players.size(); j++) {
579 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
580 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
581 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
582 if (Person::players[j]->num_weapons < 5)
583 for (int k = 0; k < Person::players[j]->num_weapons; k++)
584 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
585 if (Person::players[j]->numwaypoints < 30) {
586 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
587 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
588 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
589 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
590 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
591 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
593 fpackf(tfile, "Bi", Person::players[j]->waypoint);
595 Person::players[j]->numwaypoints = 0;
596 Person::players[j]->waypoint = 0;
597 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
600 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
601 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
602 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
603 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
605 float headprop, bodyprop, armprop, legprop;
606 if (Person::players[j]->creature == wolftype) {
607 headprop = Person::players[j]->proportionhead.x / 1.1;
608 bodyprop = Person::players[j]->proportionbody.x / 1.1;
609 armprop = Person::players[j]->proportionarms.x / 1.1;
610 legprop = Person::players[j]->proportionlegs.x / 1.1;
611 } else if (Person::players[j]->creature == rabbittype) {
612 headprop = Person::players[j]->proportionhead.x / 1.2;
613 bodyprop = Person::players[j]->proportionbody.x / 1.05;
614 armprop = Person::players[j]->proportionarms.x / 1.00;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
618 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
620 fpackf(tfile, "Bi", Person::players[j]->numclothes);
621 if (Person::players[j]->numclothes)
622 for (int k = 0; k < Person::players[j]->numclothes; k++) {
624 templength = strlen(Person::players[j]->clothes[k]);
625 fpackf(tfile, "Bi", templength);
626 for (int l = 0; l < templength; l++)
627 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
628 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
632 fpackf(tfile, "Bi", numpathpoints);
633 for (int j = 0; j < numpathpoints; j++) {
634 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
635 for (int k = 0; k < numpathpointconnect[j]; k++)
636 fpackf(tfile, "Bi", pathpointconnect[j][k]);
639 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
644 static void ch_cellar(const char *args)
646 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
649 static void ch_tint(const char *args)
651 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
654 static void ch_tintr(const char *args)
659 static void ch_tintg(const char *args)
664 static void ch_tintb(const char *args)
669 static void ch_speed(const char *args)
671 Person::players[0]->speedmult = atof(args);
674 static void ch_strength(const char *args)
676 Person::players[0]->power = atof(args);
679 static void ch_power(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_size(const char *args)
686 Person::players[0]->scale = atof(args) * .2;
689 static int findClosestPlayer()
692 float closestdist = std::numeric_limits<float>::max();
694 for (int i = 1; i < Person::players.size(); i++) {
695 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
696 if (distance < closestdist) {
697 closestdist = distance;
704 static int findClosestObject()
707 float closestdist = std::numeric_limits<float>::max();
709 for (int i = 0; i < objects.numobjects; i++) {
710 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
711 if (distance < closestdist) {
712 closestdist = distance;
719 static void ch_sizenear(const char *args)
721 int closest = findClosestPlayer();
723 Person::players[closest]->scale = atof(args) * .2;
726 static void set_proportion(int pnum, const char *args)
728 float headprop, bodyprop, armprop, legprop;
730 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
732 if (Person::players[pnum]->creature == wolftype) {
733 Person::players[pnum]->proportionhead = 1.1 * headprop;
734 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
735 Person::players[pnum]->proportionarms = 1.1 * armprop;
736 Person::players[pnum]->proportionlegs = 1.1 * legprop;
737 } else if (Person::players[pnum]->creature == rabbittype) {
738 Person::players[pnum]->proportionhead = 1.2 * headprop;
739 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.00 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
746 static void ch_proportion(const char *args)
748 set_proportion(0, args);
751 static void ch_proportionnear(const char *args)
753 int closest = findClosestPlayer();
755 set_proportion(closest, args);
758 static void set_protection(int pnum, const char *args)
760 float head, high, low;
761 sscanf(args, "%f%f%f", &head, &high, &low);
763 Person::players[pnum]->protectionhead = head;
764 Person::players[pnum]->protectionhigh = high;
765 Person::players[pnum]->protectionlow = low;
768 static void ch_protection(const char *args)
770 set_protection(0, args);
773 static void ch_protectionnear(const char *args)
775 int closest = findClosestPlayer();
777 set_protection(closest, args);
780 static void set_armor(int pnum, const char *args)
782 float head, high, low;
783 sscanf(args, "%f%f%f", &head, &high, &low);
785 Person::players[pnum]->armorhead = head;
786 Person::players[pnum]->armorhigh = high;
787 Person::players[pnum]->armorlow = low;
790 static void ch_armor(const char *args)
795 static void ch_armornear(const char *args)
797 int closest = findClosestPlayer();
799 set_armor(closest, args);
802 static void ch_protectionreset(const char *args)
804 set_protection(0, "1 1 1");
805 set_armor(0, "1 1 1");
808 static void set_metal(int pnum, const char *args)
810 float head, high, low;
811 sscanf(args, "%f%f%f", &head, &high, &low);
813 Person::players[pnum]->metalhead = head;
814 Person::players[pnum]->metalhigh = high;
815 Person::players[pnum]->metallow = low;
818 static void ch_metal(const char *args)
823 static void set_noclothes(int pnum, const char *args)
825 Person::players[pnum]->numclothes = 0;
826 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
827 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
828 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
831 static void ch_noclothes(const char *args)
833 set_noclothes(0, args);
836 static void ch_noclothesnear(const char *args)
838 int closest = findClosestPlayer();
840 set_noclothes(closest, args);
844 static void set_clothes(int pnum, const char *args)
847 snprintf(buf, 63, ":Data:Textures:%s.png", args);
849 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
852 Person::players[pnum]->DoMipmaps();
853 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
854 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
855 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
856 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
857 Person::players[pnum]->numclothes++;
860 static void ch_clothes(const char *args)
862 set_clothes(0, args);
865 static void ch_clothesnear(const char *args)
867 int closest = findClosestPlayer();
869 set_clothes(closest, args);
872 static void ch_belt(const char *args)
874 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
878 static void ch_cellophane(const char *args)
880 cellophane = !cellophane;
881 float mul = (cellophane ? 0 : 1);
883 for (auto player : Person::players) {
884 player->proportionhead.z = player->proportionhead.x * mul;
885 player->proportionbody.z = player->proportionbody.x * mul;
886 player->proportionarms.z = player->proportionarms.x * mul;
887 player->proportionlegs.z = player->proportionlegs.x * mul;
891 static void ch_funnybunny(const char *args)
893 Person::players[0]->skeleton.id = 0;
894 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
895 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
896 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
897 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
898 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
899 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
900 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
901 Person::players[0]->creature = rabbittype;
902 Person::players[0]->scale = .2;
903 Person::players[0]->headless = 0;
904 Person::players[0]->damagetolerance = 200;
905 set_proportion(0, "1 1 1 1");
908 static void ch_wolfie(const char *args)
910 Person::players[0]->skeleton.id = 0;
911 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
912 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
913 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
914 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
915 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
916 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
917 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
918 Person::players[0]->creature = wolftype;
919 Person::players[0]->damagetolerance = 300;
920 set_proportion(0, "1 1 1 1");
923 static void ch_wolfieisgod(const char *args)
928 static void ch_wolf(const char *args)
930 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
933 static void ch_snowwolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_darkwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_lizardwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_white(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_brown(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_black(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_sizemin(const char *args)
965 for (int i = 1; i < Person::players.size(); i++)
966 if (Person::players[i]->scale < 0.8 * 0.2)
967 Person::players[i]->scale = 0.8 * 0.2;
970 static void ch_tutorial(const char *args)
972 tutoriallevel = atoi(args);
975 static void ch_hostile(const char *args)
977 hostile = atoi(args);
980 static void ch_indemo(const char *args)
983 hotspot[numhotspots] = Person::players[0]->coords;
984 hotspotsize[numhotspots] = 0;
985 hotspottype[numhotspots] = -111;
986 strcpy(hotspottext[numhotspots], "mapname");
990 static void ch_notindemo(const char *args)
996 static void ch_type(const char *args)
998 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
999 for (int i = 0; i < n; i++)
1000 if (stripfx(args, editortypenames[i])) {
1006 static void ch_path(const char *args)
1008 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1009 for (int i = 0; i < n; i++)
1010 if (stripfx(args, pathtypenames[i])) {
1016 static void ch_hs(const char *args)
1018 hotspot[numhotspots] = Person::players[0]->coords;
1022 sscanf(args, "%f%d %n", &size, &type, &shift);
1024 hotspotsize[numhotspots] = size;
1025 hotspottype[numhotspots] = type;
1027 strcpy(hotspottext[numhotspots], args + shift);
1028 strcat(hotspottext[numhotspots], "\n");
1033 static void ch_dialogue(const char *args)
1036 char buf1[32], buf2[64];
1038 sscanf(args, "%d %31s", &dlg, buf1);
1039 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1041 dialoguetype[numdialogues] = dlg;
1043 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1044 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1046 ifstream ipstream(ConvertFileName(buf2));
1047 ipstream.ignore(256, ':');
1048 ipstream >> numdialogueboxes[numdialogues];
1049 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1050 ipstream.ignore(256, ':');
1051 ipstream.ignore(256, ':');
1052 ipstream.ignore(256, ' ');
1053 ipstream >> dialogueboxlocation[numdialogues][i];
1054 ipstream.ignore(256, ':');
1055 ipstream >> dialogueboxcolor[numdialogues][i][0];
1056 ipstream >> dialogueboxcolor[numdialogues][i][1];
1057 ipstream >> dialogueboxcolor[numdialogues][i][2];
1058 ipstream.ignore(256, ':');
1059 ipstream.getline(dialoguename[numdialogues][i], 64);
1060 ipstream.ignore(256, ':');
1061 ipstream.ignore(256, ' ');
1062 ipstream.getline(dialoguetext[numdialogues][i], 128);
1063 for (int j = 0; j < 128; j++) {
1064 if (dialoguetext[numdialogues][i][j] == '\\')
1065 dialoguetext[numdialogues][i][j] = '\n';
1067 ipstream.ignore(256, ':');
1068 ipstream >> dialogueboxsound[numdialogues][i];
1071 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1072 for (int j = 0; j < Person::players.size(); j++) {
1073 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1080 whichdialogue = numdialogues;
1085 static void ch_fixdialogue(const char *args)
1087 char buf1[32], buf2[64];
1090 sscanf(args, "%d %31s", &whichdi, buf1);
1091 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1093 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1094 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1096 ifstream ipstream(ConvertFileName(buf2));
1097 ipstream.ignore(256, ':');
1098 ipstream >> numdialogueboxes[whichdi];
1099 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1100 ipstream.ignore(256, ':');
1101 ipstream.ignore(256, ':');
1102 ipstream.ignore(256, ' ');
1103 ipstream >> dialogueboxlocation[whichdi][i];
1104 ipstream.ignore(256, ':');
1105 ipstream >> dialogueboxcolor[whichdi][i][0];
1106 ipstream >> dialogueboxcolor[whichdi][i][1];
1107 ipstream >> dialogueboxcolor[whichdi][i][2];
1108 ipstream.ignore(256, ':');
1109 ipstream.getline(dialoguename[whichdi][i], 64);
1110 ipstream.ignore(256, ':');
1111 ipstream.ignore(256, ' ');
1112 ipstream.getline(dialoguetext[whichdi][i], 128);
1113 for (int j = 0; j < 128; j++) {
1114 if (dialoguetext[whichdi][i][j] == '\\')
1115 dialoguetext[whichdi][i][j] = '\n';
1117 ipstream.ignore(256, ':');
1118 ipstream >> dialogueboxsound[whichdi][i];
1124 static void ch_fixtype(const char *args)
1127 sscanf(args, "%d", &dlg);
1128 dialoguetype[0] = dlg;
1131 static void ch_fixrotation(const char *args)
1133 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1136 static void ch_ddialogue(const char *args)
1142 static void ch_dhs(const char *args)
1148 static void ch_immobile(const char *args)
1150 Person::players[0]->immobile = 1;
1153 static void ch_allimmobile(const char *args)
1155 for (int i = 1; i < Person::players.size(); i++)
1156 Person::players[i]->immobile = 1;
1159 static void ch_mobile(const char *args)
1161 Person::players[0]->immobile = 0;
1164 static void ch_default(const char *args)
1166 Person::players[0]->armorhead = 1;
1167 Person::players[0]->armorhigh = 1;
1168 Person::players[0]->armorlow = 1;
1169 Person::players[0]->protectionhead = 1;
1170 Person::players[0]->protectionhigh = 1;
1171 Person::players[0]->protectionlow = 1;
1172 Person::players[0]->metalhead = 1;
1173 Person::players[0]->metalhigh = 1;
1174 Person::players[0]->metallow = 1;
1175 Person::players[0]->power = 1;
1176 Person::players[0]->speedmult = 1;
1177 Person::players[0]->scale = 1;
1179 if (Person::players[0]->creature == wolftype) {
1180 Person::players[0]->proportionhead = 1.1;
1181 Person::players[0]->proportionbody = 1.1;
1182 Person::players[0]->proportionarms = 1.1;
1183 Person::players[0]->proportionlegs = 1.1;
1184 } else if (Person::players[0]->creature == rabbittype) {
1185 Person::players[0]->proportionhead = 1.2;
1186 Person::players[0]->proportionbody = 1.05;
1187 Person::players[0]->proportionarms = 1.00;
1188 Person::players[0]->proportionlegs = 1.1;
1189 Person::players[0]->proportionlegs.y = 1.05;
1192 Person::players[0]->numclothes = 0;
1193 Person::players[0]->skeleton.drawmodel.textureptr.load(
1194 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1195 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1197 editoractive = typeactive;
1198 Person::players[0]->immobile = 0;
1201 static void ch_play(const char *args)
1204 sscanf(args, "%d", &dlg);
1205 whichdialogue = dlg;
1207 if (whichdialogue >= numdialogues)
1210 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1211 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1212 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1213 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1214 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1215 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1216 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1222 playdialogueboxsound();
1225 static void ch_mapkilleveryone(const char *args)
1227 maptype = mapkilleveryone;
1230 static void ch_mapkillmost(const char *args)
1232 maptype = mapkillmost;
1235 static void ch_mapkillsomeone(const char *args)
1237 maptype = mapkillsomeone;
1240 static void ch_mapgosomewhere(const char *args)
1242 maptype = mapgosomewhere;
1245 static void ch_viewdistance(const char *args)
1247 viewdistance = atof(args) * 100;
1250 static void ch_fadestart(const char *args)
1252 fadestart = atof(args);
1255 static void ch_slomo(const char *args)
1257 slomospeed = atof(args);
1262 static void ch_slofreq(const char *args)
1264 slomofreq = atof(args);
1267 static void ch_skytint(const char *args)
1269 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1271 skyboxlightr = skyboxr;
1272 skyboxlightg = skyboxg;
1273 skyboxlightb = skyboxb;
1277 terrain.DoShadows();
1278 objects.DoShadows();
1281 static void ch_skylight(const char *args)
1283 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1287 terrain.DoShadows();
1288 objects.DoShadows();
1291 static void ch_skybox(const char *args)
1293 skyboxtexture = !skyboxtexture;
1297 terrain.DoShadows();
1298 objects.DoShadows();
1301 static void cmd_dispatch(const string cmd)
1303 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1305 for (i = 0; i < n_cmds; i++)
1306 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1307 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1308 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1311 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1314 /********************> Tick() <*****/
1315 extern bool save_image(const char * fname);
1316 void Screenshot (void)
1319 time_t t = time(NULL);
1320 struct tm *tme = localtime(&t);
1321 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);
1324 mkdir("Screenshots");
1326 mkdir("Screenshots", S_IRWXU);
1332 void Game::SetUpLighting()
1334 if (environment == snowyenvironment)
1335 light.setColors(.65, .65, .7, .4, .4, .44);
1336 if (environment == desertenvironment)
1337 light.setColors(.95, .95, .95, .4, .35, .3);
1338 if (environment == grassyenvironment)
1339 light.setColors(.95, .95, 1, .4, .4, .44);
1341 light.setColors(1, 1, 1, .4, .4, .4);
1343 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1344 light.color[0] *= (skyboxlightr + average) / 2;
1345 light.color[1] *= (skyboxlightg + average) / 2;
1346 light.color[2] *= (skyboxlightb + average) / 2;
1347 light.ambient[0] *= (skyboxlightr + average) / 2;
1348 light.ambient[1] *= (skyboxlightg + average) / 2;
1349 light.ambient[2] *= (skyboxlightb + average) / 2;
1352 int findPathDist(int start, int end)
1354 int smallestcount, count, connected;
1355 int last, last2, last3, last4;
1358 smallestcount = 1000;
1359 for (int i = 0; i < 50; i++) {
1365 while (last != end && count < 30) {
1367 for (int j = 0; j < numpathpoints; j++) {
1368 if (j != last && j != last2 && j != last3 && j != last4) {
1370 if (numpathpointconnect[j])
1371 for (int k = 0; k < numpathpointconnect[j]; k++) {
1372 if (pathpointconnect[j][k] == last)connected = 1;
1375 if (numpathpointconnect[last])
1376 for (int k = 0; k < numpathpointconnect[last]; k++) {
1377 if (pathpointconnect[last][k] == j)connected = 1;
1380 if (closest == -1 || Random() % 2 == 0) {
1391 if (count < smallestcount)
1392 smallestcount = count;
1394 return smallestcount;
1397 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1399 static XYZ colpoint, colviewer, coltarget;
1400 static float minx, minz, maxx, maxz, miny, maxy;
1402 minx = min(startpoint.x, endpoint.x) - 1;
1403 miny = min(startpoint.y, endpoint.y) - 1;
1404 minz = min(startpoint.z, endpoint.z) - 1;
1405 maxx = max(startpoint.x, endpoint.x) + 1;
1406 maxy = max(startpoint.y, endpoint.y) + 1;
1407 maxz = max(startpoint.z, endpoint.z) + 1;
1409 for (int i = 0; i < objects.numobjects; i++) {
1410 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1411 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1412 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1413 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1414 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1415 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1416 if ( objects.type[i] != treeleavestype &&
1417 objects.type[i] != bushtype &&
1418 objects.type[i] != firetype) {
1419 colviewer = startpoint;
1420 coltarget = endpoint;
1421 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1427 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1432 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1434 static XYZ colpoint, colviewer, coltarget;
1435 static float minx, minz, maxx, maxz, miny, maxy;
1436 static int i; //FIXME: see below
1438 minx = min(startpoint.x, endpoint.x) - 1;
1439 miny = min(startpoint.y, endpoint.y) - 1;
1440 minz = min(startpoint.z, endpoint.z) - 1;
1441 maxx = max(startpoint.x, endpoint.x) + 1;
1442 maxy = max(startpoint.y, endpoint.y) + 1;
1443 maxz = max(startpoint.z, endpoint.z) + 1;
1446 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1447 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1448 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1449 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1450 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1451 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1452 if ( objects.type[what] != treeleavestype &&
1453 objects.type[what] != bushtype &&
1454 objects.type[what] != firetype) {
1455 colviewer = startpoint;
1456 coltarget = endpoint;
1458 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1465 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1471 void Setenvironment(int which)
1475 LOG(" Setting environment...");
1477 float temptexdetail;
1478 environment = which;
1480 pause_sound(stream_snowtheme);
1481 pause_sound(stream_grasstheme);
1482 pause_sound(stream_deserttheme);
1483 pause_sound(stream_wind);
1484 pause_sound(stream_desertambient);
1487 if (environment == snowyenvironment) {
1491 emit_stream_np(stream_wind);
1493 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1494 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1495 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1496 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1498 footstepsound = footstepsn1;
1499 footstepsound2 = footstepsn2;
1500 footstepsound3 = footstepst1;
1501 footstepsound4 = footstepst2;
1503 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1504 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1506 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1511 temptexdetail = texdetail;
1514 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1515 ":Data:Textures:Skybox(snow):Left.jpg",
1516 ":Data:Textures:Skybox(snow):Back.jpg",
1517 ":Data:Textures:Skybox(snow):Right.jpg",
1518 ":Data:Textures:Skybox(snow):Up.jpg",
1519 ":Data:Textures:Skybox(snow):Down.jpg");
1524 texdetail = temptexdetail;
1525 } else if (environment == desertenvironment) {
1528 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1529 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1530 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1531 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1535 emit_stream_np(stream_desertambient);
1537 footstepsound = footstepsn1;
1538 footstepsound2 = footstepsn2;
1539 footstepsound3 = footstepsn1;
1540 footstepsound4 = footstepsn2;
1542 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1543 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1545 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1549 temptexdetail = texdetail;
1552 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1553 ":Data:Textures:Skybox(sand):Left.jpg",
1554 ":Data:Textures:Skybox(sand):Back.jpg",
1555 ":Data:Textures:Skybox(sand):Right.jpg",
1556 ":Data:Textures:Skybox(sand):Up.jpg",
1557 ":Data:Textures:Skybox(sand):Down.jpg");
1562 texdetail = temptexdetail;
1563 } else if (environment == grassyenvironment) {
1566 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1567 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1568 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1569 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1572 emit_stream_np(stream_wind, 100.);
1574 footstepsound = footstepgr1;
1575 footstepsound2 = footstepgr2;
1576 footstepsound3 = footstepst1;
1577 footstepsound4 = footstepst2;
1579 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1580 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1582 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1586 temptexdetail = texdetail;
1589 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1590 ":Data:Textures:Skybox(grass):Left.jpg",
1591 ":Data:Textures:Skybox(grass):Back.jpg",
1592 ":Data:Textures:Skybox(grass):Right.jpg",
1593 ":Data:Textures:Skybox(grass):Up.jpg",
1594 ":Data:Textures:Skybox(grass):Down.jpg");
1598 texdetail = temptexdetail;
1600 temptexdetail = texdetail;
1602 terrain.load(":Data:Textures:heightmap.png");
1604 texdetail = temptexdetail;
1611 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1612 ipstream.ignore(256, ':');
1614 ipstream >> numlevels;
1615 campaignlevels.clear();
1616 for (int i = 0; i < numlevels; i++) {
1619 campaignlevels.push_back(cl);
1623 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1625 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1627 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1630 if (accountactive->getCampaignChoicesMade() == 0) {
1631 accountactive->setCampaignScore(0);
1632 accountactive->resetFasttime();
1636 vector<string> ListCampaigns()
1638 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1639 struct dirent *campaign = NULL;
1641 perror("Problem while loading campaigns");
1642 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1645 vector<string> campaignNames;
1646 while ((campaign = readdir(campaigns)) != NULL) {
1647 string name(campaign->d_name);
1648 if (name.length() < 5)
1650 if (!name.compare(name.length() - 4, 4, ".txt")) {
1651 campaignNames.push_back(name.substr(0, name.length() - 4));
1654 closedir(campaigns);
1655 return campaignNames;
1658 void Loadlevel(int which)
1665 Loadlevel("tutorial");
1666 } else if (which >= 0 && which <= 15) {
1668 snprintf(buf, 32, "map%d", which + 1); // challenges
1671 Loadlevel("mapsave");
1674 void Loadlevel(const char *name)
1678 static const char *pfx = ":Data:Maps:";
1681 float headprop, legprop, armprop, bodyprop;
1685 LOG(std::string("Loading level...") + name);
1697 if (tutoriallevel != -1)
1702 if (tutoriallevel == 1)
1704 if (tutorialstage == 0) {
1705 tutorialstagetime = 0;
1706 tutorialmaxtime = 1;
1709 pause_sound(whooshsound);
1710 pause_sound(stream_firesound);
