2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 Lugaru is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
20 // Enable full math definitions
21 #define _USE_MATH_DEFINES
25 #include <sys/types.h>
37 #include "openal_wrapper.h"
40 #include "Animation.h"
43 #include "ConsoleCmds.h"
51 // Added more evilness needed for MSVC
53 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
54 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
58 extern float multiplier;
60 extern int environment;
61 extern Terrain terrain;
62 extern float screenwidth, screenheight;
65 extern float texdetail;
66 extern Objects objects;
68 extern float slomodelay;
69 extern bool floatjump;
72 extern float camerashake;
74 extern float blackout;
75 extern bool cellophane;
76 extern bool musictoggle;
77 extern int difficulty;
78 extern int bloodtoggle;
79 extern bool invertmouse;
81 extern float precipdelay;
82 extern XYZ viewerfacing;
83 extern bool ambientsound;
84 extern bool mousejump;
85 extern float viewdistance;
87 extern bool keyboardfrozen;
88 extern bool loadingstuff;
89 extern XYZ windvector;
90 extern bool debugmode;
91 static int leveltheme;
93 extern int oldmainmenu;
94 extern bool visibleloading;
95 extern XYZ envsound[30];
96 extern float envsoundvol[30];
97 extern int numenvsounds;
98 extern float envsoundlife[30];
99 extern float usermousesensitivity;
100 extern bool ismotionblur;
101 extern bool showdamagebar; // (des)activate the damage bar
103 extern bool skyboxtexture;
104 extern float skyboxr;
105 extern float skyboxg;
106 extern float skyboxb;
107 extern float skyboxlightr;
108 extern float skyboxlightg;
109 extern float skyboxlightb;
110 extern float fadestart;
111 extern float slomospeed;
112 extern float slomofreq;
113 extern int tutoriallevel;
114 extern float smoketex;
115 extern float tutorialstagetime;
116 extern int tutorialstage;
117 extern float tutorialmaxtime;
118 extern float tutorialsuccess;
119 extern bool againbonus;
120 extern bool reversaltrain;
121 extern bool canattack;
122 extern bool cananger;
123 extern float damagedealt;
125 extern int editoractive;
126 extern int editorpathtype;
127 extern TGAImageRec texture;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
243 ":Data:Textures:Fur3.jpg",
244 ":Data:Textures:Fur.jpg",
245 ":Data:Textures:Fur2.jpg",
246 ":Data:Textures:Lynx.jpg",
247 ":Data:Textures:Otter.jpg",
248 ":Data:Textures:Opal.jpg",
249 ":Data:Textures:Sable.jpg",
250 ":Data:Textures:Chocolate.jpg",
251 ":Data:Textures:BW2.jpg",
252 ":Data:Textures:WB2.jpg"
255 const char *wolfskin[] = {
256 ":Data:Textures:Wolf.jpg",
257 ":Data:Textures:Darkwolf.jpg",
258 ":Data:Textures:Snowwolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialogueboxsound()
307 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
308 temppos = temppos - viewer;
313 switch (dialogueboxsound[whichdialogue][indialogue]) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 bool Game::AddClothes(const char *fileName, GLubyte *array)
390 unsigned char fileNamep[256];
391 CopyCStringToPascal(fileName, fileNamep);
393 opened = upload_image(fileNamep, 1);
398 if (tintr > 1) tintr = 1;
399 if (tintg > 1) tintg = 1;
400 if (tintb > 1) tintb = 1;
402 if (tintr < 0) tintr = 0;
403 if (tintg < 0) tintg = 0;
404 if (tintb < 0) tintb = 0;
406 int bytesPerPixel = texture.bpp / 8;
410 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
411 if (bytesPerPixel == 3)
413 else if ((i + 1) % 4 == 0)
414 alphanum = texture.data[i];
415 if ((i + 1) % 4 || bytesPerPixel == 3) {
417 texture.data[i] *= tintr;
419 texture.data[i] *= tintg;
421 texture.data[i] *= tintb;
422 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
432 int Game::findClosestPlayer()
435 float closestdist = std::numeric_limits<float>::max();
437 for (unsigned i = 1; i < Person::players.size(); i++) {
438 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
439 if (distance < closestdist) {
440 closestdist = distance;
447 static int findClosestObject()
450 float closestdist = std::numeric_limits<float>::max();
452 for (int i = 0; i < objects.numobjects; i++) {
453 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
454 if (distance < closestdist) {
455 closestdist = distance;
462 static void cmd_dispatch(const string cmd)
464 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
466 for (i = 0; i < n_cmds; i++)
467 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
468 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
469 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
472 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
475 /********************> Tick() <*****/
476 extern bool save_image(const char * fname);
477 void Screenshot (void)
480 time_t t = time(NULL);
481 struct tm *tme = localtime(&t);
482 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
483 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
486 mkdir("Screenshots");
489 save_image(filename);
492 void Game::SetUpLighting()
494 if (environment == snowyenvironment)
495 light.setColors(.65, .65, .7, .4, .4, .44);
496 if (environment == desertenvironment)
497 light.setColors(.95, .95, .95, .4, .35, .3);
498 if (environment == grassyenvironment)
499 light.setColors(.95, .95, 1, .4, .4, .44);
501 light.setColors(1, 1, 1, .4, .4, .4);
503 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
504 light.color[0] *= (skyboxlightr + average) / 2;
505 light.color[1] *= (skyboxlightg + average) / 2;
506 light.color[2] *= (skyboxlightb + average) / 2;
507 light.ambient[0] *= (skyboxlightr + average) / 2;
508 light.ambient[1] *= (skyboxlightg + average) / 2;
509 light.ambient[2] *= (skyboxlightb + average) / 2;
512 int findPathDist(int start, int end)
514 int smallestcount, count, connected;
515 int last, last2, last3, last4;
518 smallestcount = 1000;
519 for (int i = 0; i < 50; i++) {
525 while (last != end && count < 30) {
527 for (int j = 0; j < numpathpoints; j++) {
528 if (j != last && j != last2 && j != last3 && j != last4) {
530 if (numpathpointconnect[j])
531 for (int k = 0; k < numpathpointconnect[j]; k++) {
532 if (pathpointconnect[j][k] == last)connected = 1;
535 if (numpathpointconnect[last])
536 for (int k = 0; k < numpathpointconnect[last]; k++) {
537 if (pathpointconnect[last][k] == j)connected = 1;
540 if (closest == -1 || Random() % 2 == 0) {
551 if (count < smallestcount)
552 smallestcount = count;
554 return smallestcount;
557 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
559 static XYZ colpoint, colviewer, coltarget;
560 static float minx, minz, maxx, maxz, miny, maxy;
562 minx = min(startpoint.x, endpoint.x) - 1;
563 miny = min(startpoint.y, endpoint.y) - 1;
564 minz = min(startpoint.z, endpoint.z) - 1;
565 maxx = max(startpoint.x, endpoint.x) + 1;
566 maxy = max(startpoint.y, endpoint.y) + 1;
567 maxz = max(startpoint.z, endpoint.z) + 1;
569 for (int i = 0; i < objects.numobjects; i++) {
570 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
571 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
572 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
573 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
574 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
575 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
576 if ( objects.type[i] != treeleavestype &&
577 objects.type[i] != bushtype &&
578 objects.type[i] != firetype) {
579 colviewer = startpoint;
580 coltarget = endpoint;
581 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
590 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
592 static XYZ colpoint, colviewer, coltarget;
593 static float minx, minz, maxx, maxz, miny, maxy;
594 static int i; //FIXME: see below