1712 // Change the map filename into something that is os specific
1713 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1714 sprintf(buf, "%s%s", pfx, name);
1715 const char *FixedFN = ConvertFileName(buf);
1719 //~ char* buff=getcwd(NULL,0);
1720 //~ cout << buff << " " << FixedFN << endl;
1722 tfile = fopen( FixedFN, "rb" );
1724 pause_sound(stream_firesound);
1726 windialogue = false;
1730 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1734 for (int i = 0; i < 20; i++)
1735 dialoguegonethrough[i] = 0;
1744 difficulty = accountactive->getDifficulty();
1747 currenthotspot = -1;
1758 for (int i = 0; i < 100; i++)
1767 numunarmedattack = 0;
1778 bonustotal = startbonustotal;
1783 emit_sound_np(consolesuccesssound);
1788 if (!stealthloading) {
1789 terrain.numdecals = 0;
1790 Sprite::deleteSprites();
1791 for (int i = 0; i < objects.numobjects; i++)
1792 objects.model[i].numdecals = 0;
1794 int j = objects.numobjects;
1795 for (int i = 0; i < j; i++) {
1796 objects.DeleteObject(0);
1801 for (int i = 0; i < subdivision; i++)
1802 for (int j = 0; j < subdivision; j++)
1803 terrain.patchobjectnum[i][j] = 0;
1810 funpackf(tfile, "Bi", &mapvers);
1812 funpackf(tfile, "Bi", &indemo);
1816 funpackf(tfile, "Bi", &maptype);
1818 maptype = mapkilleveryone;
1820 funpackf(tfile, "Bi", &hostile);
1824 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1830 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1838 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1840 skyboxlightr = skyboxr;
1841 skyboxlightg = skyboxg;
1842 skyboxlightb = skyboxb;
1844 if (!stealthloading)
1845 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);
1847 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1848 Person::players[0]->originalcoords = Person::players[0]->coords;
1849 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1850 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1851 Person::players[0]->weaponids[j] = weapons.size();
1853 funpackf(tfile, "Bi", &type);
1854 weapons.push_back(Weapon(type, 0));
1860 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1861 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1862 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1863 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1865 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1868 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1870 Person::players[0]->whichskin = 0;
1871 Person::players[0]->creature = rabbittype;
1874 Person::players[0]->lastattack = -1;
1875 Person::players[0]->lastattack2 = -1;
1876 Person::players[0]->lastattack3 = -1;
1880 funpackf(tfile, "Bi", &numdialogues);
1881 for (int k = 0; k < numdialogues; k++) {
1882 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1883 funpackf(tfile, "Bi", &dialoguetype[k]);
1884 for (int l = 0; l < 10; l++) {
1885 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1886 funpackf(tfile, "Bf", &participantyaw[k][l]);
1888 for (int l = 0; l < numdialogueboxes[k]; l++) {
1889 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1890 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1891 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1892 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1893 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1895 funpackf(tfile, "Bi", &templength);
1896 if (templength > 128 || templength <= 0)
1899 for (m = 0; m < templength; m++) {
1900 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1901 if (dialoguetext[k][l][m] == '\0')
1904 dialoguetext[k][l][m] = 0;
1906 funpackf(tfile, "Bi", &templength);
1907 if (templength > 64 || templength <= 0)
1909 for (m = 0; m < templength; m++) {
1910 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1911 if (dialoguename[k][l][m] == '\0')
1914 dialoguename[k][l][m] = 0;
1915 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1916 funpackf(tfile, "Bi", &participantfocus[k][l]);
1917 funpackf(tfile, "Bi", &participantaction[k][l]);
1919 for (m = 0; m < 10; m++)
1920 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1922 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1928 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1929 funpackf(tfile, "Bi", &templength);
1930 for (int l = 0; l < templength; l++)
1931 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1932 Person::players[0]->clothes[k][templength] = '\0';
1933 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1936 funpackf(tfile, "Bi", &environment);
1938 funpackf(tfile, "Bi", &objects.numobjects);
1939 for (int i = 0; i < objects.numobjects; i++) {
1940 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]);
1941 if (objects.type[i] == treeleavestype)
1942 objects.scale[i] = objects.scale[i - 1];
1946 funpackf(tfile, "Bi", &numhotspots);
1947 for (int i = 0; i < numhotspots; i++) {
1948 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1949 funpackf(tfile, "Bi", &templength);
1951 for (int l = 0; l < templength; l++)
1952 funpackf(tfile, "Bb", &hotspottext[i][l]);
1953 hotspottext[i][templength] = '\0';
1954 if (hotspottype[i] == -111)
1963 if (!stealthloading) {
1965 for (int i = 0; i < objects.numobjects; i++)
1966 objects.center += objects.position[i];
1967 objects.center /= objects.numobjects;
1973 float maxdistance = 0;
1975 //~ int whichclosest;
1976 for (int i = 0; i < objects.numobjects; i++) {
1977 tempdist = distsq(&objects.center, &objects.position[i]);
1978 if (tempdist > maxdistance) {
1980 maxdistance = tempdist;
1983 objects.radius = fast_sqrt(maxdistance);
1990 funpackf(tfile, "Bi", &numplayers);
1991 int howmanyremoved = 0;
1992 bool removeanother = 0;
1993 if (numplayers > maxplayers) {
1994 cout << "Warning: this level contains more players than allowed" << endl;
1996 if (numplayers > 1) {
1997 for (int i = 1; i < numplayers; i++) {
1998 Person::players.push_back(shared_ptr<Person>(new Person()));
2003 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);
2005 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2007 Person::players[i - howmanyremoved]->howactive = typeactive;
2009 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2011 Person::players[i - howmanyremoved]->scale = -1;
2013 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2015 Person::players[i - howmanyremoved]->immobile = 0;
2017 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2019 Person::players[i - howmanyremoved]->yaw = 0;
2020 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2021 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2025 if (!removeanother) {
2026 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2027 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2028 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2030 funpackf(tfile, "Bi", &type);
2031 weapons.push_back(Weapon(type, i));
2034 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2035 //Person::players[i-howmanyremoved]->numwaypoints=10;
2036 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2037 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2038 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2039 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2041 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2043 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2046 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2047 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2048 Person::players[i - howmanyremoved]->waypoint = 0;
2050 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2051 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2052 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2053 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2056 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2063 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2064 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2065 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2066 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2067 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2070 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2071 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2072 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2073 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2074 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2075 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2078 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2079 if (Person::players[i - howmanyremoved]->numclothes) {
2080 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2082 funpackf(tfile, "Bi", &templength);
2083 for (int l = 0; l < templength; l++)
2084 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2085 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2086 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2095 numplayers -= howmanyremoved;
2096 Person::players.resize(numplayers);
2098 funpackf(tfile, "Bi", &numpathpoints);
2099 if (numpathpoints > 30 || numpathpoints < 0)
2101 for (int j = 0; j < numpathpoints; j++) {
2102 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2103 for (int k = 0; k < numpathpointconnect[j]; k++) {
2104 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2110 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2113 if (environment != oldenvironment)
2114 Setenvironment(environment);
2115 oldenvironment = environment;
2117 if (!stealthloading) {
2118 int j = objects.numobjects;
2119 objects.numobjects = 0;
2120 for (int i = 0; i < j; i++) {
2121 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2126 terrain.DoShadows();
2129 objects.DoShadows();
2136 for (int i = 0; i < Person::players.size(); i++) {
2139 Person::players[i]->burnt = 0;
2140 Person::players[i]->bled = 0;
2141 Person::players[i]->onfire = 0;
2142 if (i == 0 || Person::players[i]->scale < 0)
2143 Person::players[i]->scale = .2;
2144 Person::players[i]->skeleton.free = 0;
2145 Person::players[i]->skeleton.id = i;
2146 if (i == 0 && mapvers < 9)
2147 Person::players[i]->creature = rabbittype;
2148 if (Person::players[i]->creature != wolftype) {
2149 Person::players[i]->skeleton.Load(
2150 (char *)":Data:Skeleton:Basic Figure",
2151 (char *)":Data:Skeleton:Basic Figurelow",
2152 (char *)":Data:Skeleton:Rabbitbelt",
2153 (char *)":Data:Models:Body.solid",
2154 (char *)":Data:Models:Body2.solid",
2155 (char *)":Data:Models:Body3.solid",
2156 (char *)":Data:Models:Body4.solid",
2157 (char *)":Data:Models:Body5.solid",
2158 (char *)":Data:Models:Body6.solid",
2159 (char *)":Data:Models:Body7.solid",
2160 (char *)":Data:Models:Bodylow.solid",
2161 (char *)":Data:Models:Belt.solid", 0);
2163 if (Person::players[i]->creature != wolftype) {
2164 Person::players[i]->skeleton.Load(
2165 (char *)":Data:Skeleton:Basic Figure",
2166 (char *)":Data:Skeleton:Basic Figurelow",
2167 (char *)":Data:Skeleton:Rabbitbelt",
2168 (char *)":Data:Models:Body.solid",
2169 (char *)":Data:Models:Body2.solid",
2170 (char *)":Data:Models:Body3.solid",
2171 (char *)":Data:Models:Body4.solid",
2172 (char *)":Data:Models:Body5.solid",
2173 (char *)":Data:Models:Body6.solid",
2174 (char *)":Data:Models:Body7.solid",
2175 (char *)":Data:Models:Bodylow.solid",
2176 (char *)":Data:Models:Belt.solid", 1);
2177 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2179 if (Person::players[i]->creature == wolftype) {
2180 Person::players[i]->skeleton.Load(
2181 (char *)":Data:Skeleton:Basic Figure Wolf",
2182 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2183 (char *)":Data:Skeleton:Rabbitbelt",
2184 (char *)":Data:Models:Wolf.solid",
2185 (char *)":Data:Models:Wolf2.solid",
2186 (char *)":Data:Models:Wolf3.solid",
2187 (char *)":Data:Models:Wolf4.solid",
2188 (char *)":Data:Models:Wolf5.solid",
2189 (char *)":Data:Models:Wolf6.solid",
2190 (char *)":Data:Models:Wolf7.solid",
2191 (char *)":Data:Models:Wolflow.solid",
2192 (char *)":Data:Models:Belt.solid", 0);
2196 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);
2198 if (Person::players[i]->numclothes) {
2199 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2200 tintr = Person::players[i]->clothestintr[j];
2201 tintg = Person::players[i]->clothestintg[j];
2202 tintb = Person::players[i]->clothestintb[j];
2203 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2205 Person::players[i]->DoMipmaps();
2208 Person::players[i]->animCurrent = bounceidleanim;
2209 Person::players[i]->animTarget = bounceidleanim;
2210 Person::players[i]->frameCurrent = 0;
2211 Person::players[i]->frameTarget = 1;
2212 Person::players[i]->target = 0;
2213 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2214 if (difficulty == 0)
2215 Person::players[i]->speed -= .2;
2216 if (difficulty == 1)
2217 Person::players[i]->speed -= .1;
2219 Person::players[i]->velocity = 0;
2220 Person::players[i]->oldcoords = Person::players[i]->coords;
2221 Person::players[i]->realoldcoords = Person::players[i]->coords;
2223 Person::players[i]->id = i;
2224 Person::players[i]->skeleton.id = i;
2225 Person::players[i]->updatedelay = 0;
2226 Person::players[i]->normalsupdatedelay = 0;
2228 Person::players[i]->aitype = passivetype;
2229 Person::players[i]->madskills = 0;
2232 Person::players[i]->proportionhead = 1.2;
2233 Person::players[i]->proportionbody = 1.05;
2234 Person::players[i]->proportionarms = 1.00;
2235 Person::players[i]->proportionlegs = 1.1;
2236 Person::players[i]->proportionlegs.y = 1.05;
2238 Person::players[i]->headless = 0;
2239 Person::players[i]->currentoffset = 0;
2240 Person::players[i]->targetoffset = 0;
2242 Person::players[i]->damagetolerance = 200;
2244 if (Person::players[i]->creature == wolftype) {
2245 if (i == 0 || Person::players[i]->scale < 0)
2246 Person::players[i]->scale = .23;
2247 Person::players[i]->damagetolerance = 300;
2253 Person::players[i]->proportionhead.z = 0;
2254 Person::players[i]->proportionbody.z = 0;
2255 Person::players[i]->proportionarms.z = 0;
2256 Person::players[i]->proportionlegs.z = 0;
2259 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2261 Person::players[i]->headmorphness = 0;
2262 Person::players[i]->targetheadmorphness = 1;
2263 Person::players[i]->headmorphstart = 0;
2264 Person::players[i]->headmorphend = 0;
2266 Person::players[i]->pausetime = 0;
2268 Person::players[i]->dead = 0;
2269 Person::players[i]->jumppower = 5;
2270 Person::players[i]->damage = 0;
2271 Person::players[i]->permanentdamage = 0;
2272 Person::players[i]->superpermanentdamage = 0;
2274 Person::players[i]->forwardkeydown = 0;
2275 Person::players[i]->leftkeydown = 0;
2276 Person::players[i]->backkeydown = 0;
2277 Person::players[i]->rightkeydown = 0;
2278 Person::players[i]->jumpkeydown = 0;
2279 Person::players[i]->crouchkeydown = 0;
2280 Person::players[i]->throwkeydown = 0;
2282 Person::players[i]->collided = -10;
2283 Person::players[i]->loaded = 1;
2284 Person::players[i]->bloodloss = 0;
2285 Person::players[i]->weaponactive = -1;
2286 Person::players[i]->weaponstuck = -1;
2287 Person::players[i]->bleeding = 0;
2288 Person::players[i]->deathbleeding = 0;
2289 Person::players[i]->stunned = 0;
2290 Person::players[i]->hasvictim = 0;
2291 Person::players[i]->wentforweapon = 0;
2294 Person::players[0]->aitype = playercontrolled;
2295 Person::players[0]->weaponactive = -1;
2297 if (difficulty == 1) {
2298 Person::players[0]->power = 1 / .9;
2299 Person::players[0]->damagetolerance = 250;
2300 } else if (difficulty == 0) {
2301 Person::players[0]->power = 1 / .8;
2302 Person::players[0]->damagetolerance = 300;
2303 Person::players[0]->armorhead *= 1.5;
2304 Person::players[0]->armorhigh *= 1.5;
2305 Person::players[0]->armorlow *= 1.5;
2308 cameraloc = Person::players[0]->coords;
2310 yaw = Person::players[0]->yaw;
2312 hawkcoords = Person::players[0]->coords;
2318 LOG("Starting background music...");
2320 OPENAL_StopSound(OPENAL_ALL);
2322 if (environment == snowyenvironment) {
2323 emit_stream_np(stream_wind);
2324 } else if (environment == desertenvironment) {
2325 emit_stream_np(stream_desertambient);
2326 } else if (environment == grassyenvironment) {
2327 emit_stream_np(stream_wind, 100.);
2330 oldmusicvolume[0] = 0;
2331 oldmusicvolume[1] = 0;
2332 oldmusicvolume[2] = 0;
2333 oldmusicvolume[3] = 0;
2347 if (tutorialstagetime > tutorialmaxtime) {
2349 tutorialsuccess = 0;
2350 if (tutorialstage <= 1) {
2355 switch (tutorialstage) {
2357 tutorialmaxtime = 5;
2360 tutorialmaxtime = 2;
2363 tutorialmaxtime = 600;
2366 tutorialmaxtime = 1000;
2369 tutorialmaxtime = 600;
2372 tutorialmaxtime = 600;
2375 tutorialmaxtime = 600;
2378 tutorialmaxtime = 600;
2381 tutorialmaxtime = 600;
2384 tutorialmaxtime = 2;
2387 tutorialmaxtime = 1000;
2390 tutorialmaxtime = 1000;
2393 tutorialmaxtime = 2;
2396 tutorialmaxtime = 3;
2407 Person::players[1]->coords = (temp + temp2) / 2;
2409 emit_sound_at(fireendsound, Person::players[1]->coords);
2411 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2412 if (Random() % 2 == 0) {
2413 if (!Person::players[1]->skeleton.free)
2414 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2415 if (Person::players[1]->skeleton.free)
2416 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2417 if (!Person::players[1]->skeleton.free)
2418 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;
2419 if (Person::players[1]->skeleton.free)
2420 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2421 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2427 tutorialmaxtime = 500;
2430 tutorialmaxtime = 500;
2433 tutorialmaxtime = 500;
2436 tutorialmaxtime = 500;
2440 //tutorialmaxtime=500;
2443 tutorialmaxtime = 500;
2446 tutorialmaxtime = 500;
2447 if (bonus == cannon) {
2454 tutorialmaxtime = 500;
2457 tutorialmaxtime = 500;
2460 tutorialmaxtime = 500;
2463 tutorialmaxtime = 500;
2466 tutorialmaxtime = 2;
2469 tutorialmaxtime = 4;
2472 Person::players[1]->aitype = attacktypecutoff;
2475 tutorialmaxtime = 400;
2478 tutorialmaxtime = 400;
2479 Person::players[0]->escapednum = 0;
2482 tutorialmaxtime = 4;
2485 Person::players[1]->aitype = passivetype;
2488 tutorialmaxtime = 13;
2491 tutorialmaxtime = 8;
2494 tutorialmaxtime = 400;
2497 Person::players[1]->aitype = attacktypecutoff;
2500 tutorialmaxtime = 400;
2503 tutorialmaxtime = 400;
2506 tutorialmaxtime = 2;
2509 Person::players[1]->aitype = passivetype;
2514 tutorialmaxtime = 50;
2517 Person::players[1]->aitype = attacktypecutoff;
2520 tutorialmaxtime = 4;
2523 Person::players[1]->aitype = passivetype;
2535 Weapon w(knife, -1);
2536 w.position = (temp + temp2) / 2;
2537 w.tippoint = (temp + temp2) / 2;
2540 w.tipvelocity = 0.1;
2547 weapons.push_back(w);
2551 tutorialmaxtime = 300;
2554 tutorialmaxtime = 300;
2557 tutorialmaxtime = 8;
2560 tutorialmaxtime = 300;
2563 weapons[0].owner = 1;
2564 Person::players[0]->weaponactive = -1;
2565 Person::players[0]->num_weapons = 0;
2566 Person::players[1]->weaponactive = 0;
2567 Person::players[1]->num_weapons = 1;
2568 Person::players[1]->weaponids[0] = 0;
2572 Person::players[1]->aitype = attacktypecutoff;
2574 tutorialmaxtime = 300;
2577 weapons[0].owner = 1;
2578 Person::players[0]->weaponactive = -1;
2579 Person::players[0]->num_weapons = 0;
2580 Person::players[1]->weaponactive = 0;
2581 Person::players[1]->num_weapons = 1;
2582 Person::players[1]->weaponids[0] = 0;
2584 tutorialmaxtime = 300;
2587 weapons[0].owner = 1;
2588 Person::players[0]->weaponactive = -1;
2589 Person::players[0]->num_weapons = 0;
2590 Person::players[1]->weaponactive = 0;
2591 Person::players[1]->num_weapons = 1;
2592 Person::players[1]->weaponids[0] = 0;
2594 weapons[0].setType(sword);
2596 tutorialmaxtime = 300;
2599 tutorialmaxtime = 10;
2610 Weapon w(sword, -1);
2611 w.position = (temp + temp2) / 2;
2612 w.tippoint = (temp + temp2) / 2;
2615 w.tipvelocity = 0.1;
2622 weapons.push_back(w);
2624 weapons[0].owner = 1;
2625 weapons[1].owner = 0;
2626 Person::players[0]->weaponactive = 0;
2627 Person::players[0]->num_weapons = 1;
2628 Person::players[0]->weaponids[0] = 1;
2629 Person::players[1]->weaponactive = 0;
2630 Person::players[1]->num_weapons = 1;
2631 Person::players[1]->weaponids[0] = 0;
2638 Person::players[1]->aitype = passivetype;
2640 tutorialmaxtime = 15;
2642 weapons[0].owner = 1;
2643 weapons[1].owner = 0;
2644 Person::players[0]->weaponactive = 0;
2645 Person::players[0]->num_weapons = 1;
2646 Person::players[0]->weaponids[0] = 1;
2647 Person::players[1]->weaponactive = 0;
2648 Person::players[1]->num_weapons = 1;
2649 Person::players[1]->weaponids[0] = 0;
2651 if (Person::players[0]->weaponactive != -1)
2652 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2654 weapons[0].setType(staff);
2659 Person::players[1]->aitype = passivetype;
2661 tutorialmaxtime = 200;
2663 weapons[1].position = 1000;
2664 weapons[1].tippoint = 1000;
2666 weapons[0].setType(knife);
2668 weapons[0].owner = 0;
2669 Person::players[1]->weaponactive = -1;
2670 Person::players[1]->num_weapons = 0;
2671 Person::players[0]->weaponactive = 0;
2672 Person::players[0]->num_weapons = 1;
2673 Person::players[0]->weaponids[0] = 0;
2677 tutorialmaxtime = 8;
2680 emit_sound_at(fireendsound, Person::players[1]->coords);
2682 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2683 if (Random() % 2 == 0) {
2684 if (!Person::players[1]->skeleton.free)
2685 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2686 if (Person::players[1]->skeleton.free)
2687 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2688 if (!Person::players[1]->skeleton.free)
2689 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;
2690 if (Person::players[1]->skeleton.free)
2691 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2692 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2696 Person::players[1]->num_weapons = 0;
2697 Person::players[1]->weaponstuck = -1;
2698 Person::players[1]->weaponactive = -1;
2704 tutorialmaxtime = 80000;
2709 if (tutorialstage <= 51)
2710 tutorialstagetime = 0;
2714 if (tutorialstagetime < tutorialmaxtime - 3) {
2715 switch (tutorialstage) {
2717 if (deltah || deltav)
2718 tutorialsuccess += multiplier;
2721 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2722 tutorialsuccess += multiplier;
2725 if (Person::players[0]->jumpkeydown)
2726 tutorialsuccess = 1;
2729 if (Person::players[0]->isCrouch())
2730 tutorialsuccess = 1;
2733 if (Person::players[0]->animTarget == rollanim)
2734 tutorialsuccess = 1;
2737 if (Person::players[0]->animTarget == sneakanim)
2738 tutorialsuccess += multiplier;
2741 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2742 tutorialsuccess += multiplier;
2745 if (Person::players[0]->isWallJump())
2746 tutorialsuccess = 1;
2749 if (Person::players[0]->animTarget == flipanim)
2750 tutorialsuccess = 1;
2753 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2754 tutorialsuccess = 1;
2757 if (Person::players[0]->animTarget == winduppunchanim)
2758 tutorialsuccess = 1;
2761 if (Person::players[0]->animTarget == spinkickanim)
2762 tutorialsuccess = 1;
2765 if (Person::players[0]->animTarget == sweepanim)
2766 tutorialsuccess = 1;
2769 if (Person::players[0]->animTarget == dropkickanim)
2770 tutorialsuccess = 1;
2773 if (Person::players[0]->animTarget == rabbitkickanim)
2774 tutorialsuccess = 1;
2777 if (bonus == cannon)
2778 tutorialsuccess = 1;
2781 if (bonus == spinecrusher)
2782 tutorialsuccess = 1;
2785 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2786 tutorialsuccess = 1;
2789 if (Person::players[0]->animTarget == rabbittacklinganim)
2790 tutorialsuccess = 1;
2793 if (Person::players[0]->animTarget == backhandspringanim)
2794 tutorialsuccess = 1;
2797 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2798 tutorialsuccess = 1;
2801 if (Person::players[0]->escapednum == 2) {
2802 tutorialsuccess = 1;
2805 Person::players[1]->aitype = passivetype;
2809 if (animation[Person::players[0]->animTarget].attack == reversal)
2810 tutorialsuccess = 1;
2813 if (animation[Person::players[0]->animTarget].attack == reversal)
2814 tutorialsuccess = 1;
2817 if (animation[Person::players[0]->animTarget].attack == reversal) {
2818 tutorialsuccess = 1;
2821 Person::players[1]->aitype = passivetype;
2825 if (Person::players[0]->num_weapons > 0)
2826 tutorialsuccess = 1;
2829 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2830 tutorialsuccess = 1;
2833 if (Person::players[0]->animTarget == knifeslashstartanim)
2834 tutorialsuccess = 1;
2837 if (animation[Person::players[0]->animTarget].attack == reversal)
2838 tutorialsuccess = 1;
2841 if (animation[Person::players[0]->animTarget].attack == reversal)
2842 tutorialsuccess = 1;
2845 if (animation[Person::players[0]->animTarget].attack == reversal)
2846 tutorialsuccess = 1;
2849 if (Person::players[1]->weaponstuck != -1)
2850 tutorialsuccess = 1;
2855 if (tutorialsuccess >= 1)
2856 tutorialstagetime = tutorialmaxtime - 3;
2859 if (tutorialstagetime == tutorialmaxtime - 3) {
2860 emit_sound_np(consolesuccesssound);
2863 if (tutorialsuccess >= 1) {
2864 if (tutorialstage == 34 || tutorialstage == 35)
2865 tutorialstagetime = tutorialmaxtime - 1;
2869 if (tutorialstage < 14 || tutorialstage >= 50) {
2870 Person::players[1]->coords.y = 300;
2871 Person::players[1]->velocity = 0;
2877 float headprop, bodyprop, armprop, legprop;
2879 if (Input::isKeyPressed(SDLK_h)) {
2880 Person::players[0]->damagetolerance = 200000;
2881 Person::players[0]->damage = 0;
2882 Person::players[0]->burnt = 0;
2883 Person::players[0]->permanentdamage = 0;
2884 Person::players[0]->superpermanentdamage = 0;
2887 if (Input::isKeyPressed(SDLK_j)) {
2889 if (environment > 2)
2891 Setenvironment(environment);
2894 if (Input::isKeyPressed(SDLK_c)) {
2895 cameramode = 1 - cameramode;
2898 if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
2899 if (Person::players[0]->num_weapons > 0) {
2900 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2901 weapons[Person::players[0]->weaponids[0]].setType(staff);
2902 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2903 weapons[Person::players[0]->weaponids[0]].setType(knife);
2905 weapons[Person::players[0]->weaponids[0]].setType(sword);
2909 if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
2910 int closest = findClosestPlayer();
2912 if (Person::players[closest]->num_weapons) {
2913 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2914 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2915 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2916 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2918 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2920 if (!Person::players[closest]->num_weapons) {
2921 Person::players[closest]->weaponids[0] = weapons.size();
2923 weapons.push_back(Weapon(knife, closest));
2925 Person::players[closest]->num_weapons = 1;
2930 if (Input::isKeyDown(SDLK_u)) {
2931 int closest = findClosestPlayer();
2933 Person::players[closest]->yaw += multiplier * 50;
2934 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2939 if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) {