596 minx = min(startpoint.x, endpoint.x) - 1;
597 miny = min(startpoint.y, endpoint.y) - 1;
598 minz = min(startpoint.z, endpoint.z) - 1;
599 maxx = max(startpoint.x, endpoint.x) + 1;
600 maxy = max(startpoint.y, endpoint.y) + 1;
601 maxz = max(startpoint.z, endpoint.z) + 1;
604 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
605 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
606 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
607 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
608 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
609 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
610 if ( objects.type[what] != treeleavestype &&
611 objects.type[what] != bushtype &&
612 objects.type[what] != firetype) {
613 colviewer = startpoint;
614 coltarget = endpoint;
616 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
623 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
629 void Setenvironment(int which)
633 LOG(" Setting environment...");
638 pause_sound(stream_snowtheme);
639 pause_sound(stream_grasstheme);
640 pause_sound(stream_deserttheme);
641 pause_sound(stream_wind);
642 pause_sound(stream_desertambient);
645 if (environment == snowyenvironment) {
649 emit_stream_np(stream_wind);
651 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
652 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
653 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
654 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
656 footstepsound = footstepsn1;
657 footstepsound2 = footstepsn2;
658 footstepsound3 = footstepst1;
659 footstepsound4 = footstepst2;
661 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
662 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
664 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
669 temptexdetail = texdetail;
672 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
673 ":Data:Textures:Skybox(snow):Left.jpg",
674 ":Data:Textures:Skybox(snow):Back.jpg",
675 ":Data:Textures:Skybox(snow):Right.jpg",
676 ":Data:Textures:Skybox(snow):Up.jpg",
677 ":Data:Textures:Skybox(snow):Down.jpg");
682 texdetail = temptexdetail;
683 } else if (environment == desertenvironment) {
686 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
687 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
688 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
689 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
693 emit_stream_np(stream_desertambient);
695 footstepsound = footstepsn1;
696 footstepsound2 = footstepsn2;
697 footstepsound3 = footstepsn1;
698 footstepsound4 = footstepsn2;
700 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
701 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
703 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
707 temptexdetail = texdetail;
710 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
711 ":Data:Textures:Skybox(sand):Left.jpg",
712 ":Data:Textures:Skybox(sand):Back.jpg",
713 ":Data:Textures:Skybox(sand):Right.jpg",
714 ":Data:Textures:Skybox(sand):Up.jpg",
715 ":Data:Textures:Skybox(sand):Down.jpg");
720 texdetail = temptexdetail;
721 } else if (environment == grassyenvironment) {
724 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
725 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
726 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
727 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
730 emit_stream_np(stream_wind, 100.);
732 footstepsound = footstepgr1;
733 footstepsound2 = footstepgr2;
734 footstepsound3 = footstepst1;
735 footstepsound4 = footstepst2;
737 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
738 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
740 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
744 temptexdetail = texdetail;
747 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
748 ":Data:Textures:Skybox(grass):Left.jpg",
749 ":Data:Textures:Skybox(grass):Back.jpg",
750 ":Data:Textures:Skybox(grass):Right.jpg",
751 ":Data:Textures:Skybox(grass):Up.jpg",
752 ":Data:Textures:Skybox(grass):Down.jpg");
756 texdetail = temptexdetail;
758 temptexdetail = texdetail;
760 terrain.load(":Data:Textures:heightmap.png");
762 texdetail = temptexdetail;
769 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
770 if (!ipstream.good()) {
771 if (accountactive->getCurrentCampaign() == "main") {
772 cerr << "Could not found main campaign!" << endl;
775 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
776 accountactive->setCurrentCampaign("main");
777 return LoadCampaign();
779 ipstream.ignore(256, ':');
781 ipstream >> numlevels;
782 campaignlevels.clear();
783 for (int i = 0; i < numlevels; i++) {
786 campaignlevels.push_back(cl);
790 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
792 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
794 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
797 if (accountactive->getCampaignChoicesMade() == 0) {
798 accountactive->setCampaignScore(0);
799 accountactive->resetFasttime();
803 vector<string> ListCampaigns()
805 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
806 struct dirent *campaign = NULL;
808 perror("Problem while loading campaigns");
809 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
812 vector<string> campaignNames;
813 while ((campaign = readdir(campaigns)) != NULL) {
814 string name(campaign->d_name);
815 if (name.length() < 5)
817 if (!name.compare(name.length() - 4, 4, ".txt")) {
818 campaignNames.push_back(name.substr(0, name.length() - 4));
822 return campaignNames;
825 void Game::Loadlevel(int which)
832 Loadlevel("tutorial");
833 } else if (which >= 0 && which <= 15) {
835 snprintf(buf, 32, "map%d", which + 1); // challenges
838 Loadlevel("mapsave");
841 void Game::Loadlevel(const char *name)
843 int indemo; // FIXME this should be removed
846 static const char *pfx = ":Data:Maps:";
849 float headprop, legprop, armprop, bodyprop;
853 LOG(std::string("Loading level...") + name);
865 if (tutoriallevel != -1)
870 if (tutoriallevel == 1)
872 if (tutorialstage == 0) {
873 tutorialstagetime = 0;
877 pause_sound(whooshsound);
878 pause_sound(stream_firesound);
880 // Change the map filename into something that is os specific
881 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
882 sprintf(buf, "%s%s", pfx, name);
883 const char *FixedFN = ConvertFileName(buf);
887 tfile = fopen( FixedFN, "rb" );
889 pause_sound(stream_firesound);
895 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
899 for (int i = 0; i < 20; i++)
900 dialoguegonethrough[i] = 0;
909 difficulty = accountactive->getDifficulty();
923 for (int i = 0; i < 100; i++)
932 numunarmedattack = 0;
943 bonustotal = startbonustotal;
948 emit_sound_np(consolesuccesssound);
953 if (!stealthloading) {
954 terrain.numdecals = 0;
955 Sprite::deleteSprites();
956 for (int i = 0; i < objects.numobjects; i++)
957 objects.model[i].numdecals = 0;
959 int j = objects.numobjects;
960 for (int i = 0; i < j; i++) {
961 objects.DeleteObject(0);
966 for (int i = 0; i < subdivision; i++)
967 for (int j = 0; j < subdivision; j++)
968 terrain.patchobjectnum[i][j] = 0;
975 funpackf(tfile, "Bi", &mapvers);
977 funpackf(tfile, "Bi", &indemo);
981 funpackf(tfile, "Bi", &maptype);
983 maptype = mapkilleveryone;
985 funpackf(tfile, "Bi", &hostile);
989 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
995 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1003 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1005 skyboxlightr = skyboxr;
1006 skyboxlightg = skyboxg;
1007 skyboxlightb = skyboxb;
1009 if (!stealthloading)
1010 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);