2940 int closest = findClosestPlayer();
2941 if (Input::isKeyDown(SDLK_LCTRL))
2945 Person::players[closest]->whichskin++;
2946 if (Person::players[closest]->whichskin > 9)
2947 Person::players[closest]->whichskin = 0;
2948 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2949 Person::players[closest]->whichskin = 0;
2951 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2952 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2955 if (Person::players[closest]->numclothes) {
2956 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2957 tintr = Person::players[closest]->clothestintr[i];
2958 tintg = Person::players[closest]->clothestintg[i];
2959 tintb = Person::players[closest]->clothestintb[i];
2960 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2962 Person::players[closest]->DoMipmaps();
2966 if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
2967 int closest = findClosestPlayer();
2969 if (Person::players[closest]->creature == wolftype) {
2970 headprop = Person::players[closest]->proportionhead.x / 1.1;
2971 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2972 armprop = Person::players[closest]->proportionarms.x / 1.1;
2973 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2976 if (Person::players[closest]->creature == rabbittype) {
2977 headprop = Person::players[closest]->proportionhead.x / 1.2;
2978 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2979 armprop = Person::players[closest]->proportionarms.x / 1.00;
2980 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2984 if (Person::players[closest]->creature == rabbittype) {
2985 Person::players[closest]->skeleton.id = closest;
2986 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);
2987 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2988 Person::players[closest]->whichskin = 0;
2989 Person::players[closest]->creature = wolftype;
2991 Person::players[closest]->proportionhead = 1.1;
2992 Person::players[closest]->proportionbody = 1.1;
2993 Person::players[closest]->proportionarms = 1.1;
2994 Person::players[closest]->proportionlegs = 1.1;
2995 Person::players[closest]->proportionlegs.y = 1.1;
2996 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2998 Person::players[closest]->damagetolerance = 300;
3000 Person::players[closest]->skeleton.id = closest;
3001 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);
3002 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3003 Person::players[closest]->whichskin = 0;
3004 Person::players[closest]->creature = rabbittype;
3006 Person::players[closest]->proportionhead = 1.2;
3007 Person::players[closest]->proportionbody = 1.05;
3008 Person::players[closest]->proportionarms = 1.00;
3009 Person::players[closest]->proportionlegs = 1.1;
3010 Person::players[closest]->proportionlegs.y = 1.05;
3011 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3013 Person::players[closest]->damagetolerance = 200;
3016 if (Person::players[closest]->creature == wolftype) {
3017 Person::players[closest]->proportionhead = 1.1 * headprop;
3018 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3019 Person::players[closest]->proportionarms = 1.1 * armprop;
3020 Person::players[closest]->proportionlegs = 1.1 * legprop;
3023 if (Person::players[closest]->creature == rabbittype) {
3024 Person::players[closest]->proportionhead = 1.2 * headprop;
3025 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3026 Person::players[closest]->proportionarms = 1.00 * armprop;
3027 Person::players[closest]->proportionlegs = 1.1 * legprop;
3028 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3034 if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) {
3040 if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) {
3042 float closestdist = std::numeric_limits<float>::max();
3044 for (int i = 1; i < Person::players.size(); i++) {
3045 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3046 if (!Person::players[i]->headless)
3047 if (distance < closestdist) {
3048 closestdist = distance;
3053 XYZ flatfacing2, flatvelocity2;
3055 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3056 blah = Person::players[closest]->coords;
3057 XYZ headspurtdirection;
3058 //int i = Person::players[closest]->skeleton.jointlabels[head];
3059 Joint& headjoint = Person::players[closest]->joint(head);
3060 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3061 if (!Person::players[closest]->skeleton.free)
3062 flatvelocity2 = Person::players[closest]->velocity;
3063 if (Person::players[closest]->skeleton.free)
3064 flatvelocity2 = headjoint.velocity;
3065 if (!Person::players[closest]->skeleton.free)
3066 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;
3067 if (Person::players[closest]->skeleton.free)
3068 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3069 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3070 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3071 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3072 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3073 Normalise(&headspurtdirection);
3074 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3075 flatvelocity2 += headspurtdirection * 8;
3076 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3078 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3080 emit_sound_at(splattersound, blah);
3081 emit_sound_at(breaksound2, blah, 100.);
3083 if (Person::players[closest]->skeleton.free == 2)
3084 Person::players[closest]->skeleton.free = 0;
3085 Person::players[closest]->RagDoll(0);
3086 Person::players[closest]->dead = 2;
3087 Person::players[closest]->headless = 1;
3088 Person::players[closest]->DoBloodBig(3, 165);
3094 if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) {
3095 int closest = findClosestPlayer();
3096 XYZ flatfacing2, flatvelocity2;
3098 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3099 blah = Person::players[closest]->coords;
3100 emit_sound_at(splattersound, blah);
3101 emit_sound_at(breaksound2, blah);
3103 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3104 if (!Person::players[closest]->skeleton.free)
3105 flatvelocity2 = Person::players[closest]->velocity;
3106 if (Person::players[closest]->skeleton.free)
3107 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3108 if (!Person::players[closest]->skeleton.free)
3109 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;
3110 if (Person::players[closest]->skeleton.free)
3111 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3112 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3113 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3114 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3115 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3116 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3117 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3120 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3121 if (!Person::players[closest]->skeleton.free)
3122 flatvelocity2 = Person::players[closest]->velocity;
3123 if (Person::players[closest]->skeleton.free)
3124 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3125 if (!Person::players[closest]->skeleton.free)
3126 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;
3127 if (Person::players[closest]->skeleton.free)
3128 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3129 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3130 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3131 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3132 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3133 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
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 * 2, 1, 1, 1, 3, 1);
3149 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 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);
3169 for (int j = 0; j < Person::players.size(); j++) {
3171 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3172 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3173 if (Person::players[j]->skeleton.free == 2)
3174 Person::players[j]->skeleton.free = 1;
3175 Person::players[j]->skeleton.longdead = 0;
3176 Person::players[j]->RagDoll(0);
3177 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3178 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3179 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3180 flatvelocity2 = temppos - Person::players[closest]->coords;
3181 Normalise(&flatvelocity2);
3182 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3189 Person::players[closest]->DoDamage(10000);
3190 Person::players[closest]->RagDoll(0);
3191 Person::players[closest]->dead = 2;
3192 Person::players[closest]->coords = 20;
3193 Person::players[closest]->skeleton.free = 2;
3200 if (Input::isKeyPressed(SDLK_f)) {
3201 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3202 if (Person::players[0]->onfire) {
3203 Person::players[0]->CatchFire();
3205 if (!Person::players[0]->onfire) {
3206 emit_sound_at(fireendsound, Person::players[0]->coords);
3207 pause_sound(stream_firesound);
3211 if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
3212 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3213 Person::players[0]->RagDoll(0);
3214 //Person::players[0]->spurt=1;
3215 //Person::players[0]->DoDamage(1000);
3217 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3220 if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
3221 for (int i = 0; i < objects.numobjects; i++) {
3222 if (objects.type[i] == treeleavestype) {
3223 objects.scale[i] *= .9;
3228 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3229 editorenabled = 1 - editorenabled;
3230 if (editorenabled) {
3231 Person::players[0]->damagetolerance = 100000;
3233 Person::players[0]->damagetolerance = 200;
3235 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3236 Person::players[0]->permanentdamage = 0;
3237 Person::players[0]->superpermanentdamage = 0;
3238 Person::players[0]->bloodloss = 0;
3239 Person::players[0]->deathbleeding = 0;
3243 if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) {
3245 if (targetlevel > numchallengelevels - 1)
3251 if (editorenabled) {
3252 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) {
3253 int closest = findClosestPlayer();
3255 Person::players.erase(Person::players.begin()+closest);
3259 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) {
3260 int closest = findClosestObject();
3262 objects.position[closest].y -= 500;
3265 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3267 //if(drawmode>2)drawmode=0;
3268 if (objects.numobjects < max_objects - 1) {
3270 boxcoords.x = Person::players[0]->coords.x;
3271 boxcoords.z = Person::players[0]->coords.z;
3272 boxcoords.y = Person::players[0]->coords.y - 3;
3273 if (editortype == bushtype)
3274 boxcoords.y = Person::players[0]->coords.y - .5;
3275 if (editortype == firetype)
3276 boxcoords.y = Person::players[0]->coords.y - .5;
3277 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3278 float temprotat, temprotat2;
3279 temprotat = editoryaw;
3280 temprotat2 = editorpitch;
3281 if (temprotat < 0 || editortype == bushtype)
3282 temprotat = Random() % 360;
3284 temprotat2 = Random() % 360;
3286 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3287 if (editortype == treetrunktype)
3288 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3292 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3293 Person::players.push_back(shared_ptr<Person>(new Person()));
3295 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3296 Person::players.back()->creature = rabbittype;
3297 Person::players.back()->howactive = editoractive;
3298 Person::players.back()->skeleton.id = Person::players.size()-1;
3299 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);
3301 int k = abs(Random() % 2) + 1;
3303 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3304 Person::players.back()->whichskin = 0;
3305 } else if (k == 1) {
3306 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3307 Person::players.back()->whichskin = 1;
3309 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3310 Person::players.back()->whichskin = 2;
3313 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3314 Person::players.back()->power = 1;
3315 Person::players.back()->speedmult = 1;
3316 Person::players.back()->animCurrent = bounceidleanim;
3317 Person::players.back()->animTarget = bounceidleanim;
3318 Person::players.back()->frameCurrent = 0;
3319 Person::players.back()->frameTarget = 1;
3320 Person::players.back()->target = 0;
3321 Person::players.back()->bled = 0;
3322 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3324 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3325 Person::players.back()->yaw = Person::players[0]->yaw;
3327 Person::players.back()->velocity = 0;
3328 Person::players.back()->coords = Person::players[0]->coords;
3329 Person::players.back()->oldcoords = Person::players.back()->coords;
3330 Person::players.back()->realoldcoords = Person::players.back()->coords;
3332 Person::players.back()->id = Person::players.size()-1;
3333 Person::players.back()->updatedelay = 0;
3334 Person::players.back()->normalsupdatedelay = 0;
3336 Person::players.back()->aitype = passivetype;
3338 if (Person::players[0]->creature == wolftype) {
3339 headprop = Person::players[0]->proportionhead.x / 1.1;
3340 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3341 armprop = Person::players[0]->proportionarms.x / 1.1;
3342 legprop = Person::players[0]->proportionlegs.x / 1.1;
3345 if (Person::players[0]->creature == rabbittype) {
3346 headprop = Person::players[0]->proportionhead.x / 1.2;
3347 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3348 armprop = Person::players[0]->proportionarms.x / 1.00;
3349 legprop = Person::players[0]->proportionlegs.x / 1.1;
3352 if (Person::players.back()->creature == wolftype) {
3353 Person::players.back()->proportionhead = 1.1 * headprop;
3354 Person::players.back()->proportionbody = 1.1 * bodyprop;
3355 Person::players.back()->proportionarms = 1.1 * armprop;
3356 Person::players.back()->proportionlegs = 1.1 * legprop;
3359 if (Person::players.back()->creature == rabbittype) {
3360 Person::players.back()->proportionhead = 1.2 * headprop;
3361 Person::players.back()->proportionbody = 1.05 * bodyprop;
3362 Person::players.back()->proportionarms = 1.00 * armprop;
3363 Person::players.back()->proportionlegs = 1.1 * legprop;
3364 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3367 Person::players.back()->headless = 0;
3368 Person::players.back()->onfire = 0;
3371 Person::players.back()->proportionhead.z = 0;
3372 Person::players.back()->proportionbody.z = 0;
3373 Person::players.back()->proportionarms.z = 0;
3374 Person::players.back()->proportionlegs.z = 0;
3377 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3379 Person::players.back()->damagetolerance = 200;
3381 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3382 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3383 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3384 Person::players.back()->armorhead = Person::players[0]->armorhead;
3385 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3386 Person::players.back()->armorlow = Person::players[0]->armorlow;
3387 Person::players.back()->metalhead = Person::players[0]->metalhead;
3388 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3389 Person::players.back()->metallow = Person::players[0]->metallow;
3391 Person::players.back()->immobile = Person::players[0]->immobile;
3393 Person::players.back()->numclothes = Person::players[0]->numclothes;
3394 if (Person::players.back()->numclothes)
3395 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3396 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3397 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3398 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3399 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3400 tintr = Person::players.back()->clothestintr[i];
3401 tintg = Person::players.back()->clothestintg[i];
3402 tintb = Person::players.back()->clothestintb[i];
3403 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3405 if (Person::players.back()->numclothes) {
3406 Person::players.back()->DoMipmaps();
3409 Person::players.back()->power = Person::players[0]->power;
3410 Person::players.back()->speedmult = Person::players[0]->speedmult;
3412 Person::players.back()->damage = 0;
3413 Person::players.back()->permanentdamage = 0;
3414 Person::players.back()->superpermanentdamage = 0;
3415 Person::players.back()->deathbleeding = 0;
3416 Person::players.back()->bleeding = 0;
3417 Person::players.back()->numwaypoints = 0;
3418 Person::players.back()->waypoint = 0;
3419 Person::players.back()->jumppath = 0;
3420 Person::players.back()->weaponstuck = -1;
3421 Person::players.back()->weaponactive = -1;
3422 Person::players.back()->num_weapons = 0;
3423 Person::players.back()->bloodloss = 0;
3424 Person::players.back()->dead = 0;
3426 Person::players.back()->loaded = 1;
3429 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
3430 if (Person::players.back()->numwaypoints < 90) {
3431 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3432 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3433 Person::players.back()->numwaypoints++;
3437 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) {
3438 if (numpathpoints < 30) {
3439 bool connected, alreadyconnected;
3441 if (numpathpoints > 1)
3442 for (int i = 0; i < numpathpoints; i++) {
3443 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3444 alreadyconnected = 0;
3445 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3446 if (pathpointconnect[pathpointselected][j] == i)
3447 alreadyconnected = 1;
3449 if (!alreadyconnected) {
3450 numpathpointconnect[pathpointselected]++;
3452 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3458 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3459 numpathpointconnect[numpathpoints - 1] = 0;
3460 if (numpathpoints > 1 && pathpointselected != -1) {
3461 numpathpointconnect[pathpointselected]++;
3462 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3464 pathpointselected = numpathpoints - 1;
3469 if (Input::isKeyPressed(SDLK_PERIOD)) {
3470 pathpointselected++;
3471 if (pathpointselected >= numpathpoints)
3472 pathpointselected = -1;
3474 if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) {
3475 pathpointselected--;
3476 if (pathpointselected <= -2)
3477 pathpointselected = numpathpoints - 1;
3479 if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) {
3480 if (pathpointselected != -1) {
3482 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3483 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3484 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3485 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3487 for (int i = 0; i < numpathpoints; i++) {
3488 for (int j = 0; j < numpathpointconnect[i]; j++) {
3489 if (pathpointconnect[i][j] == pathpointselected) {
3490 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3491 numpathpointconnect[i]--;
3493 if (pathpointconnect[i][j] == numpathpoints) {
3494 pathpointconnect[i][j] = pathpointselected;
3498 pathpointselected = numpathpoints - 1;
3502 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3504 if (editortype == treeleavestype || editortype == 10)
3507 editortype = firetype;
3510 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3512 if (editortype == treeleavestype || editortype == 10)
3514 if (editortype > firetype)
3518 if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3519 editoryaw -= multiplier * 100;
3520 if (editoryaw < -.01)
3524 if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3525 editoryaw += multiplier * 100;
3528 if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) {
3529 editorsize += multiplier;
3532 if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
3533 editorsize -= multiplier;
3534 if (editorsize < .1)
3539 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3540 mapradius -= multiplier * 10;
3543 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3544 mapradius += multiplier * 10;
3546 if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) {
3547 editorpitch += multiplier * 100;
3550 if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
3551 editorpitch -= multiplier * 100;
3552 if (editorpitch < -.01)
3555 if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
3556 int closest = findClosestObject();
3558 objects.DeleteObject(closest);
3564 void doJumpReversals()
3566 for (int k = 0; k < Person::players.size(); k++)
3567 for (int i = k; i < Person::players.size(); i++) {
3570 if ( Person::players[k]->skeleton.free == 0 &&
3571 Person::players[i]->skeleton.oldfree == 0 &&
3572 (Person::players[i]->animTarget == jumpupanim ||
3573 Person::players[k]->animTarget == jumpupanim) &&
3574 (Person::players[i]->aitype == playercontrolled ||
3575 Person::players[k]->aitype == playercontrolled) &&
3576 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3577 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3578 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3579 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3580 //TODO: refactor two huge similar ifs
3581 if (Person::players[i]->animTarget == jumpupanim &&
3582 Person::players[k]->animTarget != getupfrombackanim &&
3583 Person::players[k]->animTarget != getupfromfrontanim &&
3584 animation[Person::players[k]->animTarget].height == middleheight &&
3585 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3586 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3587 Person::players[k]->aitype != playercontrolled)) {
3588 Person::players[i]->victim = Person::players[k];
3589 Person::players[i]->velocity = 0;
3590 Person::players[i]->animCurrent = jumpreversedanim;
3591 Person::players[i]->animTarget = jumpreversedanim;
3592 Person::players[i]->frameCurrent = 0;
3593 Person::players[i]->frameTarget = 1;
3594 Person::players[i]->targettilt2 = 0;
3595 Person::players[k]->victim = Person::players[i];
3596 Person::players[k]->velocity = 0;
3597 Person::players[k]->animCurrent = jumpreversalanim;
3598 Person::players[k]->animTarget = jumpreversalanim;
3599 Person::players[k]->frameCurrent = 0;
3600 Person::players[k]->frameTarget = 1;
3601 Person::players[k]->targettilt2 = 0;
3602 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3603 Person::players[i]->animCurrent = rabbitkickreversedanim;
3604 Person::players[i]->animTarget = rabbitkickreversedanim;
3605 Person::players[i]->frameCurrent = 1;
3606 Person::players[i]->frameTarget = 2;
3607 Person::players[k]->animCurrent = rabbitkickreversalanim;
3608 Person::players[k]->animTarget = rabbitkickreversalanim;
3609 Person::players[k]->frameCurrent = 1;
3610 Person::players[k]->frameTarget = 2;
3612 Person::players[i]->target = 0;
3613 Person::players[k]->oldcoords = Person::players[k]->coords;
3614 Person::players[i]->coords = Person::players[k]->coords;
3615 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3616 Person::players[k]->yaw = Person::players[i]->targetyaw;
3617 if (Person::players[k]->aitype == attacktypecutoff)
3618 Person::players[k]->stunned = .5;
3620 if (Person::players[k]->animTarget == jumpupanim &&
3621 Person::players[i]->animTarget != getupfrombackanim &&
3622 Person::players[i]->animTarget != getupfromfrontanim &&
3623 animation[Person::players[i]->animTarget].height == middleheight &&
3624 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3625 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3626 Person::players[i]->aitype != playercontrolled)) {
3627 Person::players[k]->victim = Person::players[i];
3628 Person::players[k]->velocity = 0;
3629 Person::players[k]->animCurrent = jumpreversedanim;
3630 Person::players[k]->animTarget = jumpreversedanim;
3631 Person::players[k]->frameCurrent = 0;
3632 Person::players[k]->frameTarget = 1;
3633 Person::players[k]->targettilt2 = 0;
3634 Person::players[i]->victim = Person::players[k];
3635 Person::players[i]->velocity = 0;
3636 Person::players[i]->animCurrent = jumpreversalanim;
3637 Person::players[i]->animTarget = jumpreversalanim;
3638 Person::players[i]->frameCurrent = 0;
3639 Person::players[i]->frameTarget = 1;
3640 Person::players[i]->targettilt2 = 0;
3641 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3642 Person::players[k]->animTarget = rabbitkickreversedanim;
3643 Person::players[k]->animCurrent = rabbitkickreversedanim;
3644 Person::players[i]->animCurrent = rabbitkickreversalanim;
3645 Person::players[i]->animTarget = rabbitkickreversalanim;
3646 Person::players[k]->frameCurrent = 1;
3647 Person::players[k]->frameTarget = 2;
3648 Person::players[i]->frameCurrent = 1;
3649 Person::players[i]->frameTarget = 2;
3651 Person::players[k]->target = 0;
3652 Person::players[i]->oldcoords = Person::players[i]->coords;
3653 Person::players[k]->coords = Person::players[i]->coords;
3654 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3655 Person::players[i]->yaw = Person::players[k]->targetyaw;
3656 if (Person::players[i]->aitype == attacktypecutoff)
3657 Person::players[i]->stunned = .5;
3664 void doAerialAcrobatics()
3666 static XYZ facing, flatfacing;
3667 for (int k = 0; k < Person::players.size(); k++) {
3668 Person::players[k]->turnspeed = 500;
3670 if ((Person::players[k]->isRun() &&
3671 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3672 Person::players[k]->targetyaw != wolfrunninganim) ||
3673 Person::players[k]->frameTarget == 4)) ||
3674 Person::players[k]->animTarget == removeknifeanim ||
3675 Person::players[k]->animTarget == crouchremoveknifeanim ||
3676 Person::players[k]->animTarget == flipanim ||
3677 Person::players[k]->animTarget == fightsidestep ||
3678 Person::players[k]->animTarget == walkanim) {
3679 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3683 if (Person::players[k]->isStop() ||
3684 Person::players[k]->isLanding() ||
3685 Person::players[k]->animTarget == staggerbackhighanim ||
3686 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3687 Person::players[k]->animTarget == staggerbackhardanim ||
3688 Person::players[k]->animTarget == backhandspringanim ||
3689 Person::players[k]->animTarget == dodgebackanim ||
3690 Person::players[k]->animTarget == rollanim ||
3691 (animation[Person::players[k]->animTarget].attack &&
3692 Person::players[k]->animTarget != rabbitkickanim &&
3693 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3694 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3695 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3698 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3699 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3702 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3703 Person::players[k]->DoStuff();
3704 if (Person::players[k]->immobile && k != 0)
3705 Person::players[k]->coords = Person::players[k]->realoldcoords;
3707 //if player's position has changed (?)
3708 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3709 !Person::players[k]->skeleton.free &&
3710 Person::players[k]->animTarget != climbanim &&
3711 Person::players[k]->animTarget != hanganim) {
3712 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3714 bool tempcollide = 0;
3716 if (Person::players[k]->collide < -.3)
3717 Person::players[k]->collide = -.3;
3718 if (Person::players[k]->collide > 1)
3719 Person::players[k]->collide = 1;
3720 Person::players[k]->collide -= multiplier * 30;
3723 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3725 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3726 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3727 if (objects.type[i] != rocktype ||
3728 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3729 objects.position[i].y > Person::players[k]->coords.y) {
3730 lowpoint = Person::players[k]->coords;
3731 if (Person::players[k]->animTarget != jumpupanim &&
3732 Person::players[k]->animTarget != jumpdownanim &&
3733 !Person::players[k]->isFlip())
3737 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3738 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3739 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3740 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3741 flatfacing = lowpoint - Person::players[k]->coords;
3742 Person::players[k]->coords = lowpoint;
3743 Person::players[k]->coords.y -= 1.3;
3744 Person::players[k]->collide = 1;
3747 //TODO: refactor four similar blocks
3748 if (Person::players[k]->aitype == playercontrolled &&
3749 (Person::players[k]->animTarget == jumpupanim ||
3750 Person::players[k]->animTarget == jumpdownanim ||
3751 Person::players[k]->isFlip()) &&
3752 !Person::players[k]->jumptogglekeydown &&
3753 Person::players[k]->jumpkeydown) {
3754 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3755 XYZ tempcoords1 = lowpoint;
3756 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3757 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3758 Person::players[k]->setAnimation(walljumpleftanim);
3759 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3761 pause_sound(whooshsound);
3763 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3764 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3765 if (lowpointtarget.z < 0)
3766 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3767 Person::players[k]->targetyaw = Person::players[k]->yaw;
3768 Person::players[k]->lowyaw = Person::players[k]->yaw;
3772 lowpoint = tempcoords1;
3773 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3774 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3775 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3776 Person::players[k]->setAnimation(walljumprightanim);
3777 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3779 pause_sound(whooshsound);
3781 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3782 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3783 if (lowpointtarget.z < 0)
3784 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3785 Person::players[k]->targetyaw = Person::players[k]->yaw;
3786 Person::players[k]->lowyaw = Person::players[k]->yaw;
3790 lowpoint = tempcoords1;
3791 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3792 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3793 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3794 Person::players[k]->setAnimation(walljumpbackanim);
3795 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3797 pause_sound(whooshsound);
3799 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3800 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3801 if (lowpointtarget.z < 0)
3802 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3803 Person::players[k]->targetyaw = Person::players[k]->yaw;
3804 Person::players[k]->lowyaw = Person::players[k]->yaw;
3808 lowpoint = tempcoords1;
3809 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3810 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3811 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3812 Person::players[k]->setAnimation(walljumpfrontanim);
3813 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3815 pause_sound(whooshsound);
3817 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3818 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3819 if (lowpointtarget.z < 0)
3820 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3821 Person::players[k]->yaw += 180;
3822 Person::players[k]->targetyaw = Person::players[k]->yaw;
3823 Person::players[k]->lowyaw = Person::players[k]->yaw;
3832 } else if (objects.type[i] == rocktype) {
3833 lowpoint2 = Person::players[k]->coords;
3834 lowpoint = Person::players[k]->coords;
3836 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3837 Person::players[k]->coords = colpoint;
3838 Person::players[k]->collide = 1;
3841 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3842 //flipped into a rock
3843 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3844 Person::players[k]->RagDoll(0);
3846 if (Person::players[k]->animTarget == jumpupanim) {
3847 Person::players[k]->jumppower = -4;
3848 Person::players[k]->animTarget = Person::players[k]->getIdle();
3850 Person::players[k]->target = 0;
3851 Person::players[k]->frameTarget = 0;
3852 Person::players[k]->onterrain = 1;
3854 if (Person::players[k]->id == 0) {
3855 pause_sound(whooshsound);
3856 OPENAL_SetVolume(channels[whooshsound], 0);
3860 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3861 if (Person::players[k]->isFlip())
3862 Person::players[k]->jumppower = -4;
3863 Person::players[k]->animTarget = Person::players[k]->getLanding();
3864 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3866 envsound[numenvsounds] = Person::players[k]->coords;
3867 envsoundvol[numenvsounds] = 16;
3868 envsoundlife[numenvsounds] = .4;
3878 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3879 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3880 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3881 lowpoint = Person::players[k]->coords;
3883 if (objects.type[i] != rocktype)
3884 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3885 if (Person::players[k]->animTarget != jumpupanim &&
3886 Person::players[k]->animTarget != jumpdownanim &&
3887 Person::players[k]->onterrain)
3888 Person::players[k]->avoidcollided = 1;
3889 Person::players[k]->coords = lowpoint;
3890 Person::players[k]->coords.y -= 1.35;
3891 Person::players[k]->collide = 1;
3893 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3894 (Person::players[k]->animCurrent != climbanim &&
3895 Person::players[k]->animCurrent != hanganim &&
3896 !Person::players[k]->isWallJump() ||
3897 Person::players[k]->animTarget == jumpupanim ||
3898 Person::players[k]->animTarget == jumpdownanim)) {
3899 lowpoint = Person::players[k]->coords;
3900 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3901 lowpoint = Person::players[k]->coords;
3905 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3906 lowpointtarget = lowpoint + facing * 1.4;
3907 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3908 if (whichhit != -1) {
3909 lowpoint = Person::players[k]->coords;
3911 lowpointtarget = lowpoint + facing * 1.4;
3912 lowpoint2 = lowpoint;
3913 lowpointtarget2 = lowpointtarget;
3914 lowpoint3 = lowpoint;
3915 lowpointtarget3 = lowpointtarget;
3916 lowpoint4 = lowpoint;
3917 lowpointtarget4 = lowpointtarget;
3918 lowpoint5 = lowpoint;
3919 lowpointtarget5 = lowpointtarget;
3920 lowpoint6 = lowpoint;
3921 lowpointtarget6 = lowpointtarget;
3922 lowpoint7 = lowpoint;
3923 lowpointtarget7 = lowpoint;
3925 lowpointtarget2.x += .1;
3927 lowpointtarget3.z += .1;
3929 lowpointtarget4.x -= .1;
3931 lowpointtarget5.z -= .1;
3932 lowpoint6.y += 45 / 13;
3933 lowpointtarget6.y += 45 / 13;
3934 lowpointtarget6 += facing * .6;
3935 lowpointtarget7.y += 90 / 13;
3936 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3937 if (objects.friction[i] > .5)
3938 if (whichhit != -1) {
3939 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3940 Person::players[k]->collided = 1;
3941 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3942 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3943 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3944 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3945 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3946 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3947 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3948 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3949 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3950 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3951 for (int j = 0; j < 45; j++) {
3952 lowpoint = Person::players[k]->coords;
3953 lowpoint.y += (float)j / 13;
3954 lowpointtarget = lowpoint + facing * 1.4;
3955 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3956 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3957 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3959 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3960 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3961 lowpoint = Person::players[k]->coords;
3962 lowpoint.y += (float)j / 13;
3963 lowpointtarget = lowpoint + facing * 1.3;
3964 flatfacing = Person::players[k]->coords;
3965 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3966 Person::players[k]->coords.y = lowpointtarget.y - .07;
3967 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3969 if (j > 10 || !Person::players[k]->isRun()) {
3970 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3972 pause_sound(whooshsound);
3974 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3976 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3977 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3978 if (lowpointtarget.z < 0)
3979 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3980 Person::players[k]->targetyaw = Person::players[k]->yaw;
3981 Person::players[k]->lowyaw = Person::players[k]->yaw;
3983 //Person::players[k]->velocity=lowpointtarget*.03;
3984 Person::players[k]->velocity = 0;
3987 if (Person::players[k]->animTarget == jumpupanim) {
3988 Person::players[k]->animTarget = climbanim;
3989 Person::players[k]->jumppower = 0;
3990 Person::players[k]->jumpclimb = 1;
3992 Person::players[k]->transspeed = 6;
3993 Person::players[k]->target = 0;
3994 Person::players[k]->frameTarget = 1;
3997 Person::players[k]->setAnimation(hanganim);
3998 Person::players[k]->jumppower = 0;
4010 if (Person::players[k]->collide <= 0) {
4012 if (!Person::players[k]->onterrain &&
4013 Person::players[k]->animTarget != jumpupanim &&
4014 Person::players[k]->animTarget != jumpdownanim &&
4015 Person::players[k]->animTarget != climbanim &&
4016 Person::players[k]->animTarget != hanganim &&
4017 !Person::players[k]->isWallJump() &&
4018 !Person::players[k]->isFlip()) {
4019 if (Person::players[k]->animCurrent != climbanim &&
4020 Person::players[k]->animCurrent != tempanim &&
4021 Person::players[k]->animTarget != backhandspringanim &&
4022 (Person::players[k]->animTarget != rollanim ||
4023 Person::players[k]->frameTarget < 2 ||
4024 Person::players[k]->frameTarget > 6)) {
4025 //stagger off ledge (?)
4026 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4027 Person::players[k]->RagDoll(0);
4028 Person::players[k]->setAnimation(jumpdownanim);
4031 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4034 Person::players[k]->velocity.y += gravity;
4038 Person::players[k]->realoldcoords = Person::players[k]->coords;
4044 static XYZ relative;
4045 static int randattack;
4046 static bool playerrealattackkeydown = 0;
4048 if (!Input::isKeyDown(attackkey))
4051 Person::players[0]->attackkeydown = 0;
4053 playerrealattackkeydown = 0;
4055 playerrealattackkeydown = Input::isKeyDown(attackkey);
4056 if ((Person::players[0]->parriedrecently <= 0 ||
4057 Person::players[0]->weaponactive == -1) &&
4060 Person::players[0]->lastattack != swordslashanim &&
4061 Person::players[0]->lastattack != knifeslashstartanim &&
4062 Person::players[0]->lastattack != staffhitanim &&
4063 Person::players[0]->lastattack != staffspinhitanim)))
4064 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4065 if (Input::isKeyDown(attackkey) &&
4067 !Person::players[0]->backkeydown) {
4068 for (int k = 0; k < Person::players.size(); k++) {
4069 if ((Person::players[k]->animTarget == swordslashanim ||
4070 Person::players[k]->animTarget == staffhitanim ||
4071 Person::players[k]->animTarget == staffspinhitanim) &&
4072 Person::players[0]->animCurrent != dodgebackanim &&
4073 !Person::players[k]->skeleton.free)
4074 Person::players[k]->Reverse();
4078 if (!hostile || indialogue != -1)
4079 Person::players[0]->attackkeydown = 0;
4081 for (int k = 0; k < Person::players.size(); k++) {
4082 if (indialogue != -1)
4083 Person::players[k]->attackkeydown = 0;
4084 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4085 if (Person::players[k]->aitype != playercontrolled)
4086 Person::players[k]->victim = Person::players[0];
4087 //attack key pressed
4088 if (Person::players[k]->attackkeydown) {
4090 if (Person::players[k]->backkeydown &&
4091 Person::players[k]->animTarget != backhandspringanim &&
4092 (Person::players[k]->isIdle() ||
4093 Person::players[k]->isStop() ||
4094 Person::players[k]->isRun() ||
4095 Person::players[k]->animTarget == walkanim)) {
4096 if (Person::players[k]->jumppower <= 1) {
4097 Person::players[k]->jumppower -= 2;
4099 for (int i = 0; i < Person::players.size(); i++) {
4102 if (Person::players[i]->animTarget == swordslashanim ||
4103 Person::players[i]->animTarget == knifeslashstartanim ||
4104 Person::players[i]->animTarget == staffhitanim ||
4105 Person::players[i]->animTarget == staffspinhitanim)
4106 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4107 Person::players[k]->setAnimation(dodgebackanim);
4108 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4109 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4112 if (Person::players[k]->animTarget != dodgebackanim) {
4115 Person::players[k]->setAnimation(backhandspringanim);
4116 Person::players[k]->targetyaw = -yaw + 180;
4117 if (Person::players[k]->leftkeydown)
4118 Person::players[k]->targetyaw -= 45;
4119 if (Person::players[k]->rightkeydown)
4120 Person::players[k]->targetyaw += 45;
4121 Person::players[k]->yaw = Person::players[k]->targetyaw;
4122 Person::players[k]->jumppower -= 2;
4127 if (!animation[Person::players[k]->animTarget].attack &&
4128 !Person::players[k]->backkeydown &&
4129 (Person::players[k]->isIdle() ||
4130 Person::players[k]->isRun() ||
4131 Person::players[k]->animTarget == walkanim ||
4132 Person::players[k]->animTarget == sneakanim ||
4133 Person::players[k]->isCrouch())) {
4134 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4135 //normal attacks (?)
4136 Person::players[k]->hasvictim = 0;
4137 if (Person::players.size() > 1)
4138 for (int i = 0; i < Person::players.size(); i++) {
4139 if (i == k || !(k == 0 || i == 0))
4141 if (!Person::players[k]->hasvictim)
4142 if (animation[Person::players[k]->animTarget].attack != reversal) {
4144 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4145 if (distance < 4.5 &&
4146 !Person::players[i]->skeleton.free &&
4147 Person::players[i]->howactive < typedead1 &&
4148 Person::players[i]->animTarget != jumpreversedanim &&
4149 Person::players[i]->animTarget != rabbitkickreversedanim &&
4150 Person::players[i]->animTarget != rabbitkickanim &&
4151 Person::players[k]->animTarget != rabbitkickanim &&
4152 Person::players[i]->animTarget != getupfrombackanim &&
4153 (Person::players[i]->animTarget != staggerbackhighanim &&
4154 (Person::players[i]->animTarget != staggerbackhardanim ||
4155 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4156 Person::players[i]->animTarget != jumpdownanim &&
4157 Person::players[i]->animTarget != jumpupanim &&
4158 Person::players[i]->animTarget != getupfromfrontanim) {
4159 Person::players[k]->victim = Person::players[i];
4160 Person::players[k]->hasvictim = 1;
4161 if (Person::players[k]->aitype == playercontrolled) { //human player
4163 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4164 Person::players[k]->crouchkeydown &&
4165 animation[Person::players[i]->animTarget].height != lowheight)
4166 Person::players[k]->animTarget = sweepanim;
4168 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4169 animation[Person::players[i]->animTarget].height != lowheight &&
4170 !Person::players[k]->forwardkeydown &&
4171 !Person::players[k]->leftkeydown &&
4172 !Person::players[k]->rightkeydown &&
4173 !Person::players[k]->crouchkeydown &&
4176 Person::players[k]->animTarget = winduppunchanim;
4178 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4179 animation[Person::players[i]->animTarget].height != lowheight &&
4180 !Person::players[k]->forwardkeydown &&
4181 !Person::players[k]->leftkeydown &&
4182 !Person::players[k]->rightkeydown &&
4183 !Person::players[k]->crouchkeydown &&
4185 Person::players[k]->animTarget = upunchanim;
4187 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4188 Person::players[i]->staggerdelay > 0 &&
4189 attackweapon == knife &&
4190 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4191 Person::players[k]->animTarget = knifefollowanim;
4193 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4194 animation[Person::players[i]->animTarget].height != lowheight &&
4195 !Person::players[k]->forwardkeydown &&
4196 !Person::players[k]->leftkeydown &&
4197 !Person::players[k]->rightkeydown &&
4198 !Person::players[k]->crouchkeydown &&
4199 attackweapon == knife &&
4200 Person::players[k]->weaponmissdelay <= 0)
4201 Person::players[k]->animTarget = knifeslashstartanim;
4203 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4204 animation[Person::players[i]->animTarget].height != lowheight &&
4205 !Person::players[k]->crouchkeydown &&
4206 attackweapon == sword &&
4207 Person::players[k]->weaponmissdelay <= 0)
4208 Person::players[k]->animTarget = swordslashanim;
4210 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4211 animation[Person::players[i]->animTarget].height != lowheight &&
4212 !Person::players[k]->crouchkeydown &&
4213 attackweapon == staff &&
4214 Person::players[k]->weaponmissdelay <= 0 &&
4215 !Person::players[k]->leftkeydown &&
4216 !Person::players[k]->rightkeydown &&
4217 !Person::players[k]->forwardkeydown)
4218 Person::players[k]->animTarget = staffhitanim;
4220 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4221 animation[Person::players[i]->animTarget].height != lowheight &&
4222 !Person::players[k]->crouchkeydown &&
4223 attackweapon == staff &&
4224 Person::players[k]->weaponmissdelay <= 0)
4225 Person::players[k]->animTarget = staffspinhitanim;
4227 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4228 animation[Person::players[i]->animTarget].height != lowheight)
4229 Person::players[k]->animTarget = spinkickanim;
4231 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4232 animation[Person::players[i]->animTarget].height == lowheight &&
4233 animation[Person::players[k]->animTarget].attack != normalattack)
4234 Person::players[k]->animTarget = lowkickanim;
4235 } else { //AI player
4236 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4237 randattack = abs(Random() % 5);
4238 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4240 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4241 Person::players[k]->animTarget = sweepanim;
4243 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4245 Person::players[k]->animTarget = upunchanim;
4247 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4248 Person::players[k]->animTarget = spinkickanim;
4250 else if (animation[Person::players[i]->animTarget].height == lowheight)
4251 Person::players[k]->animTarget = lowkickanim;
4255 if ((tutoriallevel != 1 || !attackweapon) &&
4256 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4258 animation[Person::players[i]->animTarget].height != lowheight)
4259 Person::players[k]->animTarget = sweepanim;
4261 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4262 attackweapon == knife &&
4263 Person::players[k]->weaponmissdelay <= 0)
4264 Person::players[k]->animTarget = knifeslashstartanim;
4266 else if (!(Person::players[0]->victim == Person::players[i] &&
4267 Person::players[0]->hasvictim &&
4268 Person::players[0]->animTarget == swordslashanim) &&
4269 attackweapon == sword &&
4270 Person::players[k]->weaponmissdelay <= 0)
4271 Person::players[k]->animTarget = swordslashanim;
4273 else if (!(Person::players[0]->victim == Person::players[i] &&
4274 Person::players[0]->hasvictim &&
4275 Person::players[0]->animTarget == swordslashanim) &&
4276 attackweapon == staff &&
4277 Person::players[k]->weaponmissdelay <= 0 &&
4279 Person::players[k]->animTarget = staffhitanim;
4281 else if (!(Person::players[0]->victim == Person::players[i] &&
4282 Person::players[0]->hasvictim &&
4283 Person::players[0]->animTarget == swordslashanim) &&
4284 attackweapon == staff &&
4285 Person::players[k]->weaponmissdelay <= 0 &&
4287 Person::players[k]->animTarget = staffspinhitanim;
4289 else if ((tutoriallevel != 1 || !attackweapon) &&
4290 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4292 animation[Person::players[i]->animTarget].height != lowheight)
4293 Person::players[k]->animTarget = spinkickanim;
4295 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4296 animation[Person::players[i]->animTarget].height == lowheight &&
4297 animation[Person::players[k]->animTarget].attack != normalattack)
4298 Person::players[k]->animTarget = lowkickanim;
4302 //upunch becomes wolfslap
4303 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4304 Person::players[k]->animTarget = wolfslapanim;
4307 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4308 Person::players[i]->howactive < typedead1 &&
4309 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4310 !Person::players[i]->skeleton.free &&
4311 Person::players[i]->animTarget != getupfrombackanim &&
4312 Person::players[i]->animTarget != getupfromfrontanim &&
4313 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4314 Person::players[i]->surprised > 0 ||
4315 Person::players[i]->aitype == passivetype ||
4316 attackweapon && Person::players[i]->stunned > 0) &&
4317 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4319 if (!attackweapon) {
4320 Person::players[k]->animCurrent = sneakattackanim;
4321 Person::players[k]->animTarget = sneakattackanim;
4322 Person::players[i]->animCurrent = sneakattackedanim;
4323 Person::players[i]->animTarget = sneakattackedanim;
4324 Person::players[k]->oldcoords = Person::players[k]->coords;
4325 Person::players[k]->coords = Person::players[i]->coords;
4328 if (attackweapon == knife) {
4329 Person::players[k]->animCurrent = knifesneakattackanim;
4330 Person::players[k]->animTarget = knifesneakattackanim;
4331 Person::players[i]->animCurrent = knifesneakattackedanim;
4332 Person::players[i]->animTarget = knifesneakattackedanim;
4333 Person::players[i]->oldcoords = Person::players[i]->coords;
4334 Person::players[i]->coords = Person::players[k]->coords;
4337 if (attackweapon == sword) {
4338 Person::players[k]->animCurrent = swordsneakattackanim;
4339 Person::players[k]->animTarget = swordsneakattackanim;
4340 Person::players[i]->animCurrent = swordsneakattackedanim;
4341 Person::players[i]->animTarget = swordsneakattackedanim;
4342 Person::players[i]->oldcoords = Person::players[i]->coords;
4343 Person::players[i]->coords = Person::players[k]->coords;
4345 if (attackweapon != staff) {
4346 Person::players[k]->victim = Person::players[i];
4347 Person::players[k]->hasvictim = 1;
4348 Person::players[i]->targettilt2 = 0;
4349 Person::players[i]->frameTarget = 1;
4350 Person::players[i]->frameCurrent = 0;
4351 Person::players[i]->target = 0;
4352 Person::players[i]->velocity = 0;
4353 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4354 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4355 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4356 Person::players[k]->target = Person::players[i]->target;
4357 Person::players[k]->velocity = 0;
4358 Person::players[k]->targetyaw = Person::players[i]->yaw;
4359 Person::players[k]->yaw = Person::players[i]->yaw;
4360 Person::players[i]->targetyaw = Person::players[i]->yaw;
4363 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4364 Person::players[k]->victim == Person::players[i] &&
4365 (!Person::players[i]->skeleton.free)) {
4367 Person::players[k]->frameTarget = 0;
4368 Person::players[k]->target = 0;
4370 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4371 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4372 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4373 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4374 Person::players[k]->lastattack = Person::players[k]->animTarget;
4376 if (Person::players[k]->animTarget == knifefollowanim &&
4377 Person::players[k]->victim == Person::players[i]) {
4379 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4380 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4381 Person::players[k]->victim = Person::players[i];
4382 Person::players[k]->hasvictim = 1;
4383 Person::players[i]->animTarget = knifefollowedanim;
4384 Person::players[i]->animCurrent = knifefollowedanim;
4385 Person::players[i]->targettilt2 = 0;
4386 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4387 Person::players[i]->frameTarget = 1;
4388 Person::players[i]->frameCurrent = 0;
4389 Person::players[i]->target = 0;
4390 Person::players[i]->velocity = 0;
4391 Person::players[k]->animCurrent = knifefollowanim;
4392 Person::players[k]->animTarget = knifefollowanim;
4393 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4394 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4395 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4396 Person::players[k]->target = Person::players[i]->target;
4397 Person::players[k]->velocity = 0;
4398 Person::players[k]->oldcoords = Person::players[k]->coords;
4399 Person::players[i]->coords = Person::players[k]->coords;
4400 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4401 Person::players[i]->yaw = Person::players[k]->targetyaw;
4402 Person::players[k]->yaw = Person::players[k]->targetyaw;
4403 Person::players[i]->yaw = Person::players[k]->targetyaw;
4407 const bool hasstaff = attackweapon == staff;
4408 if (k == 0 && Person::players.size() > 1)
4409 for (int i = 0; i < Person::players.size(); i++) {
4412 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4413 animation[Person::players[k]->animTarget].attack == neutral) {
4414 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4415 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4416 if (Person::players[i]->skeleton.free)
4417 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4418 (Person::players[i]->dead ||
4419 Person::players[i]->skeleton.longdead > 1000 ||
4420 Person::players[k]->isRun() ||
4423 (Person::players[i]->skeleton.longdead > 2000 ||
4424 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4425 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4426 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4427 Person::players[k]->victim = Person::players[i];
4428 Person::players[k]->hasvictim = 1;
4429 if (attackweapon && tutoriallevel != 1) {
4431 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4432 Person::players[k]->animTarget = crouchstabanim;
4434 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4435 Person::players[k]->animTarget = swordgroundstabanim;
4437 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4438 Person::players[k]->animTarget = staffgroundsmashanim;
4440 if (distance < 2.5 &&
4441 Person::players[k]->crouchkeydown &&
4442 Person::players[k]->animTarget != crouchstabanim &&
4444 Person::players[i]->dead &&
4445 Person::players[i]->skeleton.free &&
4446 Person::players[i]->skeleton.longdead > 1000) {
4447 Person::players[k]->animTarget = killanim;
4448 //TODO: refactor this out, what does it do?
4449 for (int j = 0; j < terrain.numdecals; j++) {
4450 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4451 terrain.decalalivetime[j] < 2)
4452 terrain.DeleteDecal(j);
4454 for (int l = 0; l < objects.numobjects; l++) {
4455 if (objects.model[l].type == decalstype)
4456 for (int j = 0; j < objects.model[l].numdecals; j++) {
4457 if ((objects.model[l].decaltype[j] == blooddecal ||
4458 objects.model[l].decaltype[j] == blooddecalslow) &&
4459 objects.model[l].decalalivetime[j] < 2)
4460 objects.model[l].DeleteDecal(j);
4464 if (!Person::players[i]->dead || musictype != 2)
4465 if (distance < 3.5 &&
4466 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4467 Person::players[k]->staggerdelay <= 0 &&
4468 (Person::players[i]->dead ||
4469 Person::players[i]->skeleton.longdead < 300 &&
4470 Person::players[k]->lastattack != spinkickanim &&
4471 Person::players[i]->skeleton.free) &&
4472 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4473 Person::players[k]->animTarget = dropkickanim;
4474 for (int j = 0; j < terrain.numdecals; j++) {
4475 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4476 terrain.decalalivetime[j] < 2) {
4477 terrain.DeleteDecal(j);
4480 for (int l = 0; l < objects.numobjects; l++) {
4481 if (objects.model[l].type == decalstype)
4482 for (int j = 0; j < objects.model[l].numdecals; j++) {
4483 if ((objects.model[l].decaltype[j] == blooddecal ||
4484 objects.model[l].decaltype[j] == blooddecalslow) &&
4485 objects.model[l].decalalivetime[j] < 2) {
4486 objects.model[l].DeleteDecal(j);
4492 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4493 Person::players[k]->victim == Person::players[i] &&
4494 (!Person::players[i]->skeleton.free ||
4495 Person::players[k]->animTarget == killanim ||
4496 Person::players[k]->animTarget == crouchstabanim ||
4497 Person::players[k]->animTarget == swordgroundstabanim ||
4498 Person::players[k]->animTarget == staffgroundsmashanim ||
4499 Person::players[k]->animTarget == dropkickanim)) {
4501 Person::players[k]->frameTarget = 0;
4502 Person::players[k]->target = 0;
4504 XYZ targetpoint = Person::players[i]->coords;
4505 if (Person::players[k]->animTarget == crouchstabanim ||
4506 Person::players[k]->animTarget == swordgroundstabanim ||
4507 Person::players[k]->animTarget == staffgroundsmashanim) {
4508 targetpoint += (Person::players[i]->jointPos(abdomen) +
4509 Person::players[i]->jointPos(neck)) / 2 *
4510 Person::players[i]->scale;
4512 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4513 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4515 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4516 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4519 if (Person::players[k]->animTarget == staffgroundsmashanim)
4520 Person::players[k]->targettilt2 += 10;
4522 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4523 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4524 Person::players[k]->lastattack = Person::players[k]->animTarget;
4526 if (Person::players[k]->animTarget == swordgroundstabanim) {
4527 Person::players[k]->targetyaw += 30;
4532 if (!Person::players[k]->hasvictim) {
4534 for (int i = 0; i < Person::players.size(); i++) {
4535 if (i == k || !(i == 0 || k == 0))
4537 if (!Person::players[i]->skeleton.free) {
4538 if (Person::players[k]->hasvictim) {
4539 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4540 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4541 Person::players[k]->victim = Person::players[i];
4543 Person::players[k]->victim = Person::players[i];
4544 Person::players[k]->hasvictim = 1;
4549 if (Person::players[k]->aitype == playercontrolled)
4551 if (Person::players[k]->attackkeydown &&
4552 Person::players[k]->isRun() &&
4553 Person::players[k]->wasRun() &&
4554 ((Person::players[k]->hasvictim &&
4555 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4556 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4557 !Person::players[k]->victim->skeleton.free &&
4558 Person::players[k]->victim->animTarget != getupfrombackanim &&
4559 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4560 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4561 Person::players[k]->aitype != playercontrolled && //wat???