1012 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1013 Person::players[0]->originalcoords = Person::players[0]->coords;
1014 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1015 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1016 Person::players[0]->weaponids[j] = weapons.size();
1018 funpackf(tfile, "Bi", &type);
1019 weapons.push_back(Weapon(type, 0));
1025 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1026 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1027 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1028 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1030 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1033 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1035 Person::players[0]->whichskin = 0;
1036 Person::players[0]->creature = rabbittype;
1039 Person::players[0]->lastattack = -1;
1040 Person::players[0]->lastattack2 = -1;
1041 Person::players[0]->lastattack3 = -1;
1045 funpackf(tfile, "Bi", &numdialogues);
1046 for (int k = 0; k < numdialogues; k++) {
1047 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1048 funpackf(tfile, "Bi", &dialoguetype[k]);
1049 for (int l = 0; l < 10; l++) {
1050 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1051 funpackf(tfile, "Bf", &participantyaw[k][l]);
1053 for (int l = 0; l < numdialogueboxes[k]; l++) {
1054 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1055 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1056 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1057 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1058 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1060 funpackf(tfile, "Bi", &templength);
1061 if (templength > 128 || templength <= 0)
1064 for (m = 0; m < templength; m++) {
1065 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1066 if (dialoguetext[k][l][m] == '\0')
1069 dialoguetext[k][l][m] = 0;
1071 funpackf(tfile, "Bi", &templength);
1072 if (templength > 64 || templength <= 0)
1074 for (m = 0; m < templength; m++) {
1075 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1076 if (dialoguename[k][l][m] == '\0')
1079 dialoguename[k][l][m] = 0;
1080 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1081 funpackf(tfile, "Bi", &participantfocus[k][l]);
1082 funpackf(tfile, "Bi", &participantaction[k][l]);
1084 for (m = 0; m < 10; m++)
1085 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1087 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1093 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1094 funpackf(tfile, "Bi", &templength);
1095 for (int l = 0; l < templength; l++)
1096 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1097 Person::players[0]->clothes[k][templength] = '\0';
1098 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1101 funpackf(tfile, "Bi", &environment);
1103 funpackf(tfile, "Bi", &objects.numobjects);
1104 for (int i = 0; i < objects.numobjects; i++) {
1105 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]);
1106 if (objects.type[i] == treeleavestype)
1107 objects.scale[i] = objects.scale[i - 1];
1111 funpackf(tfile, "Bi", &numhotspots);
1112 for (int i = 0; i < numhotspots; i++) {
1113 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1114 funpackf(tfile, "Bi", &templength);
1116 for (int l = 0; l < templength; l++)
1117 funpackf(tfile, "Bb", &hotspottext[i][l]);
1118 hotspottext[i][templength] = '\0';
1119 if (hotspottype[i] == -111)
1128 if (!stealthloading) {
1130 for (int i = 0; i < objects.numobjects; i++)
1131 objects.center += objects.position[i];
1132 objects.center /= objects.numobjects;
1138 float maxdistance = 0;
1140 //~ int whichclosest;
1141 for (int i = 0; i < objects.numobjects; i++) {
1142 tempdist = distsq(&objects.center, &objects.position[i]);
1143 if (tempdist > maxdistance) {
1145 maxdistance = tempdist;
1148 objects.radius = fast_sqrt(maxdistance);
1155 funpackf(tfile, "Bi", &numplayers);
1156 int howmanyremoved = 0;
1157 bool removeanother = 0;
1158 if (numplayers > maxplayers) {
1159 cout << "Warning: this level contains more players than allowed" << endl;
1161 if (numplayers > 1) {
1162 for (int i = 1; i < numplayers; i++) {
1163 Person::players.push_back(shared_ptr<Person>(new Person()));
1168 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);
1170 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
1172 Person::players[i - howmanyremoved]->howactive = typeactive;
1174 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
1176 Person::players[i - howmanyremoved]->scale = -1;
1178 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
1180 Person::players[i - howmanyremoved]->immobile = 0;
1182 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
1184 Person::players[i - howmanyremoved]->yaw = 0;
1185 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
1186 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
1190 if (!removeanother) {
1191 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
1192 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
1193 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
1195 funpackf(tfile, "Bi", &type);
1196 weapons.push_back(Weapon(type, i));
1199 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
1200 //Person::players[i-howmanyremoved]->numwaypoints=10;
1201 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
1202 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
1203 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
1204 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
1206 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
1208 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
1211 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
1212 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
1213 Person::players[i - howmanyremoved]->waypoint = 0;
1215 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
1216 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
1217 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
1218 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
1221 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1228 if (Person::players[i - howmanyremoved]->creature == wolftype) {
1229 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
1230 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
1231 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
1232 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1235 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
1236 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
1237 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
1238 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
1239 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
1240 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
1243 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
1244 if (Person::players[i - howmanyremoved]->numclothes) {
1245 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
1247 funpackf(tfile, "Bi", &templength);
1248 for (int l = 0; l < templength; l++)
1249 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
1250 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
1251 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
1260 numplayers -= howmanyremoved;
1261 Person::players.resize(numplayers);
1263 funpackf(tfile, "Bi", &numpathpoints);
1264 if (numpathpoints > 30 || numpathpoints < 0)
1266 for (int j = 0; j < numpathpoints; j++) {
1267 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1268 for (int k = 0; k < numpathpointconnect[j]; k++) {
1269 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1275 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1278 if (environment != oldenvironment)
1279 Setenvironment(environment);
1280 oldenvironment = environment;