4562 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4563 Person::players[k]->rabbitkickenabled) ||
4564 Person::players[k]->jumpkeydown)) {
4566 Person::players[k]->setAnimation(rabbitkickanim);
4569 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4571 switch (attackweapon) {
4592 void doPlayerCollisions()
4594 static XYZ rotatetarget;
4595 static float collisionradius;
4596 if (Person::players.size() > 1)
4597 for (int k = 0; k < Person::players.size(); k++)
4598 for (int i = k + 1; i < Person::players.size(); i++) {
4599 //neither player is part of a reversal
4600 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4601 animation[Person::players[i]->animTarget].attack != reversal &&
4602 animation[Person::players[k]->animTarget].attack != reversed &&
4603 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4604 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4605 animation[Person::players[i]->animCurrent].attack != reversal &&
4606 animation[Person::players[k]->animCurrent].attack != reversed &&
4607 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4608 //neither is sleeping
4609 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4610 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4611 //in same patch, neither is climbing
4612 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4613 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4614 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4615 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4616 Person::players[i]->animTarget != climbanim &&
4617 Person::players[i]->animTarget != hanganim &&
4618 Person::players[k]->animTarget != climbanim &&
4619 Person::players[k]->animTarget != hanganim)
4620 //players are close (bounding box test)
4621 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4622 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4623 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4624 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4625 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4626 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4627 //spread fire from player to player
4628 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4629 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4630 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4631 if (!Person::players[i]->onfire)
4632 Person::players[i]->CatchFire();
4633 if (!Person::players[k]->onfire)
4634 Person::players[k]->CatchFire();
4638 XYZ tempcoords1 = Person::players[i]->coords;
4639 XYZ tempcoords2 = Person::players[k]->coords;
4640 if (!Person::players[i]->skeleton.oldfree)
4641 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4642 if (!Person::players[k]->skeleton.oldfree)
4643 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4644 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4645 if (Person::players[0]->hasvictim)
4646 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4647 collisionradius = 3;
4648 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4649 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4650 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4651 //jump down on a dead body
4652 if (k == 0 || i == 0) {
4654 if (Person::players[0]->animTarget == jumpdownanim &&
4655 !Person::players[0]->skeleton.oldfree &&
4656 !Person::players[0]->skeleton.free &&
4657 Person::players[l]->skeleton.oldfree &&
4658 Person::players[l]->skeleton.free &&
4659 Person::players[l]->dead &&
4660 Person::players[0]->lastcollide <= 0 &&
4661 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4662 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4663 Person::players[0]->coords.y = Person::players[l]->coords.y;
4664 Person::players[l]->velocity = Person::players[0]->velocity;
4665 Person::players[l]->skeleton.free = 0;
4666 Person::players[l]->yaw = 0;
4667 Person::players[l]->RagDoll(0);
4668 Person::players[l]->DoDamage(20);
4670 Person::players[l]->skeleton.longdead = 0;
4671 Person::players[0]->lastcollide = 1;
4675 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4676 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4677 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4678 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4679 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4680 Person::players[i]->skeleton.free) &&
4681 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4682 Person::players[k]->skeleton.free))
4683 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4684 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4685 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4687 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4688 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4689 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4690 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4691 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4693 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4694 (k != 0 || Person::players[k]->skeleton.free) ||
4695 (animation[Person::players[i]->animTarget].height == highheight &&
4696 animation[Person::players[k]->animTarget].height == highheight)) {
4697 if (tutoriallevel != 1) {
4698 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4701 Person::players[i]->RagDoll(0);
4702 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4703 award_bonus(0, aimbonus);
4705 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4706 Person::players[k]->RagDoll(0);
4707 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4708 award_bonus(0, aimbonus); // Huh, again?
4710 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4712 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4713 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4715 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4716 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4721 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4722 animation[Person::players[i]->animTarget].attack == normalattack) &&
4723 (animation[Person::players[k]->animTarget].attack == neutral ||
4724 animation[Person::players[k]->animTarget].attack == normalattack)) {
4726 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4727 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4728 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4729 Normalise(&rotatetarget);
4730 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4731 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4732 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4733 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4734 if (Person::players[k]->howactive == typeactive || hostile)
4735 if (Person::players[k]->isIdle()) {
4736 if (Person::players[k]->howactive < typesleeping)
4737 Person::players[k]->setAnimation(Person::players[k]->getStop());
4738 else if (Person::players[k]->howactive == typesleeping)
4739 Person::players[k]->setAnimation(getupfromfrontanim);
4741 Person::players[k]->howactive = typeactive;
4743 if (Person::players[i]->howactive == typeactive || hostile)
4744 if (Person::players[i]->isIdle()) {
4745 if (Person::players[i]->howactive < typesleeping)
4746 Person::players[i]->setAnimation(Person::players[k]->getStop());
4748 Person::players[i]->setAnimation(getupfromfrontanim);
4750 Person::players[i]->howactive = typeactive;
4753 //jump down on player
4755 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4756 !Person::players[i]->isCrouch() &&
4757 Person::players[i]->animTarget != rollanim &&
4758 !Person::players[k]->skeleton.oldfree && !
4759 Person::players[k]->skeleton.free &&
4760 Person::players[k]->lastcollide <= 0 &&
4761 Person::players[k]->velocity.y < -10) {
4762 Person::players[i]->velocity = Person::players[k]->velocity;
4763 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4764 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4765 Person::players[i]->DoDamage(20);
4766 Person::players[i]->RagDoll(0);
4767 Person::players[k]->lastcollide = 1;
4768 award_bonus(k, AboveBonus);
4770 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4771 !Person::players[k]->isCrouch() &&
4772 Person::players[k]->animTarget != rollanim &&
4773 !Person::players[i]->skeleton.oldfree &&
4774 !Person::players[i]->skeleton.free &&
4775 Person::players[i]->lastcollide <= 0 &&
4776 Person::players[i]->velocity.y < -10) {
4777 Person::players[k]->velocity = Person::players[i]->velocity;
4778 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4779 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4780 Person::players[k]->DoDamage(20);
4781 Person::players[k]->RagDoll(0);
4782 Person::players[i]->lastcollide = 1;
4783 award_bonus(i, AboveBonus);
4789 Person::players[i]->CheckKick();
4790 Person::players[k]->CheckKick();
4798 static bool connected;
4799 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4800 Person::players[i]->jumpclimb = 0;
4801 //disable movement in editor
4803 Person::players[i]->stunned = 1;
4805 Person::players[i]->pause = 0;
4806 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4807 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4808 !Person::players[0]->onterrain)
4809 Person::players[i]->pause = 1;
4812 if (Person::players[i]->aitype == pathfindtype) {
4813 if (Person::players[i]->finalpathfindpoint == -1) {
4814 float closestdistance;
4819 closestdistance = -1;
4820 for (int j = 0; j < numpathpoints; j++)
4821 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4822 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4824 Person::players[i]->finaltarget = pathpoint[j];
4826 Person::players[i]->finalpathfindpoint = closest;
4827 for (int j = 0; j < numpathpoints; j++)
4828 for (int k = 0; k < numpathpointconnect[j]; k++) {
4829 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4830 if (sq(tempdist) < closestdistance)
4831 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4832 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4833 closestdistance = sq(tempdist);
4835 Person::players[i]->finaltarget = colpoint;
4838 Person::players[i]->finalpathfindpoint = closest;
4841 if (Person::players[i]->targetpathfindpoint == -1) {
4842 float closestdistance;
4847 closestdistance = -1;
4848 if (Person::players[i]->lastpathfindpoint == -1) {
4849 for (int j = 0; j < numpathpoints; j++) {
4850 if (j != Person::players[i]->lastpathfindpoint)
4851 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4852 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4856 Person::players[i]->targetpathfindpoint = closest;
4857 for (int j = 0; j < numpathpoints; j++)
4858 if (j != Person::players[i]->lastpathfindpoint)
4859 for (int k = 0; k < numpathpointconnect[j]; k++) {
4860 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4861 if (sq(tempdist) < closestdistance) {
4862 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4863 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4864 closestdistance = sq(tempdist);
4869 Person::players[i]->targetpathfindpoint = closest;
4871 for (int j = 0; j < numpathpoints; j++)
4872 if (j != Person::players[i]->lastpathfindpoint &&
4873 j != Person::players[i]->lastpathfindpoint2 &&
4874 j != Person::players[i]->lastpathfindpoint3 &&
4875 j != Person::players[i]->lastpathfindpoint4) {
4877 if (numpathpointconnect[j])
4878 for (int k = 0; k < numpathpointconnect[j]; k++)
4879 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4882 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4883 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4884 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4887 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4888 if (closest == -1 || tempdist < closestdistance) {
4889 closestdistance = tempdist;
4894 Person::players[i]->targetpathfindpoint = closest;
4897 Person::players[i]->losupdatedelay -= multiplier;
4899 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4900 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4902 //reached target point
4903 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4904 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4905 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4906 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4907 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4908 if (Person::players[i]->lastpathfindpoint2 == -1)
4909 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4910 if (Person::players[i]->lastpathfindpoint3 == -1)
4911 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4912 if (Person::players[i]->lastpathfindpoint4 == -1)
4913 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4914 Person::players[i]->targetpathfindpoint = -1;
4916 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4917 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4918 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4919 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4920 Person::players[i]->aitype = passivetype;
4923 Person::players[i]->forwardkeydown = 1;
4924 Person::players[i]->leftkeydown = 0;
4925 Person::players[i]->backkeydown = 0;
4926 Person::players[i]->rightkeydown = 0;
4927 Person::players[i]->crouchkeydown = 0;
4928 Person::players[i]->attackkeydown = 0;
4929 Person::players[i]->throwkeydown = 0;
4931 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4932 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4934 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4935 Person::players[i]->jumpkeydown = 0;
4936 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4937 Person::players[i]->jumpkeydown = 1;
4939 if ((tutoriallevel != 1 || cananger) &&
4941 !Person::players[0]->dead &&
4942 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4943 Person::players[i]->occluded < 25) {
4944 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4945 animation[Person::players[0]->animTarget].height != lowheight &&
4947 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4948 Person::players[i]->aitype = attacktypecutoff;
4949 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4950 animation[Person::players[0]->animTarget].height == highheight &&
4952 Person::players[i]->aitype = attacktypecutoff;
4954 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4955 Person::players[i]->losupdatedelay = .2;
4956 for (int j = 0; j < Person::players.size(); j++)
4957 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4958 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4959 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4960 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4961 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4962 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4963 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4964 *Person::players[i]->scale + Person::players[i]->coords,
4965 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4966 *Person::players[j]->scale + Person::players[j]->coords) ||
4967 (Person::players[j]->animTarget == hanganim &&
4968 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4969 Person::players[i]->aitype = searchtype;
4970 Person::players[i]->lastchecktime = 12;
4971 Person::players[i]->lastseen = Person::players[j]->coords;
4972 Person::players[i]->lastseentime = 12;
4976 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4977 if (Person::players[i]->creature != wolftype) {
4978 Person::players[i]->stunned = .6;
4979 Person::players[i]->surprised = .6;
4983 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4984 Person::players[i]->howactive = typeactive;
4986 if (Person::players[i]->aitype == passivetype) {
4987 Person::players[i]->aiupdatedelay -= multiplier;
4988 Person::players[i]->losupdatedelay -= multiplier;
4989 Person::players[i]->lastseentime += multiplier;
4990 Person::players[i]->pausetime -= multiplier;
4991 if (Person::players[i]->lastseentime > 1)
4992 Person::players[i]->lastseentime = 1;
4994 if (Person::players[i]->aiupdatedelay < 0) {
4995 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4996 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4997 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4998 Person::players[i]->aiupdatedelay = .05;
5000 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5001 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5002 Person::players[i]->pausetime = 4;
5003 Person::players[i]->waypoint++;
5004 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5005 Person::players[i]->waypoint = 0;
5010 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5011 Person::players[i]->forwardkeydown = 1;
5013 Person::players[i]->forwardkeydown = 0;
5014 Person::players[i]->leftkeydown = 0;
5015 Person::players[i]->backkeydown = 0;
5016 Person::players[i]->rightkeydown = 0;
5017 Person::players[i]->crouchkeydown = 0;
5018 Person::players[i]->attackkeydown = 0;
5019 Person::players[i]->throwkeydown = 0;
5021 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5022 if (!Person::players[i]->avoidsomething)
5023 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5025 XYZ leftpos, rightpos;
5026 float leftdist, rightdist;
5027 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5028 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5029 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5030 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5031 if (leftdist < rightdist)
5032 Person::players[i]->targetyaw += 90;
5034 Person::players[i]->targetyaw -= 90;
5038 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5039 Person::players[i]->jumpkeydown = 0;
5040 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5041 Person::players[i]->jumpkeydown = 1;
5045 if (!editorenabled) {
5046 if (Person::players[i]->howactive <= typesleeping)
5047 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5048 for (int j = 0; j < numenvsounds; j++) {
5049 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5050 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5051 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5052 Person::players[i]->aitype = attacktypecutoff;
5055 if (Person::players[i]->aitype != passivetype) {
5056 if (Person::players[i]->howactive == typesleeping)
5057 Person::players[i]->setAnimation(getupfromfrontanim);
5058 Person::players[i]->howactive = typeactive;
5062 if (Person::players[i]->howactive < typesleeping &&
5063 ((tutoriallevel != 1 || cananger) && hostile) &&
5064 !Person::players[0]->dead &&
5065 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5066 Person::players[i]->occluded < 25) {
5067 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5068 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5069 Person::players[i]->aitype = attacktypecutoff;
5070 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5071 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5072 Person::players[i]->aitype = attacktypecutoff;
5075 if (Person::players[i]->creature == wolftype) {
5077 for (int j = 0; j < Person::players.size(); j++) {
5078 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5079 float smelldistance = 50;
5080 if (j == 0 && Person::players[j]->num_weapons > 0) {
5081 if (weapons[Person::players[j]->weaponids[0]].bloody)
5082 smelldistance = 100;
5083 if (Person::players[j]->num_weapons == 2)
5084 if (weapons[Person::players[j]->weaponids[1]].bloody)
5085 smelldistance = 100;
5088 smelldistance = 100;
5089 windsmell = windvector;
5090 Normalise(&windsmell);
5091 windsmell = windsmell * 2 + Person::players[j]->coords;
5092 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5093 Person::players[i]->aitype = attacktypecutoff;
5098 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5099 Person::players[i]->losupdatedelay = .2;
5100 for (int j = 0; j < Person::players.size(); j++) {
5101 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5102 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5103 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5104 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5105 if ((-1 == checkcollide(
5106 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5107 Person::players[i]->scale + Person::players[i]->coords,
5108 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5109 Person::players[j]->scale + Person::players[j]->coords) &&
5110 !Person::players[j]->isWallJump()) ||
5111 (Person::players[j]->animTarget == hanganim &&
5112 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5113 Person::players[i]->lastseentime -= .2;
5114 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5115 Person::players[i]->lastseentime -= .4;
5117 Person::players[i]->lastseentime -= .6;
5119 if (Person::players[i]->lastseentime <= 0) {
5120 Person::players[i]->aitype = searchtype;
5121 Person::players[i]->lastchecktime = 12;
5122 Person::players[i]->lastseen = Person::players[j]->coords;
5123 Person::players[i]->lastseentime = 12;
5130 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5131 if (Person::players[i]->creature != wolftype) {
5132 Person::players[i]->stunned = .6;
5133 Person::players[i]->surprised = .6;
5135 if (Person::players[i]->creature == wolftype) {
5136 Person::players[i]->stunned = .47;
5137 Person::players[i]->surprised = .47;
5145 if (Person::players[i]->aitype == searchtype) {
5146 Person::players[i]->aiupdatedelay -= multiplier;
5147 Person::players[i]->losupdatedelay -= multiplier;
5148 if (!Person::players[i]->pause)
5149 Person::players[i]->lastseentime -= multiplier;
5150 Person::players[i]->lastchecktime -= multiplier;
5152 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5153 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5154 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5156 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5158 j = checkcollide(test2, test, Person::players[i]->laststanding);
5160 j = checkcollide(test2, test);
5162 Person::players[i]->velocity = 0;
5163 Person::players[i]->setAnimation(Person::players[i]->getStop());
5164 Person::players[i]->targetyaw += 180;
5165 Person::players[i]->stunned = .5;
5166 //Person::players[i]->aitype=passivetype;
5167 Person::players[i]->aitype = pathfindtype;
5168 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5169 Person::players[i]->finalpathfindpoint = -1;
5170 Person::players[i]->targetpathfindpoint = -1;
5171 Person::players[i]->lastpathfindpoint = -1;
5172 Person::players[i]->lastpathfindpoint2 = -1;
5173 Person::players[i]->lastpathfindpoint3 = -1;
5174 Person::players[i]->lastpathfindpoint4 = -1;
5176 Person::players[i]->laststanding = j;
5179 //check out last seen location
5180 if (Person::players[i]->aiupdatedelay < 0) {
5181 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5182 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5183 Person::players[i]->aiupdatedelay = .05;
5184 Person::players[i]->forwardkeydown = 1;
5186 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5187 Person::players[i]->forwardkeydown = 0;
5188 Person::players[i]->aiupdatedelay = 1;
5189 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5190 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5191 Person::players[i]->lastchecktime = 3;
5194 Person::players[i]->leftkeydown = 0;
5195 Person::players[i]->backkeydown = 0;
5196 Person::players[i]->rightkeydown = 0;
5197 Person::players[i]->crouchkeydown = 0;
5198 Person::players[i]->attackkeydown = 0;
5199 Person::players[i]->throwkeydown = 0;
5201 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5202 if (!Person::players[i]->avoidsomething)
5203 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5205 XYZ leftpos, rightpos;
5206 float leftdist, rightdist;
5207 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5208 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5209 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5210 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5211 if (leftdist < rightdist)
5212 Person::players[i]->targetyaw += 90;
5214 Person::players[i]->targetyaw -= 90;
5218 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5219 Person::players[i]->jumpkeydown = 0;
5220 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5221 Person::players[i]->jumpkeydown = 1;
5223 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5224 for (int k = 0; k < numenvsounds; k++) {
5225 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5226 Person::players[i]->aitype = attacktypecutoff;
5230 if (!Person::players[0]->dead &&
5231 Person::players[i]->losupdatedelay < 0 &&
5233 Person::players[i]->occluded < 2 &&
5234 ((tutoriallevel != 1 || cananger) && hostile)) {
5235 Person::players[i]->losupdatedelay = .2;
5236 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5237 Person::players[i]->aitype = attacktypecutoff;
5238 Person::players[i]->lastseentime = 1;
5240 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5241 //TODO: factor out canSeePlayer()
5242 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5243 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5245 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5246 Person::players[i]->scale + Person::players[i]->coords,
5247 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5248 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5249 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5250 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5251 /* //TODO: changed j to 0 on a whim, make sure this is correct
5252 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5253 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5255 Person::players[i]->aitype = attacktypecutoff;
5256 Person::players[i]->lastseentime = 1;
5260 if (Person::players[i]->lastseentime < 0) {
5261 //Person::players[i]->aitype=passivetype;
5263 Person::players[i]->aitype = pathfindtype;
5264 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5265 Person::players[i]->finalpathfindpoint = -1;
5266 Person::players[i]->targetpathfindpoint = -1;
5267 Person::players[i]->lastpathfindpoint = -1;
5268 Person::players[i]->lastpathfindpoint2 = -1;
5269 Person::players[i]->lastpathfindpoint3 = -1;
5270 Person::players[i]->lastpathfindpoint4 = -1;
5274 if (Person::players[i]->aitype != gethelptype)
5275 Person::players[i]->runninghowlong = 0;
5277 //get help from buddies
5278 if (Person::players[i]->aitype == gethelptype) {
5279 Person::players[i]->runninghowlong += multiplier;
5280 Person::players[i]->aiupdatedelay -= multiplier;
5282 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5283 Person::players[i]->aiupdatedelay = .2;
5286 //TODO: factor out closest search somehow
5287 if (!Person::players[i]->ally) {
5289 float closestdist = -1;
5290 for (int k = 0; k < Person::players.size(); k++) {
5291 if (k != i && k != 0 && !Person::players[k]->dead &&
5292 Person::players[k]->howactive < typedead1 &&
5293 !Person::players[k]->skeleton.free &&
5294 Person::players[k]->aitype == passivetype) {
5295 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5296 if (closestdist == -1 || distance < closestdist) {
5297 closestdist = distance;
5304 Person::players[i]->ally = closest;
5306 Person::players[i]->ally = 0;
5307 Person::players[i]->lastseen = Person::players[0]->coords;
5308 Person::players[i]->lastseentime = 12;
5312 Person::players[i]->lastchecktime = 12;
5314 XYZ facing = Person::players[i]->coords;
5315 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5316 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5317 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5318 if (-1 != checkcollide(facing, flatfacing))
5319 Person::players[i]->lastseentime -= .1;
5321 //no available ally, run back to player
5322 if (Person::players[i]->ally <= 0 ||
5323 Person::players[Person::players[i]->ally]->skeleton.free ||
5324 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5325 Person::players[i]->lastseentime <= 0) {
5326 Person::players[i]->aitype = searchtype;
5327 Person::players[i]->lastseentime = 12;
5331 if (Person::players[i]->ally > 0) {
5332 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5333 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5334 Person::players[i]->aiupdatedelay = .05;
5335 Person::players[i]->forwardkeydown = 1;
5337 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5338 Person::players[i]->aitype = searchtype;
5339 Person::players[i]->lastseentime = 12;
5340 Person::players[Person::players[i]->ally]->aitype = searchtype;
5341 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5342 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5343 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5344 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5348 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5349 if (!Person::players[i]->avoidsomething)
5350 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5352 XYZ leftpos, rightpos;
5353 float leftdist, rightdist;
5354 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5355 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5356 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5357 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5358 if (leftdist < rightdist)
5359 Person::players[i]->targetyaw += 90;
5361 Person::players[i]->targetyaw -= 90;
5366 Person::players[i]->leftkeydown = 0;
5367 Person::players[i]->backkeydown = 0;
5368 Person::players[i]->rightkeydown = 0;
5369 Person::players[i]->crouchkeydown = 0;
5370 Person::players[i]->attackkeydown = 0;
5372 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5373 Person::players[i]->jumpkeydown = 0;
5374 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5375 Person::players[i]->jumpkeydown = 1;
5378 //retreiving a weapon on the ground
5379 if (Person::players[i]->aitype == getweapontype) {
5380 Person::players[i]->aiupdatedelay -= multiplier;
5381 Person::players[i]->lastchecktime -= multiplier;
5383 if (Person::players[i]->aiupdatedelay < 0) {
5384 Person::players[i]->aiupdatedelay = .2;
5387 if (Person::players[i]->ally < 0) {
5389 float closestdist = -1;
5390 for (int k = 0; k < weapons.size(); k++)
5391 if (weapons[k].owner == -1) {
5392 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5393 if (closestdist == -1 || distance < closestdist) {
5394 closestdist = distance;
5400 Person::players[i]->ally = closest;
5402 Person::players[i]->ally = -1;
5405 Person::players[i]->lastseentime = 12;
5407 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5408 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5409 Person::players[i]->aitype = attacktypecutoff;
5410 Person::players[i]->lastseentime = 1;
5412 if (!Person::players[0]->dead)
5413 if (Person::players[i]->ally >= 0) {
5414 if (weapons[Person::players[i]->ally].owner != -1 ||
5415 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5416 Person::players[i]->aitype = attacktypecutoff;
5417 Person::players[i]->lastseentime = 1;
5419 //TODO: factor these out as moveToward()
5420 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5421 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5422 Person::players[i]->aiupdatedelay = .05;
5423 Person::players[i]->forwardkeydown = 1;
5426 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5427 if (!Person::players[i]->avoidsomething)
5428 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5430 XYZ leftpos, rightpos;
5431 float leftdist, rightdist;
5432 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5433 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5434 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5435 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5436 if (leftdist < rightdist)
5437 Person::players[i]->targetyaw += 90;
5439 Person::players[i]->targetyaw -= 90;
5444 Person::players[i]->leftkeydown = 0;
5445 Person::players[i]->backkeydown = 0;
5446 Person::players[i]->rightkeydown = 0;
5447 Person::players[i]->attackkeydown = 0;
5448 Person::players[i]->throwkeydown = 1;
5449 Person::players[i]->crouchkeydown = 0;
5450 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5451 Person::players[i]->animTarget != removeknifeanim)
5452 Person::players[i]->throwtogglekeydown = 0;
5453 Person::players[i]->drawkeydown = 0;
5455 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5456 Person::players[i]->jumpkeydown = 0;
5457 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5458 Person::players[i]->jumpkeydown = 1;
5461 if (Person::players[i]->aitype == attacktypecutoff) {
5462 Person::players[i]->aiupdatedelay -= multiplier;
5463 //dodge or reverse rabbit kicks, knife throws, flips
5464 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5465 if ((Person::players[0]->animTarget == rabbitkickanim ||
5466 Person::players[0]->animTarget == knifethrowanim ||
5467 (Person::players[0]->isFlip() &&
5468 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5469 !Person::players[0]->skeleton.free &&
5470 (Person::players[i]->aiupdatedelay < .1)) {
5471 Person::players[i]->attackkeydown = 0;
5472 if (Person::players[i]->isIdle())
5473 Person::players[i]->crouchkeydown = 1;
5474 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5475 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5476 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5477 if (abs(Random() % 2 == 0))
5478 Person::players[i]->setAnimation(backhandspringanim);
5480 Person::players[i]->setAnimation(rollanim);
5481 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5482 Person::players[i]->wentforweapon = 0;
5484 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5485 Person::players[i]->setAnimation(flipanim);
5488 Person::players[i]->forwardkeydown = 0;
5489 Person::players[i]->aiupdatedelay = .02;
5491 //get confused by flips
5492 if (Person::players[0]->isFlip() &&
5493 !Person::players[0]->skeleton.free &&
5494 Person::players[0]->animTarget != walljumprightkickanim &&
5495 Person::players[0]->animTarget != walljumpleftkickanim) {
5496 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5497 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5498 Person::players[i]->stunned = 1;
5500 //go for weapon on the ground
5501 if (Person::players[i]->wentforweapon < 3)
5502 for (int k = 0; k < weapons.size(); k++)
5503 if (Person::players[i]->creature != wolftype)
5504 if (Person::players[i]->num_weapons == 0 &&
5505 weapons[k].owner == -1 &&
5506 weapons[i].velocity.x == 0 &&
5507 weapons[i].velocity.z == 0 &&
5508 weapons[i].velocity.y == 0) {
5509 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5510 Person::players[i]->wentforweapon++;
5511 Person::players[i]->lastchecktime = 6;
5512 Person::players[i]->aitype = getweapontype;
5513 Person::players[i]->ally = -1;
5516 //dodge/reverse walljump kicks
5517 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5518 if (animation[Person::players[i]->animTarget].height != highheight)
5519 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5520 ((Person::players[0]->animTarget == walljumprightkickanim ||
5521 Person::players[0]->animTarget == walljumpleftkickanim) &&
5522 ((Person::players[i]->aiupdatedelay < .15 &&
5524 (Person::players[i]->aiupdatedelay < .08 &&
5525 difficulty != 2)))) {
5526 Person::players[i]->crouchkeydown = 1;
5528 //walked off a ledge (?)
5529 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5530 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5531 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5533 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5535 j = checkcollide(test2, test, Person::players[i]->laststanding);
5537 j = checkcollide(test2, test);
5539 Person::players[i]->velocity = 0;
5540 Person::players[i]->setAnimation(Person::players[i]->getStop());
5541 Person::players[i]->targetyaw += 180;
5542 Person::players[i]->stunned = .5;
5543 Person::players[i]->aitype = pathfindtype;
5544 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5545 Person::players[i]->finalpathfindpoint = -1;
5546 Person::players[i]->targetpathfindpoint = -1;
5547 Person::players[i]->lastpathfindpoint = -1;
5548 Person::players[i]->lastpathfindpoint2 = -1;
5549 Person::players[i]->lastpathfindpoint3 = -1;
5550 Person::players[i]->lastpathfindpoint4 = -1;
5552 Person::players[i]->laststanding = j;
5554 //lose sight of player in the air (?)
5555 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5556 animation[Person::players[0]->animTarget].height != highheight &&
5557 !Person::players[0]->onterrain) {
5558 Person::players[i]->aitype = pathfindtype;
5559 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5560 Person::players[i]->finalpathfindpoint = -1;
5561 Person::players[i]->targetpathfindpoint = -1;
5562 Person::players[i]->lastpathfindpoint = -1;
5563 Person::players[i]->lastpathfindpoint2 = -1;
5564 Person::players[i]->lastpathfindpoint3 = -1;
5565 Person::players[i]->lastpathfindpoint4 = -1;
5567 //it's time to think (?)
5568 if (Person::players[i]->aiupdatedelay < 0 &&
5569 !animation[Person::players[i]->animTarget].attack &&
5570 Person::players[i]->animTarget != staggerbackhighanim &&
5571 Person::players[i]->animTarget != staggerbackhardanim &&
5572 Person::players[i]->animTarget != backhandspringanim &&
5573 Person::players[i]->animTarget != dodgebackanim) {
5575 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5576 Person::players[i]->drawkeydown = Random() % 2;
5578 Person::players[i]->drawkeydown = 0;
5579 Person::players[i]->rabbitkickenabled = Random() % 2;
5581 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5582 XYZ targetpoint = Person::players[0]->coords;
5583 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5584 distsq(&rotatetarget, &Person::players[i]->coords))
5585 targetpoint += Person::players[0]->velocity *
5586 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5587 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5588 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5589 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5591 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5592 Person::players[i]->forwardkeydown = 1;
5593 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5594 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5595 Person::players[0]->weaponactive != -1)
5596 Person::players[i]->forwardkeydown = 1;
5597 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5598 Person::players[i]->forwardkeydown = 1;
5600 Person::players[i]->forwardkeydown = 0;
5601 //chill out around the corpse
5602 if (Person::players[0]->dead) {
5603 Person::players[i]->forwardkeydown = 0;
5604 if (Random() % 10 == 0)
5605 Person::players[i]->forwardkeydown = 1;
5606 if (Random() % 100 == 0) {
5607 Person::players[i]->aitype = pathfindtype;
5608 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5609 Person::players[i]->finalpathfindpoint = -1;
5610 Person::players[i]->targetpathfindpoint = -1;
5611 Person::players[i]->lastpathfindpoint = -1;
5612 Person::players[i]->lastpathfindpoint2 = -1;
5613 Person::players[i]->lastpathfindpoint3 = -1;
5614 Person::players[i]->lastpathfindpoint4 = -1;
5617 Person::players[i]->leftkeydown = 0;
5618 Person::players[i]->backkeydown = 0;
5619 Person::players[i]->rightkeydown = 0;
5620 Person::players[i]->crouchkeydown = 0;
5621 Person::players[i]->throwkeydown = 0;
5623 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5624 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5626 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5627 Person::players[i]->attackkeydown = 1;
5629 Person::players[i]->attackkeydown = 0;
5630 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5631 Person::players[i]->attackkeydown = 0;
5634 if (Person::players[i]->aitype != playercontrolled &&
5635 (Person::players[i]->isIdle() ||
5636 Person::players[i]->isCrouch() ||
5637 Person::players[i]->isRun())) {
5639 for (int j = 0; j < Person::players.size(); j++)
5640 if (j != i && !Person::players[j]->skeleton.free &&
5641 Person::players[j]->hasvictim &&
5642 (tutoriallevel == 1 && reversaltrain ||
5643 Random() % 2 == 0 && difficulty == 2 ||
5644 Random() % 4 == 0 && difficulty == 1 ||
5645 Random() % 8 == 0 && difficulty == 0 ||
5646 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5647 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5648 (Random() % 2 == 0 || difficulty == 2) ||
5649 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5650 Person::players[j]->weaponactive != -1 ||
5651 Person::players[j]->animTarget == swordslashanim &&
5652 Person::players[i]->weaponactive != -1 ||
5653 Person::players[j]->animTarget == staffhitanim ||
5654 Person::players[j]->animTarget == staffspinhitanim))
5655 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5656 Person::players[j]->victim == Person::players[i] &&
5657 (Person::players[j]->animTarget == sweepanim ||
5658 Person::players[j]->animTarget == spinkickanim ||
5659 Person::players[j]->animTarget == staffhitanim ||
5660 Person::players[j]->animTarget == staffspinhitanim ||
5661 Person::players[j]->animTarget == winduppunchanim ||
5662 Person::players[j]->animTarget == upunchanim ||
5663 Person::players[j]->animTarget == wolfslapanim ||
5664 Person::players[j]->animTarget == knifeslashstartanim ||
5665 Person::players[j]->animTarget == swordslashanim &&
5666 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5667 Person::players[i]->weaponactive != -1))) {
5674 Person::players[target]->Reverse();
5677 if (Person::players[i]->collided < 1)
5678 Person::players[i]->jumpkeydown = 0;
5679 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5680 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5681 Person::players[i]->onterrain &&
5682 Person::players[i]->creature == rabbittype)
5683 Person::players[i]->jumpkeydown = 1;
5684 //TODO: why are we controlling the human?
5685 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5686 Person::players[0]->jumpkeydown = 0;
5687 if (Person::players[0]->animTarget == jumpdownanim &&
5688 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5689 Person::players[i]->crouchkeydown = 1;
5690 if (Person::players[i]->jumpkeydown)
5691 Person::players[i]->attackkeydown = 0;
5693 if (tutoriallevel == 1)
5695 Person::players[i]->attackkeydown = 0;
5698 XYZ facing = Person::players[i]->coords;
5699 XYZ flatfacing = Person::players[0]->coords;
5700 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5701 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5702 if (Person::players[i]->occluded >= 2)
5703 if (-1 != checkcollide(facing, flatfacing)) {
5704 if (!Person::players[i]->pause)
5705 Person::players[i]->lastseentime -= .2;
5706 if (Person::players[i]->lastseentime <= 0 &&
5707 (Person::players[i]->creature != wolftype ||
5708 Person::players[i]->weaponstuck == -1)) {
5709 Person::players[i]->aitype = searchtype;
5710 Person::players[i]->lastchecktime = 12;
5711 Person::players[i]->lastseen = Person::players[0]->coords;
5712 Person::players[i]->lastseentime = 12;
5715 Person::players[i]->lastseentime = 1;
5718 if (animation[Person::players[0]->animTarget].height == highheight &&
5719 (Person::players[i]->aitype == attacktypecutoff ||
5720 Person::players[i]->aitype == searchtype))
5721 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5722 XYZ test = Person::players[0]->coords;
5724 if (-1 == checkcollide(Person::players[0]->coords, test))
5725 Person::players[i]->stunned = 1;
5728 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5729 Person::players[i]->stunned > 0 ||
5730 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5731 if (Person::players[i]->pause)
5732 Person::players[i]->lastseentime = 1;
5733 Person::players[i]->targetyaw = Person::players[i]->yaw;
5734 Person::players[i]->forwardkeydown = 0;
5735 Person::players[i]->leftkeydown = 0;
5736 Person::players[i]->backkeydown = 0;
5737 Person::players[i]->rightkeydown = 0;
5738 Person::players[i]->jumpkeydown = 0;
5739 Person::players[i]->attackkeydown = 0;
5740 Person::players[i]->crouchkeydown = 0;
5741 Person::players[i]->throwkeydown = 0;
5749 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5750 facing = flatfacing;
5752 if (Person::players[i]->aitype == attacktypecutoff) {
5753 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5754 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5755 } else if (Person::players[i]->howactive >= typesleeping) {
5756 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5757 Person::players[i]->targetheadpitch = 0;
5759 if (Person::players[i]->interestdelay <= 0) {
5760 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5761 Person::players[i]->headtarget = Person::players[i]->coords;
5762 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5763 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5764 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5765 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5767 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5768 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5775 void updateSettingsMenu()
5778 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5779 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5781 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5782 Menu::setText(0, sbuf);
5783 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5784 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5785 if (newdetail == 2) Menu::setText(1, "Detail: High");
5786 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5787 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5788 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5789 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5790 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5791 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5792 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5793 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5794 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5795 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5796 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5797 Menu::setText(10, sbuf);
5798 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5799 Menu::setText(11, sbuf);
5800 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5801 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5802 sprintf (sbuf, "Back");
5804 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5805 Menu::setText(8, sbuf);
5808 void updateStereoConfigMenu()
5811 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5812 Menu::setText(0, sbuf);
5813 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5814 Menu::setText(1, sbuf);
5815 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5816 Menu::setText(2, sbuf);
5819 void updateControlsMenu()
5821 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5822 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5823 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5824 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5825 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5826 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5827 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5828 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5829 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5831 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5835 Values of mainmenu :
5837 2 Menu pause (resume/end game)
5839 4 Controls configuration menu
5840 5 Main game menu (choose level or challenge)
5841 6 Deleting user menu
5842 7 User managment menu (select/add)
5843 8 Choose difficulty menu
5844 9 Challenge level selection menu
5845 10 End of the campaign congratulation (is that really a menu?)
5846 11 Same that 9 ??? => unused
5847 18 stereo configuration
5850 void Game::LoadMenu()
5856 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5857 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5858 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5859 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5862 Menu::addButton( 0, "", 10 + 20, 440);
5863 Menu::addButton( 1, "", 10 + 60, 405);
5864 Menu::addButton( 2, "", 10 + 70, 370);
5865 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5866 Menu::addButton( 4, "", 10 , 335);
5867 Menu::addButton( 5, "", 10 + 60, 300);
5868 Menu::addButton( 6, "", 10 + 70, 265);
5869 Menu::addButton( 9, "", 10 , 230);
5870 Menu::addButton(10, "", 20 , 195);
5871 Menu::addButton(11, "", 10 + 60, 160);
5872 Menu::addButton(13, "", 30 , 125);
5873 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5874 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5875 Menu::addButton(8, "Back", 10, 10);
5876 updateSettingsMenu();
5879 Menu::addButton(0, "", 10 , 400);
5880 Menu::addButton(1, "", 10 + 40, 360);
5881 Menu::addButton(2, "", 10 + 40, 320);
5882 Menu::addButton(3, "", 10 + 30, 280);
5883 Menu::addButton(4, "", 10 + 20, 240);
5884 Menu::addButton(5, "", 10 + 40, 200);
5885 Menu::addButton(6, "", 10 + 40, 160);
5886 Menu::addButton(7, "", 10 + 30, 120);
5887 Menu::addButton(8, "", 10 + 20, 80);
5889 Menu::addButton(9, "", 10 + 10, 40);
5890 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5891 updateControlsMenu();
5895 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5896 Menu::addButton(1, "Tutorial", 5, 300);
5897 Menu::addButton(2, "Challenge", 5, 240);
5898 Menu::addButton(3, "Delete User", 400, 10);
5899 Menu::addButton(4, "Main Menu", 5, 10);
5900 Menu::addButton(5, "Change User", 5, 180);
5901 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5904 //with (2,-5) offset from old code
5905 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5907 int numlevels = accountactive->getCampaignChoicesMade();
5908 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5909 for (int i = 0; i < numlevels; i++) {
5910 XYZ midpoint = campaignlevels[i].getCenter();
5911 float itemsize = campaignlevels[i].getWidth();
5912 const bool active = i >= accountactive->getCampaignChoicesMade();
5917 XYZ start = campaignlevels[i - 1].getCenter();
5918 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);
5920 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5921 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5924 Menu::addMapLabel(-2, campaignlevels[i].description,
5925 campaignlevels[i].getStartX() + 10,
5926 campaignlevels[i].getStartY() - 4);
5932 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5933 Menu::addButton(1, "Yes", 10, 360);
5934 Menu::addButton(2, "No", 10, 320);
5937 if (Account::getNbAccounts() < 8)
5938 Menu::addButton(0, "New User", 10, 400);
5940 Menu::addLabel(0, "No More Users", 10, 400);
5941 Menu::addLabel(-2, "", 20, 400);
5942 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5943 for (int i = 0; i < Account::getNbAccounts(); i++)
5944 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5947 Menu::addButton(0, "Easier", 10, 400);
5948 Menu::addButton(1, "Difficult", 10, 360);
5949 Menu::addButton(2, "Insane", 10, 320);
5952 for (int i = 0; i < numchallengelevels; i++) {
5955 sprintf (temp, "Level %d", i + 1);
5956 for (int j = strlen(temp); j < 17; j++)
5959 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5960 for (int j = strlen(temp); j < (32 - 17); j++)
5963 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5964 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5967 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5970 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5973 Menu::addButton(-1, " High Score Best Time", 10, 440);
5974 Menu::addButton(numchallengelevels, "Back", 10, 10);
5977 Menu::addLabel(0, "Congratulations!", 220, 330);
5978 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5979 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5980 Menu::addButton(3, "Back", 10, 10);
5982 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5983 Menu::addLabel(4, sbuf, 190, 200);
5984 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5985 Menu::addLabel(5, sbuf, 190, 180);
5989 Menu::addButton(0, "", 70, 400);
5990 Menu::addButton(1, "", 10, 360);
5991 Menu::addButton(2, "", 40, 320);
5992 Menu::addButton(3, "Back", 10, 10);
5993 updateStereoConfigMenu();
5998 extern SDL_Rect **resolutions;
6003 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6005 // some specific case where we do something even if the left mouse button is not pressed.
6006 if ((mainmenu == 5) && (endgame == 2)) {
6007 accountactive->endGame();
6012 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6013 stereoseparation -= 0.001;
6014 updateStereoConfigMenu();
6017 static int oldmainmenu = mainmenu;
6021 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6027 if (gameon) { //resume
6029 pause_sound(stream_menutheme);
6030 resume_stream(leveltheme);
6032 fireSound(firestartsound);
6034 mainmenu = (accountactive ? 5 : 7);
6046 if (newscreenwidth > 3000)
6047 newscreenwidth = screenwidth;
6048 if (newscreenwidth < 0)
6049 newscreenwidth = screenwidth;
6050 if (newscreenheight > 3000)
6051 newscreenheight = screenheight;
6052 if (newscreenheight < 0)
6053 newscreenheight = screenheight;
6058 if (gameon) { //end game
6063 pause_sound(stream_menutheme);
6070 bool isCustomResolution, found;
6073 isCustomResolution = true;
6075 for (int i = 0; (!found) && (resolutions[i]); i++) {
6076 if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
6077 isCustomResolution = false;
6079 if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
6081 if (resolutions[i] != NULL) {
6082 newscreenwidth = (int) resolutions[i]->w;
6083 newscreenheight = (int) resolutions[i]->h;
6084 } else if (isCustomResolution) {
6085 if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
6086 newscreenwidth = (int) resolutions[0]->w;
6087 newscreenheight = (int) resolutions[0]->h;
6089 newscreenwidth = screenwidth;
6090 newscreenheight = screenheight;
6093 newscreenwidth = (int) resolutions[0]->w;
6094 newscreenheight = (int) resolutions[0]->h;
6101 newscreenwidth = (int) resolutions[0]->w;
6102 newscreenheight = (int) resolutions[0]->h;
6112 if (bloodtoggle > 2)
6121 ismotionblur = !ismotionblur;
6127 musictoggle = !musictoggle;
6129 emit_stream_np(stream_menutheme);
6131 pause_sound(leveltheme);
6132 pause_sound(stream_fighttheme);
6133 pause_sound(stream_menutheme);
6135 for (int i = 0; i < 4; i++) {
6136 oldmusicvolume[i] = 0;
6150 mainmenu = gameon ? 2 : 1;
6153 invertmouse = !invertmouse;
6156 usermousesensitivity += .2;
6157 if (usermousesensitivity > 2)
6158 usermousesensitivity = .2;
6162 if (volume > 1.0001f)
6164 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6168 newstereomode = stereomode;
6173 showdamagebar = !showdamagebar;
6176 updateSettingsMenu();
6181 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6182 keyselect = selected;
6183 if (keyselect != -1)
6185 if (selected == (debugmode ? 10 : 9)) {
6190 updateControlsMenu();
6195 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6196 startbonustotal = 0;
6205 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6206 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6209 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6213 pause_sound(stream_menutheme);
6217 startbonustotal = 0;
6230 pause_sound(stream_menutheme);
6239 mainmenu = (gameon ? 2 : 1);
6245 vector<string> campaigns = ListCampaigns();
6246 vector<string>::iterator c;
6247 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6248 if (!campaigns.empty())
6249 accountactive->setCurrentCampaign(campaigns.front());
6252 if (c == campaigns.end())
6253 c = campaigns.begin();
6254 accountactive->setCurrentCampaign(*c);
6262 if (selected == 1) {
6264 accountactive = Account::destroy(accountactive);
6266 } else if (selected == 2) {
6273 if (selected == 0 && Account::getNbAccounts() < 8) {
6275 } else if (selected < Account::getNbAccounts() + 1) {
6278 accountactive = Account::get(selected - 1);
6279 } else if (selected == Account::getNbAccounts() + 1) {
6285 for (int j = 0; j < 255; j++) {
6286 displaytext[0][j] = 0;
6288 displaychars[0] = 0;
6289 displayselected = 0;
6297 accountactive->setDifficulty(selected);
6301 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6305 startbonustotal = 0;
6309 targetlevel = selected;
6314 Loadlevel(selected);
6319 pause_sound(stream_menutheme);
6321 if (selected == numchallengelevels) {
6328 if (selected == 3) {
6336 stereoseparation += 0.001;
6339 if (selected == 0) {
6340 newstereomode = (StereoMode)(newstereomode + 1);
6341 while (!CanInitStereo(newstereomode)) {
6342 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6343 newstereomode = (StereoMode)(newstereomode + 1);
6344 if (newstereomode >= stereoCount)
6345 newstereomode = stereoNone;
6347 } else if (selected == 2) {
6348 stereoreverse = !stereoreverse;
6349 } else if (selected == 3) {
6353 stereomode = newstereomode;
6354 InitStereo(stereomode);
6357 updateStereoConfigMenu();
6362 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6364 if (mainmenu == 3) {
6369 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6372 inputText(displaytext[0], &displayselected, &displaychars[0]);
6373 if (!waiting) { // the input as finished
6374 if (displaychars[0]) { // with enter
6375 accountactive = Account::add(string(displaytext[0]));
6381 fireSound(firestartsound);
6383 for (int i = 0; i < 255; i++) {
6384 displaytext[0][i] = 0;
6386 displaychars[0] = 0;
6388 displayselected = 0;
6394 displayblinkdelay -= multiplier;
6395 if (displayblinkdelay <= 0) {
6396 displayblinkdelay = .3;
6397 displayblink = 1 - displayblink;
6402 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6403 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6406 if (oldmainmenu != mainmenu)
6408 oldmainmenu = mainmenu;
6414 static XYZ facing, flatfacing;
6417 for (int i = 0; i < 15; i++) {
6418 displaytime[i] += multiplier;
6421 keyboardfrozen = false;
6424 if (Input::isKeyPressed(SDLK_F6)) {
6425 if (Input::isKeyDown(SDLK_LSHIFT))
6426 stereoreverse = true;
6428 stereoreverse = false;
6431 printf("Stereo reversed\n");
6433 printf("Stereo unreversed\n");
6436 if (Input::isKeyDown(SDLK_F7)) {
6437 if (Input::isKeyDown(SDLK_LSHIFT))
6438 stereoseparation -= 0.001;
6440 stereoseparation -= 0.010;
6441 printf("Stereo decreased increased to %f\n", stereoseparation);
6444 if (Input::isKeyDown(SDLK_F8)) {
6445 if (Input::isKeyDown(SDLK_LSHIFT))
6446 stereoseparation += 0.001;
6448 stereoseparation += 0.010;
6449 printf("Stereo separation increased to %f\n", stereoseparation);
6453 if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) {
6454 if (tutorialstage != 51)
6455 tutorialstagetime = tutorialmaxtime;
6456 emit_sound_np(consolefailsound, 128.);
6460 Values of mainmenu :
6462 2 Menu pause (resume/end game)
6464 4 Controls configuration menu
6465 5 Main game menu (choose level or challenge)
6466 6 Deleting user menu
6467 7 User managment menu (select/add)
6468 8 Choose difficulty menu
6469 9 Challenge level selection menu
6470 10 End of the campaign congratulation (is that really a menu?)