1282 if (!stealthloading) {
1283 int j = objects.numobjects;
1284 objects.numobjects = 0;
1285 for (int i = 0; i < j; i++) {
1286 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1291 terrain.DoShadows();
1294 objects.DoShadows();
1301 for (unsigned i = 0; i < Person::players.size(); i++) {
1304 Person::players[i]->burnt = 0;
1305 Person::players[i]->bled = 0;
1306 Person::players[i]->onfire = 0;
1307 if (i == 0 || Person::players[i]->scale < 0)
1308 Person::players[i]->scale = .2;
1309 Person::players[i]->skeleton.free = 0;
1310 Person::players[i]->skeleton.id = i;
1311 if (i == 0 && mapvers < 9)
1312 Person::players[i]->creature = rabbittype;
1313 if (Person::players[i]->creature != wolftype) {
1314 Person::players[i]->skeleton.Load(
1315 (char *)":Data:Skeleton:Basic Figure",
1316 (char *)":Data:Skeleton:Basic Figurelow",
1317 (char *)":Data:Skeleton:Rabbitbelt",
1318 (char *)":Data:Models:Body.solid",
1319 (char *)":Data:Models:Body2.solid",
1320 (char *)":Data:Models:Body3.solid",
1321 (char *)":Data:Models:Body4.solid",
1322 (char *)":Data:Models:Body5.solid",
1323 (char *)":Data:Models:Body6.solid",
1324 (char *)":Data:Models:Body7.solid",
1325 (char *)":Data:Models:Bodylow.solid",
1326 (char *)":Data:Models:Belt.solid", 0);
1328 if (Person::players[i]->creature != wolftype) {
1329 Person::players[i]->skeleton.Load(
1330 (char *)":Data:Skeleton:Basic Figure",
1331 (char *)":Data:Skeleton:Basic Figurelow",
1332 (char *)":Data:Skeleton:Rabbitbelt",
1333 (char *)":Data:Models:Body.solid",
1334 (char *)":Data:Models:Body2.solid",
1335 (char *)":Data:Models:Body3.solid",
1336 (char *)":Data:Models:Body4.solid",
1337 (char *)":Data:Models:Body5.solid",
1338 (char *)":Data:Models:Body6.solid",
1339 (char *)":Data:Models:Body7.solid",
1340 (char *)":Data:Models:Bodylow.solid",
1341 (char *)":Data:Models:Belt.solid", 1);
1342 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
1344 if (Person::players[i]->creature == wolftype) {
1345 Person::players[i]->skeleton.Load(
1346 (char *)":Data:Skeleton:Basic Figure Wolf",
1347 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1348 (char *)":Data:Skeleton:Rabbitbelt",
1349 (char *)":Data:Models:Wolf.solid",
1350 (char *)":Data:Models:Wolf2.solid",
1351 (char *)":Data:Models:Wolf3.solid",
1352 (char *)":Data:Models:Wolf4.solid",
1353 (char *)":Data:Models:Wolf5.solid",
1354 (char *)":Data:Models:Wolf6.solid",
1355 (char *)":Data:Models:Wolf7.solid",
1356 (char *)":Data:Models:Wolflow.solid",
1357 (char *)":Data:Models:Belt.solid", 0);
1361 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);
1363 if (Person::players[i]->numclothes) {
1364 for (int j = 0; j < Person::players[i]->numclothes; j++) {
1365 tintr = Person::players[i]->clothestintr[j];
1366 tintg = Person::players[i]->clothestintg[j];
1367 tintb = Person::players[i]->clothestintb[j];
1368 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
1370 Person::players[i]->DoMipmaps();
1373 Person::players[i]->animCurrent = bounceidleanim;
1374 Person::players[i]->animTarget = bounceidleanim;
1375 Person::players[i]->frameCurrent = 0;
1376 Person::players[i]->frameTarget = 1;
1377 Person::players[i]->target = 0;
1378 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1379 if (difficulty == 0)
1380 Person::players[i]->speed -= .2;
1381 if (difficulty == 1)
1382 Person::players[i]->speed -= .1;
1384 Person::players[i]->velocity = 0;
1385 Person::players[i]->oldcoords = Person::players[i]->coords;
1386 Person::players[i]->realoldcoords = Person::players[i]->coords;
1388 Person::players[i]->id = i;
1389 Person::players[i]->skeleton.id = i;
1390 Person::players[i]->updatedelay = 0;
1391 Person::players[i]->normalsupdatedelay = 0;
1393 Person::players[i]->aitype = passivetype;
1394 Person::players[i]->madskills = 0;
1397 Person::players[i]->proportionhead = 1.2;
1398 Person::players[i]->proportionbody = 1.05;
1399 Person::players[i]->proportionarms = 1.00;
1400 Person::players[i]->proportionlegs = 1.1;
1401 Person::players[i]->proportionlegs.y = 1.05;
1403 Person::players[i]->headless = 0;
1404 Person::players[i]->currentoffset = 0;
1405 Person::players[i]->targetoffset = 0;
1407 Person::players[i]->damagetolerance = 200;
1409 if (Person::players[i]->creature == wolftype) {
1410 if (i == 0 || Person::players[i]->scale < 0)
1411 Person::players[i]->scale = .23;
1412 Person::players[i]->damagetolerance = 300;
1418 Person::players[i]->proportionhead.z = 0;
1419 Person::players[i]->proportionbody.z = 0;
1420 Person::players[i]->proportionarms.z = 0;
1421 Person::players[i]->proportionlegs.z = 0;
1424 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1426 Person::players[i]->headmorphness = 0;
1427 Person::players[i]->targetheadmorphness = 1;
1428 Person::players[i]->headmorphstart = 0;
1429 Person::players[i]->headmorphend = 0;
1431 Person::players[i]->pausetime = 0;
1433 Person::players[i]->dead = 0;
1434 Person::players[i]->jumppower = 5;
1435 Person::players[i]->damage = 0;
1436 Person::players[i]->permanentdamage = 0;
1437 Person::players[i]->superpermanentdamage = 0;
1439 Person::players[i]->forwardkeydown = 0;
1440 Person::players[i]->leftkeydown = 0;
1441 Person::players[i]->backkeydown = 0;
1442 Person::players[i]->rightkeydown = 0;
1443 Person::players[i]->jumpkeydown = 0;
1444 Person::players[i]->crouchkeydown = 0;
1445 Person::players[i]->throwkeydown = 0;
1447 Person::players[i]->collided = -10;
1448 Person::players[i]->loaded = 1;
1449 Person::players[i]->bloodloss = 0;
1450 Person::players[i]->weaponactive = -1;
1451 Person::players[i]->weaponstuck = -1;
1452 Person::players[i]->bleeding = 0;
1453 Person::players[i]->deathbleeding = 0;
1454 Person::players[i]->stunned = 0;
1455 Person::players[i]->hasvictim = 0;
1456 Person::players[i]->wentforweapon = 0;
1459 Person::players[0]->aitype = playercontrolled;
1460 Person::players[0]->weaponactive = -1;
1462 if (difficulty == 1) {
1463 Person::players[0]->power = 1 / .9;
1464 Person::players[0]->damagetolerance = 250;
1465 } else if (difficulty == 0) {
1466 Person::players[0]->power = 1 / .8;
1467 Person::players[0]->damagetolerance = 300;
1468 Person::players[0]->armorhead *= 1.5;
1469 Person::players[0]->armorhigh *= 1.5;
1470 Person::players[0]->armorlow *= 1.5;
1473 cameraloc = Person::players[0]->coords;
1475 yaw = Person::players[0]->yaw;
1477 hawkcoords = Person::players[0]->coords;
1483 LOG("Starting background music...");
1485 OPENAL_StopSound(OPENAL_ALL);
1487 if (environment == snowyenvironment) {
1488 emit_stream_np(stream_wind);
1489 } else if (environment == desertenvironment) {
1490 emit_stream_np(stream_desertambient);
1491 } else if (environment == grassyenvironment) {
1492 emit_stream_np(stream_wind, 100.);
1495 oldmusicvolume[0] = 0;
1496 oldmusicvolume[1] = 0;
1497 oldmusicvolume[2] = 0;
1498 oldmusicvolume[3] = 0;
1512 if (tutorialstagetime > tutorialmaxtime) {
1514 tutorialsuccess = 0;
1515 if (tutorialstage <= 1) {
1520 switch (tutorialstage) {
1522 tutorialmaxtime = 5;
1525 tutorialmaxtime = 2;
1528 tutorialmaxtime = 600;
1531 tutorialmaxtime = 1000;
1534 tutorialmaxtime = 600;
1537 tutorialmaxtime = 600;
1540 tutorialmaxtime = 600;
1543 tutorialmaxtime = 600;
1546 tutorialmaxtime = 600;
1549 tutorialmaxtime = 2;
1552 tutorialmaxtime = 1000;
1555 tutorialmaxtime = 1000;
1558 tutorialmaxtime = 2;
1561 tutorialmaxtime = 3;
1572 Person::players[1]->coords = (temp + temp2) / 2;
1574 emit_sound_at(fireendsound, Person::players[1]->coords);
1576 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1577 if (Random() % 2 == 0) {
1578 if (!Person::players[1]->skeleton.free)
1579 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1580 if (Person::players[1]->skeleton.free)