6471 11 Same that 9 ??? => unused
6472 18 stereo configuration
6477 if (mainmenu && endgame == 1)
6479 //go to level select after completing a campaign level
6480 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6487 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6488 emit_stream_np(stream_menutheme);
6489 pause_sound(leveltheme);
6493 //escape key pressed
6494 if (Input::isKeyPressed(SDLK_ESCAPE) &&
6495 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6497 if (mainmenu == 0 && !winfreeze)
6498 mainmenu = 2; //pause
6499 else if (mainmenu == 1 || mainmenu == 2) {
6500 mainmenu = 0; //unpause
6503 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6504 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6505 emit_stream_np(stream_menutheme);
6506 pause_sound(leveltheme);
6508 //on resume, play level music
6510 pause_sound(stream_menutheme);
6511 resume_stream(leveltheme);
6513 //finished with settings menu
6514 if (mainmenu == 3) {
6518 if (mainmenu >= 3 && mainmenu != 8) {
6526 mainmenu = gameon ? 2 : 1;
6548 hostiletime += multiplier;
6552 leveltime += multiplier;
6555 if (Input::isKeyPressed(SDLK_v) && debugmode) {
6556 freeze = 1 - freeze;
6558 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6562 if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
6566 inputText(displaytext[0], &displayselected, &displaychars[0]);
6568 if (displaychars[0]) {
6569 for (int j = 0; j < 255; j++)
6570 displaytext[0][j] = 0;
6571 displaychars[0] = 0;
6572 displayselected = 0;
6577 displayblinkdelay -= multiplier;
6578 if (displayblinkdelay <= 0) {
6579 displayblinkdelay = .3;
6580 displayblink = 1 - displayblink;
6584 keyboardfrozen = true;
6586 if (Input::isKeyPressed(consolekey) && debugmode) {
6589 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6598 if (console && !Input::isKeyDown(SDLK_LMETA)) {
6599 inputText(consoletext[0], &consoleselected, &consolechars[0]);
6601 if (consolechars[0] > 0) {
6602 consoletext[0][consolechars[0]] = '\0';
6603 cmd_dispatch(consoletext[0]);
6604 for (int k = 14; k >= 1; k--) {
6605 for (int j = 0; j < 255; j++)
6606 consoletext[k][j] = consoletext[k - 1][j];
6607 consolechars[k] = consolechars[k - 1];
6609 for (int j = 0; j < 255; j++)
6610 consoletext[0][j] = 0;
6611 consolechars[0] = 0;
6612 consoleselected = 0;
6616 consoleblinkdelay -= multiplier;
6617 if (consoleblinkdelay <= 0) {
6618 consoleblinkdelay = .3;
6619 consoleblink = 1 - consoleblink;
6625 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6627 if (mainmenu == 3) {
6632 static int oldwinfreeze;
6633 if (winfreeze && !oldwinfreeze) {
6634 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6635 emit_sound_np(consolesuccesssound);
6638 oldwinfreeze = winfreeze;
6642 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign)
6645 if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) {
6649 } else if (winfreeze) {
6657 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6660 static float talkdelay = 0;
6662 if (indialogue != -1)
6664 talkdelay -= multiplier;
6666 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6667 for (int i = 0; i < numdialogues; i++) {
6668 int realdialoguetype;
6670 if (dialoguetype[i] > 49) {
6671 realdialoguetype = dialoguetype[i] - 50;
6673 } else if (dialoguetype[i] > 39) {
6674 realdialoguetype = dialoguetype[i] - 40;
6676 } else if (dialoguetype[i] > 29) {
6677 realdialoguetype = dialoguetype[i] - 30;
6679 } else if (dialoguetype[i] > 19) {
6680 realdialoguetype = dialoguetype[i] - 20;
6682 } else if (dialoguetype[i] > 9) {
6683 realdialoguetype = dialoguetype[i] - 10;
6686 realdialoguetype = dialoguetype[i];
6689 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6690 realdialoguetype < Person::players.size() &&
6691 realdialoguetype > 0 &&
6692 (dialoguegonethrough[i] == 0 || !special) &&
6693 (special || Input::isKeyPressed(attackkey))) {
6694 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6695 Person::players[realdialoguetype]->howactive >= typedead1 ||
6696 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6698 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6699 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6700 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6701 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6702 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6703 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6704 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6709 dialoguegonethrough[i]++;
6710 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6711 playdialogueboxsound();
6717 windvar += multiplier;
6718 smoketex += multiplier;
6719 tutorialstagetime += multiplier;
6722 static float hotspotvisual[40];
6726 for (int i = 0; i < numhotspots; i++)
6727 hotspotvisual[i] -= multiplier / 320;
6729 for (int i = 0; i < numhotspots; i++) {
6730 //if(hotspottype[i]<=10)
6731 while (hotspotvisual[i] < 0) {
6733 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6734 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6735 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6736 hotspotsprite += hotspot[i];
6737 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6738 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6742 for (int i = 0; i < numhotspots; i++) {
6743 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6744 hotspot[i] = Person::players[hotspottype[i]]->coords;
6750 if (tutoriallevel) {
6755 if (tutoriallevel != 1) {
6756 if (bonustime == 0 &&
6757 bonus != solidhit &&
6758 bonus != spinecrusher &&
6759 bonus != tracheotomy &&
6760 bonus != backstab &&
6762 emit_sound_np(consolesuccesssound);
6764 } else if (bonustime == 0) {
6765 emit_sound_np(fireendsound);
6767 if (bonustime == 0) {
6768 if (bonus != solidhit &&
6769 bonus != twoxcombo &&
6770 bonus != threexcombo &&
6771 bonus != fourxcombo &&
6775 bonusnum[bonus] += 0.15;
6778 bonusvalue /= bonusnum[bonus];
6779 bonustotal += bonusvalue;
6781 bonustime += multiplier;
6784 if (environment == snowyenvironment) {
6785 precipdelay -= multiplier;
6786 while (precipdelay < 0) {
6790 XYZ footvel, footpoint;
6793 footpoint = viewer + viewerfacing * 6;
6794 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6795 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6796 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6797 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6802 doAerialAcrobatics();
6805 static XYZ oldviewer;
6808 if (indialogue == -1) {
6809 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6810 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6811 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6812 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6813 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6814 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6815 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6816 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6818 Person::players[0]->forwardkeydown = 0;
6819 Person::players[0]->leftkeydown = 0;
6820 Person::players[0]->backkeydown = 0;
6821 Person::players[0]->rightkeydown = 0;
6822 Person::players[0]->jumpkeydown = 0;
6823 Person::players[0]->crouchkeydown = 0;
6824 Person::players[0]->drawkeydown = 0;
6825 Person::players[0]->throwkeydown = 0;
6828 if (!Person::players[0]->jumpkeydown)
6829 Person::players[0]->jumpclimb = 0;
6832 if (indialogue != -1) {
6838 facing = DoRotation(facing, -pitch, 0, 0);
6839 facing = DoRotation(facing, 0, 0 - yaw, 0);
6844 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6846 if (Input::isKeyDown(forwardkey))
6847 viewer += facing * multiplier * 4;
6848 if (Input::isKeyDown(backkey))
6849 viewer -= facing * multiplier * 4;
6850 if (Input::isKeyDown(leftkey))
6851 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6852 if (Input::isKeyDown(rightkey))
6853 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6854 if (Input::isKeyDown(jumpkey))
6855 viewer.y += multiplier * 4;
6856 if (Input::isKeyDown(crouchkey))
6857 viewer.y -= multiplier * 4;
6858 if ( Input::isKeyPressed(SDLK_1) ||
6859 Input::isKeyPressed(SDLK_2) ||
6860 Input::isKeyPressed(SDLK_3) ||
6861 Input::isKeyPressed(SDLK_4) ||
6862 Input::isKeyPressed(SDLK_5) ||
6863 Input::isKeyPressed(SDLK_6) ||
6864 Input::isKeyPressed(SDLK_7) ||
6865 Input::isKeyPressed(SDLK_8) ||
6866 Input::isKeyPressed(SDLK_9) ||
6867 Input::isKeyPressed(SDLK_0) ||
6868 Input::isKeyPressed(SDLK_MINUS)) {
6870 if (Input::isKeyPressed(SDLK_1)) whichend = 1;
6871 if (Input::isKeyPressed(SDLK_2)) whichend = 2;
6872 if (Input::isKeyPressed(SDLK_3)) whichend = 3;
6873 if (Input::isKeyPressed(SDLK_4)) whichend = 4;
6874 if (Input::isKeyPressed(SDLK_5)) whichend = 5;
6875 if (Input::isKeyPressed(SDLK_6)) whichend = 6;
6876 if (Input::isKeyPressed(SDLK_7)) whichend = 7;
6877 if (Input::isKeyPressed(SDLK_8)) whichend = 8;
6878 if (Input::isKeyPressed(SDLK_9)) whichend = 9;
6879 if (Input::isKeyPressed(SDLK_0)) whichend = 0;
6880 if (Input::isKeyPressed(SDLK_MINUS))
6882 if (whichend != -1) {
6883 participantfocus[whichdialogue][indialogue] = whichend;
6884 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6885 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6887 if (whichend == -1) {
6888 participantfocus[whichdialogue][indialogue] = -1;
6890 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6895 dialoguecamera[whichdialogue][indialogue] = viewer;
6896 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6897 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6899 if (indialogue < numdialogueboxes[whichdialogue]) {
6900 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6901 playdialogueboxsound();
6905 for (int j = 0; j < Person::players.size(); j++) {
6906 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6909 //TODO: should these be KeyDown or KeyPressed?
6910 if ( Input::isKeyDown(SDLK_KP1) ||
6911 Input::isKeyDown(SDLK_KP2) ||
6912 Input::isKeyDown(SDLK_KP3) ||
6913 Input::isKeyDown(SDLK_KP4) ||
6914 Input::isKeyDown(SDLK_KP5) ||
6915 Input::isKeyDown(SDLK_KP6) ||
6916 Input::isKeyDown(SDLK_KP7) ||
6917 Input::isKeyDown(SDLK_KP8) ||
6918 Input::isKeyDown(SDLK_KP9) ||
6919 Input::isKeyDown(SDLK_KP0)) {
6921 if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
6922 if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
6923 if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
6924 if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
6925 if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
6926 if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
6927 if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
6928 if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
6929 if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
6930 if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
6931 participantfacing[whichdialogue][indialogue][whichend] = facing;
6933 if (indialogue >= numdialogueboxes[whichdialogue]) {
6940 pause_sound(whooshsound);
6941 viewer = dialoguecamera[whichdialogue][indialogue];
6942 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6943 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6944 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6945 if (dialoguetime > 0.5)
6946 if ( Input::isKeyPressed(SDLK_1) ||
6947 Input::isKeyPressed(SDLK_2) ||
6948 Input::isKeyPressed(SDLK_3) ||
6949 Input::isKeyPressed(SDLK_4) ||
6950 Input::isKeyPressed(SDLK_5) ||
6951 Input::isKeyPressed(SDLK_6) ||
6952 Input::isKeyPressed(SDLK_7) ||
6953 Input::isKeyPressed(SDLK_8) ||
6954 Input::isKeyPressed(SDLK_9) ||
6955 Input::isKeyPressed(SDLK_0) ||
6956 Input::isKeyPressed(SDLK_MINUS) ||
6957 Input::isKeyPressed(attackkey)) {
6959 if (indialogue < numdialogueboxes[whichdialogue]) {
6960 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6961 playdialogueboxsound();
6962 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6963 hotspot[numhotspots] = Person::players[0]->coords;
6964 hotspotsize[numhotspots] = 10;
6965 hotspottype[numhotspots] = -1;
6969 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6973 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6981 if (indialogue >= numdialogueboxes[whichdialogue]) {
6985 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6988 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6991 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6993 for (int i = 1; i < Person::players.size(); i++) {
6994 Person::players[i]->aitype = attacktypecutoff;
7001 if (!Person::players[0]->jumpkeydown) {
7002 Person::players[0]->jumptogglekeydown = 0;
7004 if (Person::players[0]->jumpkeydown &&
7005 Person::players[0]->animTarget != jumpupanim &&
7006 Person::players[0]->animTarget != jumpdownanim &&
7007 !Person::players[0]->isFlip())
7008 Person::players[0]->jumptogglekeydown = 1;
7011 dialoguetime += multiplier;
7012 hawkyaw += multiplier * 25;
7014 realhawkcoords.x = 25;
7015 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
7016 hawkcalldelay -= multiplier / 2;
7018 if (hawkcalldelay <= 0) {
7019 emit_sound_at(hawksound, realhawkcoords);
7021 hawkcalldelay = 16 + abs(Random() % 8);
7028 doPlayerCollisions();
7032 for (int k = 0; k < Person::players.size(); k++)
7033 if (k != 0 && Person::players[k]->immobile)
7034 Person::players[k]->coords = Person::players[k]->realoldcoords;
7036 for (int k = 0; k < Person::players.size(); k++) {
7037 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7038 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7039 Person::players[k]->DoDamage(1000);
7045 static bool respawnkeydown;
7046 if (!editorenabled &&
7047 (whichlevel != -2 &&
7048 (Input::isKeyDown(SDLK_z) &&
7049 Input::isKeyDown(SDLK_LMETA) &&
7051 (Input::isKeyDown(jumpkey) &&
7054 Person::players[0]->dead))) {
7055 targetlevel = whichlevel;
7059 if (!Input::isKeyDown(jumpkey))
7061 if (Input::isKeyDown(jumpkey))
7067 static bool movekey;
7070 for (int i = 0; i < Person::players.size(); i++) {
7071 static float oldtargetyaw;
7072 if (!Person::players[i]->skeleton.free) {
7073 oldtargetyaw = Person::players[i]->targetyaw;
7074 if (i == 0 && indialogue == -1) {
7075 //TODO: refactor repetitive code
7076 if (!animation[Person::players[0]->animTarget].attack &&
7077 Person::players[0]->animTarget != staggerbackhighanim &&
7078 Person::players[0]->animTarget != staggerbackhardanim &&
7079 Person::players[0]->animTarget != crouchremoveknifeanim &&
7080 Person::players[0]->animTarget != removeknifeanim &&
7081 Person::players[0]->animTarget != backhandspringanim &&
7082 Person::players[0]->animTarget != dodgebackanim &&
7083 Person::players[0]->animTarget != walljumprightkickanim &&
7084 Person::players[0]->animTarget != walljumpleftkickanim) {
7086 Person::players[0]->targetyaw = 0;
7088 Person::players[0]->targetyaw = -yaw + 180;
7094 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7096 facing = flatfacing;
7098 facing = DoRotation(facing, -pitch, 0, 0);
7099 facing = DoRotation(facing, 0, 0 - yaw, 0);
7102 Person::players[0]->lookyaw = -yaw;
7104 Person::players[i]->targetheadyaw = yaw;
7105 Person::players[i]->targetheadpitch = pitch;
7107 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7108 if (!animation[Person::players[i]->animTarget].attack &&
7109 Person::players[i]->animTarget != staggerbackhighanim &&
7110 Person::players[i]->animTarget != staggerbackhardanim &&
7111 Person::players[i]->animTarget != crouchremoveknifeanim &&
7112 Person::players[i]->animTarget != removeknifeanim &&
7113 Person::players[i]->animTarget != backhandspringanim &&
7114 Person::players[i]->animTarget != dodgebackanim &&
7115 Person::players[i]->animTarget != walljumprightkickanim &&
7116 Person::players[i]->animTarget != walljumpleftkickanim) {
7117 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7123 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7125 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7126 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7128 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7129 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7131 if (indialogue != -1) {
7132 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7133 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7139 Person::players[i]->avoidsomething = 0;
7141 //avoid flaming things
7142 for (int j = 0; j < objects.numobjects; j++)
7143 if (objects.onfire[j])
7144 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7145 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7146 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7147 Person::players[i]->collided = 0;
7148 Person::players[i]->avoidcollided = 1;
7149 if (Person::players[i]->avoidsomething == 0 ||
7150 distsq(&Person::players[i]->coords, &objects.position[j]) <
7151 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7152 Person::players[i]->avoidwhere = objects.position[j];
7153 Person::players[i]->avoidsomething = 1;
7157 //avoid flaming players
7158 for (int j = 0; j < Person::players.size(); j++)
7159 if (Person::players[j]->onfire)
7160 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7161 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7162 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7163 Person::players[i]->collided = 0;
7164 Person::players[i]->avoidcollided = 1;
7165 if (Person::players[i]->avoidsomething == 0 ||
7166 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7167 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7168 Person::players[i]->avoidwhere = Person::players[j]->coords;
7169 Person::players[i]->avoidsomething = 1;
7173 if (Person::players[i]->collided > .8)
7174 Person::players[i]->avoidcollided = 0;
7178 if (animation[Person::players[i]->animTarget].attack == reversed) {
7179 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7180 Person::players[i]->forwardkeydown = 0;
7181 Person::players[i]->leftkeydown = 0;
7182 Person::players[i]->backkeydown = 0;
7183 Person::players[i]->rightkeydown = 0;
7184 Person::players[i]->jumpkeydown = 0;
7185 Person::players[i]->attackkeydown = 0;
7186 //Person::players[i]->crouchkeydown=0;
7187 Person::players[i]->throwkeydown = 0;
7190 if (indialogue != -1) {
7191 Person::players[i]->forwardkeydown = 0;
7192 Person::players[i]->leftkeydown = 0;
7193 Person::players[i]->backkeydown = 0;
7194 Person::players[i]->rightkeydown = 0;
7195 Person::players[i]->jumpkeydown = 0;
7196 Person::players[i]->crouchkeydown = 0;
7197 Person::players[i]->drawkeydown = 0;
7198 Person::players[i]->throwkeydown = 0;
7201 if (Person::players[i]->collided < -.3)
7202 Person::players[i]->collided = -.3;
7203 if (Person::players[i]->collided > 1)
7204 Person::players[i]->collided = 1;
7205 Person::players[i]->collided -= multiplier * 4;
7206 Person::players[i]->whichdirectiondelay -= multiplier;
7207 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7208 Person::players[i]->avoidcollided = -.3;
7209 Person::players[i]->whichdirection = abs(Random() % 2);
7210 Person::players[i]->whichdirectiondelay = .4;
7212 if (Person::players[i]->avoidcollided > 1)
7213 Person::players[i]->avoidcollided = 1;
7214 Person::players[i]->avoidcollided -= multiplier / 4;
7215 if (!Person::players[i]->skeleton.free) {
7216 Person::players[i]->stunned -= multiplier;
7217 Person::players[i]->surprised -= multiplier;
7219 if (i != 0 && Person::players[i]->surprised <= 0 &&
7220 Person::players[i]->aitype == attacktypecutoff &&
7221 !Person::players[i]->dead &&
7222 !Person::players[i]->skeleton.free &&
7223 animation[Person::players[i]->animTarget].attack == neutral)
7226 if (!Person::players[i]->throwkeydown)
7227 Person::players[i]->throwtogglekeydown = 0;
7230 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7231 if (Person::players[i]->weaponactive == -1 &&
7232 Person::players[i]->num_weapons < 2 &&
7233 (Person::players[i]->isIdle() ||
7234 Person::players[i]->isCrouch() ||
7235 Person::players[i]->animTarget == sneakanim ||
7236 Person::players[i]->animTarget == rollanim ||
7237 Person::players[i]->animTarget == backhandspringanim ||
7238 Person::players[i]->isFlip() ||
7239 Person::players[i]->isFlip() ||
7240 Person::players[i]->aitype != playercontrolled)) {
7241 for (int j = 0; j < weapons.size(); j++) {
7242 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7243 Person::players[i]->aitype == playercontrolled) &&
7244 weapons[j].owner == -1 &&
7245 Person::players[i]->weaponactive == -1)
7246 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7247 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7248 if (Person::players[i]->isCrouch() ||
7249 Person::players[i]->animTarget == sneakanim ||
7250 Person::players[i]->isRun() ||
7251 Person::players[i]->isIdle() ||
7252 Person::players[i]->aitype != playercontrolled) {
7253 Person::players[i]->throwtogglekeydown = 1;
7254 Person::players[i]->setAnimation(crouchremoveknifeanim);
7255 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7256 Person::players[i]->hasvictim = 0;
7258 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7259 Person::players[i]->throwtogglekeydown = 1;
7260 Person::players[i]->hasvictim = 0;
7262 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7263 Person::players[i]->aitype == playercontrolled) &&
7264 weapons[j].owner == -1 ||
7265 Person::players[i]->victim &&
7266 weapons[j].owner == Person::players[i]->victim->id)
7267 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7268 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7269 if (weapons[j].getType() != staff)
7270 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7272 Person::players[i]->weaponactive = 0;
7273 weapons[j].owner = Person::players[i]->id;
7274 if (Person::players[i]->num_weapons > 0)
7275 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7276 Person::players[i]->num_weapons++;
7277 Person::players[i]->weaponids[0] = j;
7280 } else if ((Person::players[i]->isIdle() ||
7281 Person::players[i]->isFlip() ||
7282 Person::players[i]->aitype != playercontrolled) &&
7283 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7284 Person::players[i]->coords.y < weapons[j].position.y) {
7285 if (!Person::players[i]->isFlip()) {
7286 Person::players[i]->throwtogglekeydown = 1;
7287 Person::players[i]->setAnimation(removeknifeanim);
7288 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7290 if (Person::players[i]->isFlip()) {
7291 Person::players[i]->throwtogglekeydown = 1;
7292 Person::players[i]->hasvictim = 0;
7294 for (int k = 0; k < weapons.size(); k++) {
7295 if (Person::players[i]->weaponactive == -1)
7296 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7297 Person::players[i]->aitype == playercontrolled) &&
7298 weapons[k].owner == -1 ||
7299 Person::players[i]->victim &&
7300 weapons[k].owner == Person::players[i]->victim->id)
7301 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7302 Person::players[i]->weaponactive == -1) {
7303 if (weapons[k].getType() != staff)
7304 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7306 Person::players[i]->weaponactive = 0;
7307 weapons[k].owner = Person::players[i]->id;
7308 if (Person::players[i]->num_weapons > 0)
7309 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7310 Person::players[i]->num_weapons++;
7311 Person::players[i]->weaponids[0] = k;
7318 if (Person::players[i]->isCrouch() ||
7319 Person::players[i]->animTarget == sneakanim ||
7320 Person::players[i]->isRun() ||
7321 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7322 Person::players[i]->animTarget == backhandspringanim) {
7323 if (Person::players.size() > 1)
7324 for (int j = 0; j < Person::players.size(); j++) {
7325 if (Person::players[i]->weaponactive == -1)
7327 if (Person::players[j]->num_weapons &&
7328 Person::players[j]->skeleton.free &&
7329 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7330 (((Person::players[j]->skeleton.forward.y < 0 &&
7331 Person::players[j]->weaponstuckwhere == 0) ||
7332 (Person::players[j]->skeleton.forward.y > 0 &&
7333 Person::players[j]->weaponstuckwhere == 1)) ||
7334 Person::players[j]->weaponstuck == -1 ||
7335 Person::players[j]->num_weapons > 1)) {
7336 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7337 Person::players[i]->throwtogglekeydown = 1;
7338 Person::players[i]->victim = Person::players[j];
7339 Person::players[i]->hasvictim = 1;
7340 Person::players[i]->setAnimation(crouchremoveknifeanim);
7341 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7343 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7344 Person::players[i]->throwtogglekeydown = 1;
7345 Person::players[i]->victim = Person::players[j];
7346 Person::players[i]->hasvictim = 1;
7347 int k = Person::players[j]->weaponids[0];
7348 if (Person::players[i]->hasvictim) {
7351 if (Person::players[i]->victim->weaponstuck != -1) {
7352 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7357 if (weapons[k].getType() != staff)
7358 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7361 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7363 Person::players[i]->weaponactive = 0;
7364 if (weapons[k].owner != -1) {
7365 if (Person::players[i]->victim->num_weapons == 1)
7366 Person::players[i]->victim->num_weapons = 0;
7368 Person::players[i]->victim->num_weapons = 1;
7370 Person::players[i]->victim->skeleton.longdead = 0;
7371 Person::players[i]->victim->skeleton.free = 1;
7372 Person::players[i]->victim->skeleton.broken = 0;
7374 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7375 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7376 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7382 Normalise(&relative);
7383 XYZ footvel, footpoint;
7385 footpoint = weapons[k].position;
7386 if (Person::players[i]->victim->weaponstuck != -1) {
7387 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7389 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7390 weapons[k].bloody = 2;
7391 weapons[k].blooddrip = 5;
7392 Person::players[i]->victim->weaponstuck = -1;
7393 Person::players[i]->victim->bloodloss += 2000;
7394 Person::players[i]->victim->DoDamage(2000);
7397 if (Person::players[i]->victim->num_weapons > 0) {
7398 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7399 Person::players[i]->victim->weaponstuck = 0;
7400 if (Person::players[i]->victim->weaponids[0] == k)
7401 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7404 Person::players[i]->victim->weaponactive = -1;
7406 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7407 Person::players[i]->victim->jointVel(neck) += relative * 6;
7408 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7409 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7411 weapons[k].owner = i;
7412 if (Person::players[i]->num_weapons > 0) {
7413 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7415 Person::players[i]->num_weapons++;
7416 Person::players[i]->weaponids[0] = k;
7423 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7424 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7425 if (Person::players[i]->isIdle() ||
7426 Person::players[i]->isRun() ||
7427 Person::players[i]->isCrouch() ||
7428 Person::players[i]->animTarget == sneakanim ||
7429 Person::players[i]->isFlip())
7430 if (Person::players.size() > 1)
7431 for (int j = 0; j < Person::players.size(); j++) {
7433 if (tutoriallevel != 1 || tutorialstage == 49)
7435 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7436 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7437 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7438 !Person::players[j]->skeleton.free &&
7439 -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)) {
7440 if (!Person::players[i]->isFlip()) {
7441 Person::players[i]->throwtogglekeydown = 1;
7442 Person::players[i]->victim = Person::players[j];
7443 Person::players[i]->setAnimation(knifethrowanim);
7444 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7445 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7447 if (Person::players[i]->isFlip()) {
7448 if (Person::players[i]->weaponactive != -1) {
7449 Person::players[i]->throwtogglekeydown = 1;
7450 Person::players[i]->victim = Person::players[j];
7452 weapons[Person::players[i]->weaponids[0]].owner = -1;
7453 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);
7456 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7458 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7459 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7460 weapons[Person::players[i]->weaponids[0]].missed = 0;
7461 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7462 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7463 weapons[Person::players[i]->weaponids[0]].physics = 0;
7464 Person::players[i]->num_weapons--;
7465 if (Person::players[i]->num_weapons) {
7466 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7468 Person::players[i]->weaponactive = -1;
7475 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7476 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7477 Person::players[i]->throwtogglekeydown = 1;
7478 weapons[Person::players[i]->weaponids[0]].owner = -1;
7479 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7480 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7481 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7482 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7483 weapons[Person::players[i]->weaponids[0]].missed = 1;
7484 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7485 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7486 weapons[Person::players[i]->weaponids[0]].physics = 1;
7487 Person::players[i]->num_weapons--;
7488 if (Person::players[i]->num_weapons) {
7489 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7490 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7491 Person::players[i]->weaponstuck = 0;
7494 Person::players[i]->weaponactive = -1;
7495 for (int j = 0; j < Person::players.size(); j++) {
7496 Person::players[j]->wentforweapon = 0;
7504 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7505 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7506 (Person::players[i]->num_weapons == 2) &&
7507 (Person::players[i]->weaponactive == -1) &&
7508 Person::players[i]->isIdle() ||
7509 Person::players[0]->dead &&
7510 (Person::players[i]->weaponactive != -1) &&
7513 if (Person::players[i]->weaponactive != -1)
7514 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7516 if (isgood && Person::players[i]->creature != wolftype) {
7517 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7518 Person::players[i]->setAnimation(drawrightanim);
7519 Person::players[i]->drawtogglekeydown = 1;
7521 if ((Person::players[i]->isIdle() ||
7522 (Person::players[i]->aitype != playercontrolled &&
7523 Person::players[0]->weaponactive != -1 &&
7524 Person::players[i]->isRun())) &&
7525 Person::players[i]->num_weapons &&
7526 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7527 Person::players[i]->setAnimation(drawleftanim);
7528 Person::players[i]->drawtogglekeydown = 1;
7530 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7531 Person::players[i]->setAnimation(crouchdrawrightanim);
7532 Person::players[i]->drawtogglekeydown = 1;
7539 if (Person::players[i]->weaponactive != -1) {
7540 if (Person::players[i]->isCrouch() &&
7541 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7543 Person::players[i]->onterrain &&
7544 Person::players[i]->num_weapons &&
7545 Person::players[i]->attackkeydown &&
7546 musictype != stream_fighttheme) {
7547 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7548 Person::players[i]->setAnimation(crouchstabanim);
7549 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7550 Person::players[i]->setAnimation(swordgroundstabanim);
7551 Person::players[i]->hasvictim = 0;
7555 if (!Person::players[i]->drawkeydown)
7556 Person::players[i]->drawtogglekeydown = 0;
7561 absflatfacing.z = -1;
7563 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7565 absflatfacing = flatfacing;
7567 if (indialogue != -1) {
7568 Person::players[i]->forwardkeydown = 0;
7569 Person::players[i]->leftkeydown = 0;
7570 Person::players[i]->backkeydown = 0;
7571 Person::players[i]->rightkeydown = 0;
7572 Person::players[i]->jumpkeydown = 0;
7573 Person::players[i]->crouchkeydown = 0;
7574 Person::players[i]->drawkeydown = 0;
7575 Person::players[i]->throwkeydown = 0;
7579 if (!animation[Person::players[i]->animTarget].attack &&
7580 Person::players[i]->animTarget != staggerbackhighanim &&
7581 Person::players[i]->animTarget != staggerbackhardanim &&
7582 Person::players[i]->animTarget != backhandspringanim &&
7583 Person::players[i]->animTarget != dodgebackanim) {
7584 if (!Person::players[i]->forwardkeydown)
7585 Person::players[i]->forwardstogglekeydown = 0;
7586 if (Person::players[i]->crouchkeydown) {
7590 Person::players[i]->superruntoggle = 1;
7591 if (Person::players.size() > 1)
7592 for (int j = 0; j < Person::players.size(); j++)
7593 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7594 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7595 Person::players[i]->superruntoggle = 0;
7598 if (Person::players.size() > 1)
7599 for (int j = 0; j < Person::players.size(); j++) {
7600 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7601 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7602 Person::players[j]->victim == Person::players[i] &&
7603 (Person::players[j]->animTarget == sweepanim ||
7604 Person::players[j]->animTarget == upunchanim ||
7605 Person::players[j]->animTarget == wolfslapanim ||
7606 ((Person::players[j]->animTarget == swordslashanim ||
7607 Person::players[j]->animTarget == knifeslashstartanim ||
7608 Person::players[j]->animTarget == staffhitanim ||
7609 Person::players[j]->animTarget == staffspinhitanim) &&
7610 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7619 Person::players[target]->Reverse();
7620 Person::players[i]->lowreversaldelay = .5;
7622 if (Person::players[i]->isIdle()) {
7623 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7624 Person::players[i]->transspeed = 10;
7626 if (Person::players[i]->isRun() ||
7627 (Person::players[i]->isStop() &&
7628 (Person::players[i]->leftkeydown ||
7629 Person::players[i]->rightkeydown ||
7630 Person::players[i]->forwardkeydown ||
7631 Person::players[i]->backkeydown))) {
7632 Person::players[i]->setAnimation(rollanim);
7633 Person::players[i]->transspeed = 20;
7636 if (!Person::players[i]->crouchkeydown) {
7638 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7639 Person::players[i]->superruntoggle = 0;
7641 if (Person::players[i]->isCrouch()) {
7642 if (Person::players.size() > 1)
7643 for (int j = 0; j < Person::players.size(); j++) {
7645 !Person::players[j]->skeleton.free &&
7646 Person::players[j]->victim &&
7647 Person::players[i]->highreversaldelay <= 0) {
7648 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7649 Person::players[j]->victim == Person::players[i] &&
7650 (Person::players[j]->animTarget == spinkickanim) &&
7651 Person::players[i]->isCrouch()) {
7660 Person::players[target]->Reverse();
7661 Person::players[i]->highreversaldelay = .5;
7663 if (Person::players[i]->isCrouch()) {
7664 if (!Person::players[i]->wasCrouch()) {
7665 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7666 Person::players[i]->frameCurrent = 0;
7668 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7669 Person::players[i]->transspeed = 10;
7672 if (Person::players[i]->animTarget == sneakanim) {
7673 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7674 Person::players[i]->transspeed = 10;
7677 if (Person::players[i]->forwardkeydown) {
7678 if (Person::players[i]->isIdle() ||
7679 (Person::players[i]->isStop() &&
7680 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7681 (Person::players[i]->isLanding() &&
7682 Person::players[i]->frameTarget > 0 &&
7683 !Person::players[i]->jumpkeydown) ||
7684 (Person::players[i]->isLandhard() &&
7685 Person::players[i]->frameTarget > 0 &&
7686 !Person::players[i]->jumpkeydown &&
7687 Person::players[i]->crouchkeydown)) {
7688 if (Person::players[i]->aitype == passivetype)
7689 Person::players[i]->setAnimation(walkanim);
7691 Person::players[i]->setAnimation(Person::players[i]->getRun());
7693 if (Person::players[i]->isCrouch()) {
7694 Person::players[i]->animTarget = sneakanim;
7695 if (Person::players[i]->wasCrouch())
7696 Person::players[i]->target = 0;
7697 Person::players[i]->frameTarget = 0;
7699 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7700 Person::players[i]->setAnimation(climbanim);
7701 Person::players[i]->frameTarget = 1;
7702 Person::players[i]->jumpclimb = 1;
7704 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7705 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7707 Person::players[i]->forwardstogglekeydown = 1;
7710 if (Person::players[i]->rightkeydown) {
7711 if (Person::players[i]->isIdle() ||
7712 (Person::players[i]->isStop() &&
7713 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7714 (Person::players[i]->isLanding() &&
7715 Person::players[i]->frameTarget > 0 &&
7716 !Person::players[i]->jumpkeydown) ||
7717 (Person::players[i]->isLandhard() &&
7718 Person::players[i]->frameTarget > 0 &&
7719 !Person::players[i]->jumpkeydown &&
7720 Person::players[i]->crouchkeydown)) {
7721 Person::players[i]->setAnimation(Person::players[i]->getRun());
7723 if (Person::players[i]->isCrouch()) {
7724 Person::players[i]->animTarget = sneakanim;
7725 if (Person::players[i]->wasCrouch())
7726 Person::players[i]->target = 0;
7727 Person::players[i]->frameTarget = 0;
7729 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7730 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7732 Person::players[i]->targetyaw -= 90;
7733 if (Person::players[i]->forwardkeydown)
7734 Person::players[i]->targetyaw += 45;
7735 if (Person::players[i]->backkeydown)
7736 Person::players[i]->targetyaw -= 45;
7739 if ( Person::players[i]->leftkeydown) {
7740 if (Person::players[i]->isIdle() ||
7741 (Person::players[i]->isStop() &&
7742 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7743 (Person::players[i]->isLanding() &&
7744 Person::players[i]->frameTarget > 0 &&
7745 !Person::players[i]->jumpkeydown) ||
7746 (Person::players[i]->isLandhard() &&
7747 Person::players[i]->frameTarget > 0 &&
7748 !Person::players[i]->jumpkeydown &&
7749 Person::players[i]->crouchkeydown)) {
7750 Person::players[i]->setAnimation(Person::players[i]->getRun());
7752 if (Person::players[i]->isCrouch()) {
7753 Person::players[i]->animTarget = sneakanim;
7754 if (Person::players[i]->wasCrouch())
7755 Person::players[i]->target = 0;
7756 Person::players[i]->frameTarget = 0;
7758 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7759 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7761 Person::players[i]->targetyaw += 90;
7762 if (Person::players[i]->forwardkeydown)
7763 Person::players[i]->targetyaw -= 45;
7764 if (Person::players[i]->backkeydown)
7765 Person::players[i]->targetyaw += 45;
7768 if (Person::players[i]->backkeydown) {
7769 if (Person::players[i]->isIdle() ||
7770 (Person::players[i]->isStop() &&
7771 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7772 (Person::players[i]->isLanding() &&
7773 Person::players[i]->frameTarget > 0 &&
7774 !Person::players[i]->jumpkeydown) ||
7775 (Person::players[i]->isLandhard() &&
7776 Person::players[i]->frameTarget > 0 &&
7777 !Person::players[i]->jumpkeydown &&
7778 Person::players[i]->crouchkeydown)) {
7779 Person::players[i]->setAnimation(Person::players[i]->getRun());
7781 if (Person::players[i]->isCrouch()) {
7782 Person::players[i]->animTarget = sneakanim;
7783 if (Person::players[i]->wasCrouch())
7784 Person::players[i]->target = 0;
7785 Person::players[i]->frameTarget = 0;
7787 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7788 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7790 if (Person::players[i]->animTarget == hanganim) {
7791 Person::players[i]->animCurrent = jumpdownanim;
7792 Person::players[i]->animTarget = jumpdownanim;
7793 Person::players[i]->target = 0;
7794 Person::players[i]->frameCurrent = 0;
7795 Person::players[i]->frameTarget = 1;
7796 Person::players[i]->velocity = 0;
7797 Person::players[i]->velocity.y += gravity;
7798 Person::players[i]->coords.y -= 1.4;
7799 Person::players[i]->grabdelay = 1;
7801 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7802 Person::players[i]->targetyaw += 180;
7805 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7806 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7807 Person::players[i]->isRun() ||
7808 Person::players[i]->animTarget == walkanim ||
7809 Person::players[i]->isCrouch() ||
7810 Person::players[i]->animTarget == sneakanim) &&
7811 Person::players[i]->jumppower > 1) &&
7812 ((Person::players[i]->animTarget != rabbitrunninganim &&
7813 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7814 Person::players[i]->jumpstart = 0;
7815 Person::players[i]->setAnimation(jumpupanim);
7816 Person::players[i]->yaw = Person::players[i]->targetyaw;
7817 Person::players[i]->transspeed = 20;
7818 Person::players[i]->FootLand(0, 1);
7819 Person::players[i]->FootLand(1, 1);
7823 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7826 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7828 Person::players[i]->velocity = 0;
7832 if (Person::players.size() > 1)
7833 for (int j = 0; j < Person::players.size(); j++) {
7834 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7835 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7836 (Person::players[j]->victim == Person::players[i]) &&
7837 (Person::players[j]->animTarget == sweepanim)) {
7846 Person::players[i]->velocity.y = 1;
7848 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7849 Person::players[i]->velocity.y = 7;
7850 Person::players[i]->crouchtogglekeydown = 1;
7851 } else Person::players[i]->velocity.y = 5;
7853 if (mousejump && i == 0 && debugmode) {
7854 if (!Person::players[i]->isLanding())
7855 Person::players[i]->tempdeltav = deltav;
7856 if (Person::players[i]->tempdeltav < 0)
7857 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7860 Person::players[i]->coords.y += .2;
7861 Person::players[i]->jumppower -= 1;
7864 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7866 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7868 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7869 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7870 Person::players[i]->frameTarget = 2;
7871 Person::players[i]->landhard = 0;
7872 Person::players[i]->jumpstart = 1;
7873 Person::players[i]->tempdeltav = deltav;
7875 if (Person::players[i]->animTarget == jumpupanim &&
7879 Person::players[i]->aitype != playercontrolled)) {
7880 if (Person::players[i]->jumppower > multiplier * 6) {
7881 Person::players[i]->velocity.y += multiplier * 6;
7882 Person::players[i]->jumppower -= multiplier * 6;
7884 if (Person::players[i]->jumppower <= multiplier * 6) {
7885 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7886 Person::players[i]->jumppower = 0;
7889 if (((floatjump || editorenabled) && debugmode) && i == 0)
7890 Person::players[i]->velocity.y += multiplier * 30;
7894 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7895 Person::players[i]->setAnimation(Person::players[i]->getStop());
7896 if (Person::players[i]->animTarget == sneakanim) {
7897 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7898 if (Person::players[i]->animCurrent == sneakanim)
7899 Person::players[i]->target = 0;
7900 Person::players[i]->frameTarget = 0;
7903 if (Person::players[i]->animTarget == walkanim &&
7904 (Person::players[i]->aitype == attacktypecutoff ||
7905 Person::players[i]->aitype == searchtype ||
7906 (Person::players[i]->aitype == passivetype &&
7907 Person::players[i]->numwaypoints <= 1)))
7908 Person::players[i]->setAnimation(Person::players[i]->getStop());
7909 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7910 Person::players[i]->setAnimation(Person::players[i]->getStop());
7913 if (Person::players[i]->animTarget == rollanim)
7914 Person::players[i]->targetyaw = oldtargetyaw;
7918 for (int k = 0; k < Person::players.size(); k++) {
7919 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7920 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7921 Person::players[k]->yaw -= 360;
7923 Person::players[k]->yaw += 360;
7926 //stop to turn in right direction
7927 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7928 Person::players[k]->setAnimation(Person::players[k]->getStop());
7930 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7931 Person::players[k]->targettilt = 0;
7933 if (Person::players[k]->animTarget != jumpupanim &&
7934 Person::players[k]->animTarget != backhandspringanim &&
7935 Person::players[k]->animTarget != jumpdownanim &&
7936 !Person::players[k]->isFlip()) {
7937 Person::players[k]->targettilt = 0;
7938 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7939 Person::players[k]->jumppower = 0;
7940 Person::players[k]->jumppower += multiplier * 7;
7941 if (Person::players[k]->isCrouch())
7942 Person::players[k]->jumppower += multiplier * 7;
7943 if (Person::players[k]->jumppower > 5)
7944 Person::players[k]->jumppower = 5;
7947 if (Person::players[k]->isRun())
7948 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7950 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7951 Person::players[k]->grabdelay -= multiplier;
7955 for (int k = 0; k < Person::players.size(); k++) {
7956 Person::players[k]->DoAnimations();
7957 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7958 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7964 for (int j = numenvsounds - 1; j >= 0; j--) {
7965 envsoundlife[j] -= multiplier;
7966 if (envsoundlife[j] < 0) {
7968 envsoundlife[j] = envsoundlife[numenvsounds];
7969 envsound[j] = envsound[numenvsounds];
7973 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7975 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7977 if (tutoriallevel == 1) {
7994 if (tutorialstage >= 51)
7995 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7996 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7997 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7999 emit_stream_np(stream_menutheme);
8008 if (tutorialstage < 51)
8009 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8010 emit_sound_at(fireendsound, Person::players[0]->coords);
8012 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
8016 if (tutorialstage >= 14 && tutorialstage < 50)
8017 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
8018 emit_sound_at(fireendsound, Person::players[1]->coords);
8020 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8021 if (Random() % 2 == 0) {
8022 if (!Person::players[1]->skeleton.free)
8023 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8024 if (Person::players[1]->skeleton.free)
8025 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8026 if (!Person::players[1]->skeleton.free)
8027 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;
8028 if (Person::players[1]->skeleton.free)
8029 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8030 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8034 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
8035 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8036 Person::players[1]->skeleton.joints[i].velocity = 0;
8037 if (Random() % 2 == 0) {
8038 if (!Person::players[1]->skeleton.free)
8039 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8040 if (Person::players[1]->skeleton.free)
8041 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8042 if (!Person::players[1]->skeleton.free)
8043 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;
8044 if (Person::players[1]->skeleton.free)
8045 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8046 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8054 static float gLoc[3];
8058 static float vel[3];
8059 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8060 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8061 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8063 //Set orientation with forward and up vectors
8064 static XYZ upvector;
8068 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8069 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8074 facing = DoRotation(facing, -pitch, 0, 0);
8075 facing = DoRotation(facing, 0, 0 - yaw, 0);
8078 static float ori[6];
8082 ori[3] = -upvector.x;
8083 ori[4] = upvector.y;
8084 ori[5] = -upvector.z;
8086 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8093 if (Input::isKeyPressed(SDLK_F1))
8097 void Game::TickOnce()
8100 yaw += multiplier * 5;
8101 else if (directing || indialogue == -1) {
8104 pitch += deltav * .7;
8106 pitch -= deltav * .7;
8114 void Game::TickOnceAfter()
8116 static XYZ colviewer;
8117 static XYZ coltarget;
8121 static float changedelay;
8122 static bool alldead;
8123 static float unseendelay;
8124 static float cameraspeed;
8127 static int oldmusictype = musictype;
8129 if (environment == snowyenvironment)
8130 leveltheme = stream_snowtheme;
8131 if (environment == grassyenvironment)
8132 leveltheme = stream_grasstheme;
8133 if (environment == desertenvironment)
8134 leveltheme = stream_deserttheme;
8138 musictype = leveltheme;
8139 for (int i = 0; i < Person::players.size(); i++) {
8140 if ((Person::players[i]->aitype == attacktypecutoff ||
8141 Person::players[i]->aitype == getweapontype ||
8142 Person::players[i]->aitype == gethelptype ||
8143 Person::players[i]->aitype == searchtype) &&
8144 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8145 (Person::players[i]->animTarget != sneakattackedanim &&
8146 Person::players[i]->animTarget != knifesneakattackedanim &&
8147 Person::players[i]->animTarget != swordsneakattackedanim)) {
8148 musictype = stream_fighttheme;
8152 if (Person::players[0]->dead)
8153 musictype = stream_menutheme;
8156 if (musictype == stream_fighttheme)
8159 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8160 unseendelay -= multiplier;
8161 if (unseendelay > 0)
8162 musictype = stream_fighttheme;
8167 musictype = stream_menutheme;
8168 musicvolume[2] = 512;
8175 if (musictype != oldmusictype && musictype == stream_fighttheme)
8176 emit_sound_np(alarmsound);
8177 musicselected = musictype;
8179 if (musicselected == leveltheme)
8180 musicvolume[0] += multiplier * 450;
8182 musicvolume[0] -= multiplier * 450;
8183 if (musicselected == stream_fighttheme)
8184 musicvolume[1] += multiplier * 450;
8186 musicvolume[1] -= multiplier * 450;
8187 if (musicselected == stream_menutheme)
8188 musicvolume[2] += multiplier * 450;
8190 musicvolume[2] -= multiplier * 450;
8192 for (int i = 0; i < 3; i++) {
8193 if (musicvolume[i] < 0)
8195 if (musicvolume[i] > 512)
8196 musicvolume[i] = 512;
8199 if (musicvolume[2] > 128 && !loading && !mainmenu)
8200 musicvolume[2] = 128;
8203 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8204 emit_stream_np(leveltheme, musicvolume[0]);
8205 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8206 emit_stream_np(stream_fighttheme, musicvolume[1]);
8207 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8208 emit_stream_np(stream_menutheme, musicvolume[2]);
8209 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8210 pause_sound(leveltheme);
8211 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8212 pause_sound(stream_fighttheme);
8213 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8214 pause_sound(stream_menutheme);
8216 if (musicvolume[0] != oldmusicvolume[0])
8217 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8218 if (musicvolume[1] != oldmusicvolume[1])
8219 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8220 if (musicvolume[2] != oldmusicvolume[2])
8221 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8223 for (int i = 0; i < 3; i++)
8224 oldmusicvolume[i] = musicvolume[i];
8226 pause_sound(leveltheme);
8227 pause_sound(stream_fighttheme);
8228 pause_sound(stream_menutheme);
8230 for (int i = 0; i < 4; i++) {
8231 oldmusicvolume[i] = 0;
8237 for (int i = 0; i < numhotspots; i++) {
8238 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8239 if (Person::players[hotspottype[i] - 10]->dead == 0)
8241 else if (killhotspot == 2)
8245 if (killhotspot == 2)
8250 for (int i = 0; i < numhotspots; i++)
8251 if (hotspottype[i] == -1)
8252 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8256 for (int i = 1; i < Person::players.size(); i++)
8257 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8259 if (numalarmed > maxalarmed)
8260 maxalarmed = numalarmed;
8262 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8263 if (Person::players[0]->dead && changedelay <= 0) {
8265 targetlevel = whichlevel;
8268 for (int i = 1; i < Person::players.size(); i++) {
8269 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8276 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8278 targetlevel = whichlevel + 1;
8279 if (targetlevel > numchallengelevels - 1)
8282 if (winhotspot || windialogue) {
8284 targetlevel = whichlevel + 1;
8285 if (targetlevel > numchallengelevels - 1)
8292 targetlevel = whichlevel + 1;
8293 if (targetlevel > numchallengelevels - 1)
8297 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8298 //high scores, awards, win
8300 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8303 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8311 if (leveltime < 1) {
8319 if (!editorenabled && gameon && !mainmenu) {
8320 if (changedelay != -999)
8321 changedelay -= multiplier / 7;
8322 if (Person::players[0]->dead)
8323 targetlevel = whichlevel;
8324 if (loading == 2 && !campaign) {
8327 fireSound(firestartsound);
8329 if (!Person::players[0]->dead && targetlevel != whichlevel)
8330 startbonustotal = bonustotal;
8331 if (Person::players[0]->dead)
8332 Loadlevel(whichlevel);
8334 Loadlevel(targetlevel);
8340 if (loading == 2 && targetlevel == whichlevel) {
8344 fireSound(firestartsound);
8346 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8352 if (changedelay <= -999 &&
8355 (Person::players[0]->dead ||
8356 (alldead && maptype == mapkilleveryone) ||
8360 if ((Person::players[0]->dead ||
8361 (alldead && maptype == mapkilleveryone) ||
8366 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8370 if (Person::players[0]->dead)
8376 // campaignchoosenext determines what to do when the level is complete:
8377 // 0 = load next level
8378 // 1 = go back to level select screen
8379 // 2 = stealthload next level
8380 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8381 if (campaignlevels[actuallevel].nextlevel.empty())
8383 } else if (mainmenu == 0 && winfreeze) {
8384 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8386 if (!stealthloading) {
8387 fireSound(firestartsound);
8392 startbonustotal = 0;
8402 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8405 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8409 pause_sound(stream_menutheme);
8420 oldmusictype = musictype;
8426 facing = DoRotation(facing, -pitch, 0, 0);
8427 facing = DoRotation(facing, 0, 0 - yaw, 0);
8428 viewerfacing = facing;
8431 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8432 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;
8434 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;
8436 if (Person::players[0]->skeleton.free) {
8437 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8438 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8439 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8443 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8445 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8446 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8448 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8450 coltarget = target - cameraloc;
8451 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8454 Normalise(&coltarget);
8455 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8456 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8458 cameraloc = cameraloc + coltarget * multiplier * 8;
8462 cameradist += multiplier * 5;
8463 if (cameradist > 2.3)
8465 viewer = cameraloc - facing * cameradist;
8467 coltarget = cameraloc;
8468 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8469 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8470 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8471 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8473 coltarget = cameraloc;
8474 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8477 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8478 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8479 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8481 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8485 cameradist = findDistance(&viewer, &target);
8486 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8487 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8488 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8492 //what did autocam do?
8493 if(Person::players[0]->skeleton.free!=2&&autocam){
8495 if(findLengthfast(&Person::players[0]->velocity)>400){
8496 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8498 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8499 cameradist+=multiplier*5;
8500 if(cameradist>3.3)cameradist=3.3;
8501 coltarget=target-cameraloc;
8502 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8503 else if(findLengthfast(&coltarget)>1)
8505 Normalise(&coltarget);
8506 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;
8507 else cameraloc=cameraloc+coltarget*multiplier*8;
8509 if(editorenabled)cameraloc=target;
8512 coltarget=cameraloc;
8513 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8514 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8515 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8516 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8518 coltarget=cameraloc;
8519 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8521 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8522 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8523 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8525 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8529 cameradist=findDistance(&viewer,&target);
8530 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8531 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8532 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8536 if (camerashake > .8)
8538 //if(woozy>10)woozy=10;
8539 //woozy+=multiplier;
8540 woozy += multiplier;
8541 if (Person::players[0]->dead)
8543 if (Person::players[0]->dead)
8545 camerashake -= multiplier * 2;
8546 blackout -= multiplier * 2;
8547 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8548 if (camerashake < 0)
8552 //if(woozy<0)woozy=0;
8554 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8555 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8556 viewer.z += (float)(Random() % 100) * .0005 * camerashake;