1581 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1582 if (!Person::players[1]->skeleton.free)
1583 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;
1584 if (Person::players[1]->skeleton.free)
1585 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1586 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1592 tutorialmaxtime = 500;
1595 tutorialmaxtime = 500;
1598 tutorialmaxtime = 500;
1601 tutorialmaxtime = 500;
1605 //tutorialmaxtime=500;
1608 tutorialmaxtime = 500;
1611 tutorialmaxtime = 500;
1612 if (bonus == cannon) {
1619 tutorialmaxtime = 500;
1622 tutorialmaxtime = 500;
1625 tutorialmaxtime = 500;
1628 tutorialmaxtime = 500;
1631 tutorialmaxtime = 2;
1634 tutorialmaxtime = 4;
1637 Person::players[1]->aitype = attacktypecutoff;
1640 tutorialmaxtime = 400;
1643 tutorialmaxtime = 400;
1644 Person::players[0]->escapednum = 0;
1647 tutorialmaxtime = 4;
1650 Person::players[1]->aitype = passivetype;
1653 tutorialmaxtime = 13;
1656 tutorialmaxtime = 8;
1659 tutorialmaxtime = 400;
1662 Person::players[1]->aitype = attacktypecutoff;
1665 tutorialmaxtime = 400;
1668 tutorialmaxtime = 400;
1671 tutorialmaxtime = 2;
1674 Person::players[1]->aitype = passivetype;
1679 tutorialmaxtime = 50;
1682 Person::players[1]->aitype = attacktypecutoff;
1685 tutorialmaxtime = 4;
1688 Person::players[1]->aitype = passivetype;
1700 Weapon w(knife, -1);
1701 w.position = (temp + temp2) / 2;
1702 w.tippoint = (temp + temp2) / 2;
1705 w.tipvelocity = 0.1;
1712 weapons.push_back(w);
1716 tutorialmaxtime = 300;
1719 tutorialmaxtime = 300;
1722 tutorialmaxtime = 8;
1725 tutorialmaxtime = 300;
1728 weapons[0].owner = 1;
1729 Person::players[0]->weaponactive = -1;
1730 Person::players[0]->num_weapons = 0;
1731 Person::players[1]->weaponactive = 0;
1732 Person::players[1]->num_weapons = 1;
1733 Person::players[1]->weaponids[0] = 0;
1737 Person::players[1]->aitype = attacktypecutoff;
1739 tutorialmaxtime = 300;
1742 weapons[0].owner = 1;
1743 Person::players[0]->weaponactive = -1;
1744 Person::players[0]->num_weapons = 0;
1745 Person::players[1]->weaponactive = 0;
1746 Person::players[1]->num_weapons = 1;
1747 Person::players[1]->weaponids[0] = 0;
1749 tutorialmaxtime = 300;
1752 weapons[0].owner = 1;
1753 Person::players[0]->weaponactive = -1;
1754 Person::players[0]->num_weapons = 0;
1755 Person::players[1]->weaponactive = 0;
1756 Person::players[1]->num_weapons = 1;
1757 Person::players[1]->weaponids[0] = 0;
1759 weapons[0].setType(sword);
1761 tutorialmaxtime = 300;
1764 tutorialmaxtime = 10;
1775 Weapon w(sword, -1);
1776 w.position = (temp + temp2) / 2;
1777 w.tippoint = (temp + temp2) / 2;
1780 w.tipvelocity = 0.1;
1787 weapons.push_back(w);
1789 weapons[0].owner = 1;
1790 weapons[1].owner = 0;
1791 Person::players[0]->weaponactive = 0;
1792 Person::players[0]->num_weapons = 1;
1793 Person::players[0]->weaponids[0] = 1;
1794 Person::players[1]->weaponactive = 0;
1795 Person::players[1]->num_weapons = 1;
1796 Person::players[1]->weaponids[0] = 0;
1803 Person::players[1]->aitype = passivetype;
1805 tutorialmaxtime = 15;
1807 weapons[0].owner = 1;
1808 weapons[1].owner = 0;
1809 Person::players[0]->weaponactive = 0;
1810 Person::players[0]->num_weapons = 1;
1811 Person::players[0]->weaponids[0] = 1;
1812 Person::players[1]->weaponactive = 0;
1813 Person::players[1]->num_weapons = 1;
1814 Person::players[1]->weaponids[0] = 0;
1816 if (Person::players[0]->weaponactive != -1)
1817 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1819 weapons[0].setType(staff);
1824 Person::players[1]->aitype = passivetype;
1826 tutorialmaxtime = 200;
1828 weapons[1].position = 1000;
1829 weapons[1].tippoint = 1000;
1831 weapons[0].setType(knife);
1833 weapons[0].owner = 0;
1834 Person::players[1]->weaponactive = -1;
1835 Person::players[1]->num_weapons = 0;
1836 Person::players[0]->weaponactive = 0;
1837 Person::players[0]->num_weapons = 1;
1838 Person::players[0]->weaponids[0] = 0;
1842 tutorialmaxtime = 8;
1845 emit_sound_at(fireendsound, Person::players[1]->coords);
1847 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1848 if (Random() % 2 == 0) {
1849 if (!Person::players[1]->skeleton.free)
1850 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1851 if (Person::players[1]->skeleton.free)
1852 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1853 if (!Person::players[1]->skeleton.free)
1854 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;
1855 if (Person::players[1]->skeleton.free)
1856 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1857 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1861 Person::players[1]->num_weapons = 0;
1862 Person::players[1]->weaponstuck = -1;
1863 Person::players[1]->weaponactive = -1;
1869 tutorialmaxtime = 80000;
1874 if (tutorialstage <= 51)
1875 tutorialstagetime = 0;
1879 if (tutorialstagetime < tutorialmaxtime - 3) {
1880 switch (tutorialstage) {
1882 if (deltah || deltav)
1883 tutorialsuccess += multiplier;
1886 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1887 tutorialsuccess += multiplier;
1890 if (Person::players[0]->jumpkeydown)
1891 tutorialsuccess = 1;
1894 if (Person::players[0]->isCrouch())
1895 tutorialsuccess = 1;
1898 if (Person::players[0]->animTarget == rollanim)
1899 tutorialsuccess = 1;
1902 if (Person::players[0]->animTarget == sneakanim)
1903 tutorialsuccess += multiplier;
1906 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1907 tutorialsuccess += multiplier;
1910 if (Person::players[0]->isWallJump())
1911 tutorialsuccess = 1;
1914 if (Person::players[0]->animTarget == flipanim)
1915 tutorialsuccess = 1;
1918 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1919 tutorialsuccess = 1;
1922 if (Person::players[0]->animTarget == winduppunchanim)
1923 tutorialsuccess = 1;
1926 if (Person::players[0]->animTarget == spinkickanim)
1927 tutorialsuccess = 1;
1930 if (Person::players[0]->animTarget == sweepanim)
1931 tutorialsuccess = 1;
1934 if (Person::players[0]->animTarget == dropkickanim)
1935 tutorialsuccess = 1;
1938 if (Person::players[0]->animTarget == rabbitkickanim)
1939 tutorialsuccess = 1;
1942 if (bonus == cannon)
1943 tutorialsuccess = 1;
1946 if (bonus == spinecrusher)
1947 tutorialsuccess = 1;
1950 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1951 tutorialsuccess = 1;
1954 if (Person::players[0]->animTarget == rabbittacklinganim)
1955 tutorialsuccess = 1;
1958 if (Person::players[0]->animTarget == backhandspringanim)
1959 tutorialsuccess = 1;
1962 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1963 tutorialsuccess = 1;
1966 if (Person::players[0]->escapednum == 2) {
1967 tutorialsuccess = 1;
1970 Person::players[1]->aitype = passivetype;
1974 if (animation[Person::players[0]->animTarget].attack == reversal)
1975 tutorialsuccess = 1;
1978 if (animation[Person::players[0]->animTarget].attack == reversal)
1979 tutorialsuccess = 1;
1982 if (animation[Person::players[0]->animTarget].attack == reversal) {
1983 tutorialsuccess = 1;
1986 Person::players[1]->aitype = passivetype;
1990 if (Person::players[0]->num_weapons > 0)
1991 tutorialsuccess = 1;
1994 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1995 tutorialsuccess = 1;
1998 if (Person::players[0]->animTarget == knifeslashstartanim)
1999 tutorialsuccess = 1;
2002 if (animation[Person::players[0]->animTarget].attack == reversal)
2003 tutorialsuccess = 1;
2006 if (animation[Person::players[0]->animTarget].attack == reversal)
2007 tutorialsuccess = 1;
2010 if (animation[Person::players[0]->animTarget].attack == reversal)
2011 tutorialsuccess = 1;
2014 if (Person::players[1]->weaponstuck != -1)
2015 tutorialsuccess = 1;
2020 if (tutorialsuccess >= 1)
2021 tutorialstagetime = tutorialmaxtime - 3;
2024 if (tutorialstagetime == tutorialmaxtime - 3) {
2025 emit_sound_np(consolesuccesssound);
2028 if (tutorialsuccess >= 1) {
2029 if (tutorialstage == 34 || tutorialstage == 35)
2030 tutorialstagetime = tutorialmaxtime - 1;
2034 if (tutorialstage < 14 || tutorialstage >= 50) {
2035 Person::players[1]->coords.y = 300;
2036 Person::players[1]->velocity = 0;
2042 float headprop, bodyprop, armprop, legprop;
2044 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2045 Person::players[0]->damagetolerance = 200000;
2046 Person::players[0]->damage = 0;
2047 Person::players[0]->burnt = 0;
2048 Person::players[0]->permanentdamage = 0;
2049 Person::players[0]->superpermanentdamage = 0;
2052 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2054 if (environment > 2)
2056 Setenvironment(environment);
2059 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2060 cameramode = 1 - cameramode;
2063 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2064 if (Person::players[0]->num_weapons > 0) {
2065 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2066 weapons[Person::players[0]->weaponids[0]].setType(staff);
2067 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2068 weapons[Person::players[0]->weaponids[0]].setType(knife);
2070 weapons[Person::players[0]->weaponids[0]].setType(sword);
2074 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2075 int closest = findClosestPlayer();
2077 if (Person::players[closest]->num_weapons) {
2078 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2079 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2080 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2081 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2083 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2085 if (!Person::players[closest]->num_weapons) {
2086 Person::players[closest]->weaponids[0] = weapons.size();
2088 weapons.push_back(Weapon(knife, closest));
2090 Person::players[closest]->num_weapons = 1;
2095 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2096 int closest = findClosestPlayer();
2098 Person::players[closest]->yaw += multiplier * 50;
2099 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2104 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2105 int closest = findClosestPlayer();
2106 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2110 Person::players[closest]->whichskin++;
2111 if (Person::players[closest]->whichskin > 9)
2112 Person::players[closest]->whichskin = 0;
2113 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2114 Person::players[closest]->whichskin = 0;
2116 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2117 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2120 if (Person::players[closest]->numclothes) {
2121 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2122 tintr = Person::players[closest]->clothestintr[i];
2123 tintg = Person::players[closest]->clothestintg[i];
2124 tintb = Person::players[closest]->clothestintb[i];
2125 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2127 Person::players[closest]->DoMipmaps();
2131 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2132 int closest = findClosestPlayer();
2134 if (Person::players[closest]->creature == wolftype) {
2135 headprop = Person::players[closest]->proportionhead.x / 1.1;
2136 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2137 armprop = Person::players[closest]->proportionarms.x / 1.1;
2138 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2141 if (Person::players[closest]->creature == rabbittype) {
2142 headprop = Person::players[closest]->proportionhead.x / 1.2;
2143 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2144 armprop = Person::players[closest]->proportionarms.x / 1.00;
2145 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2149 if (Person::players[closest]->creature == rabbittype) {
2150 Person::players[closest]->skeleton.id = closest;
2151 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);
2152 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2153 Person::players[closest]->whichskin = 0;
2154 Person::players[closest]->creature = wolftype;
2156 Person::players[closest]->proportionhead = 1.1;
2157 Person::players[closest]->proportionbody = 1.1;
2158 Person::players[closest]->proportionarms = 1.1;
2159 Person::players[closest]->proportionlegs = 1.1;
2160 Person::players[closest]->proportionlegs.y = 1.1;
2161 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
2163 Person::players[closest]->damagetolerance = 300;
2165 Person::players[closest]->skeleton.id = closest;
2166 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);
2167 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2168 Person::players[closest]->whichskin = 0;
2169 Person::players[closest]->creature = rabbittype;
2171 Person::players[closest]->proportionhead = 1.2;
2172 Person::players[closest]->proportionbody = 1.05;
2173 Person::players[closest]->proportionarms = 1.00;
2174 Person::players[closest]->proportionlegs = 1.1;
2175 Person::players[closest]->proportionlegs.y = 1.05;
2176 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2178 Person::players[closest]->damagetolerance = 200;
2181 if (Person::players[closest]->creature == wolftype) {
2182 Person::players[closest]->proportionhead = 1.1 * headprop;
2183 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2184 Person::players[closest]->proportionarms = 1.1 * armprop;
2185 Person::players[closest]->proportionlegs = 1.1 * legprop;
2188 if (Person::players[closest]->creature == rabbittype) {
2189 Person::players[closest]->proportionhead = 1.2 * headprop;
2190 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2191 Person::players[closest]->proportionarms = 1.00 * armprop;
2192 Person::players[closest]->proportionlegs = 1.1 * legprop;
2193 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2199 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2205 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2207 float closestdist = std::numeric_limits<float>::max();
2209 for (unsigned i = 1; i < Person::players.size(); i++) {
2210 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2211 if (!Person::players[i]->headless)
2212 if (distance < closestdist) {
2213 closestdist = distance;
2218 XYZ flatfacing2, flatvelocity2;
2220 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2221 blah = Person::players[closest]->coords;
2222 XYZ headspurtdirection;
2223 //int i = Person::players[closest]->skeleton.jointlabels[head];
2224 Joint& headjoint = Person::players[closest]->joint(head);
2225 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2226 if (!Person::players[closest]->skeleton.free)
2227 flatvelocity2 = Person::players[closest]->velocity;
2228 if (Person::players[closest]->skeleton.free)
2229 flatvelocity2 = headjoint.velocity;
2230 if (!Person::players[closest]->skeleton.free)
2231 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;
2232 if (Person::players[closest]->skeleton.free)
2233 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2234 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2235 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2236 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2237 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2238 Normalise(&headspurtdirection);
2239 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2240 flatvelocity2 += headspurtdirection * 8;
2241 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2243 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2245 emit_sound_at(splattersound, blah);
2246 emit_sound_at(breaksound2, blah, 100.);
2248 if (Person::players[closest]->skeleton.free == 2)
2249 Person::players[closest]->skeleton.free = 0;
2250 Person::players[closest]->RagDoll(0);
2251 Person::players[closest]->dead = 2;
2252 Person::players[closest]->headless = 1;
2253 Person::players[closest]->DoBloodBig(3, 165);
2259 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2260 int closest = findClosestPlayer();
2261 XYZ flatfacing2, flatvelocity2;
2263 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2264 blah = Person::players[closest]->coords;
2265 emit_sound_at(splattersound, blah);
2266 emit_sound_at(breaksound2, blah);
2268 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2269 if (!Person::players[closest]->skeleton.free)
2270 flatvelocity2 = Person::players[closest]->velocity;
2271 if (Person::players[closest]->skeleton.free)
2272 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2273 if (!Person::players[closest]->skeleton.free)
2274 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;
2275 if (Person::players[closest]->skeleton.free)
2276 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2277 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2278 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2279 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2280 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2281 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2282 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2285 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2286 if (!Person::players[closest]->skeleton.free)
2287 flatvelocity2 = Person::players[closest]->velocity;
2288 if (Person::players[closest]->skeleton.free)
2289 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2290 if (!Person::players[closest]->skeleton.free)
2291 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2292 if (Person::players[closest]->skeleton.free)
2293 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2294 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2295 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2296 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2297 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2298 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2301 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2302 if (!Person::players[closest]->skeleton.free)
2303 flatvelocity2 = Person::players[closest]->velocity;
2304 if (Person::players[closest]->skeleton.free)
2305 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2306 if (!Person::players[closest]->skeleton.free)
2307 flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
2308 if (Person::players[closest]->skeleton.free)
2309 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2310 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2311 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2312 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2313 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2314 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2317 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2318 if (!Person::players[closest]->skeleton.free)
2319 flatvelocity2 = Person::players[closest]->velocity;
2320 if (Person::players[closest]->skeleton.free)
2321 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2322 if (!Person::players[closest]->skeleton.free)
2323 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;
2324 if (Person::players[closest]->skeleton.free)
2325 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2326 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2327 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2328 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2329 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2330 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2334 for (unsigned j = 0; j < Person::players.size(); j++) {
2335 if (int(j) != closest) {
2336 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2337 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2338 if (Person::players[j]->skeleton.free == 2)
2339 Person::players[j]->skeleton.free = 1;
2340 Person::players[j]->skeleton.longdead = 0;
2341 Person::players[j]->RagDoll(0);
2342 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2343 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2344 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2345 flatvelocity2 = temppos - Person::players[closest]->coords;
2346 Normalise(&flatvelocity2);
2347 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2354 Person::players[closest]->DoDamage(10000);
2355 Person::players[closest]->RagDoll(0);
2356 Person::players[closest]->dead = 2;
2357 Person::players[closest]->coords = 20;
2358 Person::players[closest]->skeleton.free = 2;
2365 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2366 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2367 if (Person::players[0]->onfire) {
2368 Person::players[0]->CatchFire();
2370 if (!Person::players[0]->onfire) {
2371 emit_sound_at(fireendsound, Person::players[0]->coords);
2372 pause_sound(stream_firesound);
2376 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2377 Person::players[0]->RagDoll(0);
2379 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2382 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2383 for (int i = 0; i < objects.numobjects; i++) {
2384 if (objects.type[i] == treeleavestype) {
2385 objects.scale[i] *= .9;
2390 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2391 editorenabled = 1 - editorenabled;
2392 if (editorenabled) {
2393 Person::players[0]->damagetolerance = 100000;
2395 Person::players[0]->damagetolerance = 200;
2397 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2398 Person::players[0]->permanentdamage = 0;
2399 Person::players[0]->superpermanentdamage = 0;
2400 Person::players[0]->bloodloss = 0;
2401 Person::players[0]->deathbleeding = 0;
2405 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2407 if (targetlevel > numchallengelevels - 1)
2413 if (editorenabled) {
2414 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2415 int closest = findClosestPlayer();
2417 Person::players.erase(Person::players.begin()+closest);
2421 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2422 int closest = findClosestObject();
2424 objects.position[closest].y -= 500;
2427 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2428 if (objects.numobjects < max_objects - 1) {
2430 boxcoords.x = Person::players[0]->coords.x;
2431 boxcoords.z = Person::players[0]->coords.z;
2432 boxcoords.y = Person::players[0]->coords.y - 3;
2433 if (editortype == bushtype)
2434 boxcoords.y = Person::players[0]->coords.y - .5;
2435 if (editortype == firetype)
2436 boxcoords.y = Person::players[0]->coords.y - .5;
2437 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2438 float temprotat, temprotat2;
2439 temprotat = editoryaw;
2440 temprotat2 = editorpitch;
2441 if (temprotat < 0 || editortype == bushtype)
2442 temprotat = Random() % 360;
2444 temprotat2 = Random() % 360;
2446 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2447 if (editortype == treetrunktype)
2448 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2452 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2453 Person::players.push_back(shared_ptr<Person>(new Person()));
2455 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2456 Person::players.back()->creature = rabbittype;
2457 Person::players.back()->howactive = editoractive;
2458 Person::players.back()->skeleton.id = Person::players.size()-1;
2459 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);
2461 int k = abs(Random() % 2) + 1;
2463 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2464 Person::players.back()->whichskin = 0;
2465 } else if (k == 1) {
2466 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2467 Person::players.back()->whichskin = 1;
2469 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2470 Person::players.back()->whichskin = 2;
2473 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2474 Person::players.back()->power = 1;
2475 Person::players.back()->speedmult = 1;
2476 Person::players.back()->animCurrent = bounceidleanim;
2477 Person::players.back()->animTarget = bounceidleanim;
2478 Person::players.back()->frameCurrent = 0;
2479 Person::players.back()->frameTarget = 1;
2480 Person::players.back()->target = 0;
2481 Person::players.back()->bled = 0;
2482 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2484 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2485 Person::players.back()->yaw = Person::players[0]->yaw;
2487 Person::players.back()->velocity = 0;
2488 Person::players.back()->coords = Person::players[0]->coords;
2489 Person::players.back()->oldcoords = Person::players.back()->coords;
2490 Person::players.back()->realoldcoords = Person::players.back()->coords;
2492 Person::players.back()->id = Person::players.size()-1;
2493 Person::players.back()->updatedelay = 0;
2494 Person::players.back()->normalsupdatedelay = 0;
2496 Person::players.back()->aitype = passivetype;
2498 if (Person::players[0]->creature == wolftype) {
2499 headprop = Person::players[0]->proportionhead.x / 1.1;
2500 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2501 armprop = Person::players[0]->proportionarms.x / 1.1;
2502 legprop = Person::players[0]->proportionlegs.x / 1.1;
2505 if (Person::players[0]->creature == rabbittype) {
2506 headprop = Person::players[0]->proportionhead.x / 1.2;
2507 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2508 armprop = Person::players[0]->proportionarms.x / 1.00;
2509 legprop = Person::players[0]->proportionlegs.x / 1.1;
2512 if (Person::players.back()->creature == wolftype) {
2513 Person::players.back()->proportionhead = 1.1 * headprop;
2514 Person::players.back()->proportionbody = 1.1 * bodyprop;
2515 Person::players.back()->proportionarms = 1.1 * armprop;
2516 Person::players.back()->proportionlegs = 1.1 * legprop;
2519 if (Person::players.back()->creature == rabbittype) {
2520 Person::players.back()->proportionhead = 1.2 * headprop;
2521 Person::players.back()->proportionbody = 1.05 * bodyprop;
2522 Person::players.back()->proportionarms = 1.00 * armprop;
2523 Person::players.back()->proportionlegs = 1.1 * legprop;
2524 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2527 Person::players.back()->headless = 0;
2528 Person::players.back()->onfire = 0;
2531 Person::players.back()->proportionhead.z = 0;
2532 Person::players.back()->proportionbody.z = 0;
2533 Person::players.back()->proportionarms.z = 0;
2534 Person::players.back()->proportionlegs.z = 0;
2537 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2539 Person::players.back()->damagetolerance = 200;
2541 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2542 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2543 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2544 Person::players.back()->armorhead = Person::players[0]->armorhead;
2545 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2546 Person::players.back()->armorlow = Person::players[0]->armorlow;
2547 Person::players.back()->metalhead = Person::players[0]->metalhead;
2548 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2549 Person::players.back()->metallow = Person::players[0]->metallow;
2551 Person::players.back()->immobile = Person::players[0]->immobile;
2553 Person::players.back()->numclothes = Person::players[0]->numclothes;
2554 if (Person::players.back()->numclothes)
2555 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2556 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2557 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2558 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2559 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2560 tintr = Person::players.back()->clothestintr[i];
2561 tintg = Person::players.back()->clothestintg[i];
2562 tintb = Person::players.back()->clothestintb[i];
2563 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
2565 if (Person::players.back()->numclothes) {
2566 Person::players.back()->DoMipmaps();
2569 Person::players.back()->power = Person::players[0]->power;
2570 Person::players.back()->speedmult = Person::players[0]->speedmult;
2572 Person::players.back()->damage = 0;
2573 Person::players.back()->permanentdamage = 0;
2574 Person::players.back()->superpermanentdamage = 0;
2575 Person::players.back()->deathbleeding = 0;
2576 Person::players.back()->bleeding = 0;
2577 Person::players.back()->numwaypoints = 0;
2578 Person::players.back()->waypoint = 0;
2579 Person::players.back()->jumppath = 0;
2580 Person::players.back()->weaponstuck = -1;
2581 Person::players.back()->weaponactive = -1;
2582 Person::players.back()->num_weapons = 0;
2583 Person::players.back()->bloodloss = 0;
2584 Person::players.back()->dead = 0;
2586 Person::players.back()->loaded = 1;
2589 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2590 if (Person::players.back()->numwaypoints < 90) {
2591 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2592 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2593 Person::players.back()->numwaypoints++;
2597 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2598 if (numpathpoints < 30) {
2599 bool connected, alreadyconnected;
2601 if (numpathpoints > 1)
2602 for (int i = 0; i < numpathpoints; i++) {
2603 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2604 alreadyconnected = 0;
2605 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2606 if (pathpointconnect[pathpointselected][j] == i)
2607 alreadyconnected = 1;
2609 if (!alreadyconnected) {
2610 numpathpointconnect[pathpointselected]++;
2612 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2618 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2619 numpathpointconnect[numpathpoints - 1] = 0;
2620 if (numpathpoints > 1 && pathpointselected != -1) {
2621 numpathpointconnect[pathpointselected]++;
2622 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2624 pathpointselected = numpathpoints - 1;
2629 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2630 pathpointselected++;
2631 if (pathpointselected >= numpathpoints)
2632 pathpointselected = -1;
2634 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2635 pathpointselected--;
2636 if (pathpointselected <= -2)
2637 pathpointselected = numpathpoints - 1;
2639 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2640 if (pathpointselected != -1) {
2642 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2643 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2644 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2645 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2647 for (int i = 0; i < numpathpoints; i++) {
2648 for (int j = 0; j < numpathpointconnect[i]; j++) {
2649 if (pathpointconnect[i][j] == pathpointselected) {
2650 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2651 numpathpointconnect[i]--;
2653 if (pathpointconnect[i][j] == numpathpoints) {
2654 pathpointconnect[i][j] = pathpointselected;
2658 pathpointselected = numpathpoints - 1;
2662 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2664 if (editortype == treeleavestype || editortype == 10)
2667 editortype = firetype;
2670 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2672 if (editortype == treeleavestype || editortype == 10)
2674 if (editortype > firetype)
2678 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2679 editoryaw -= multiplier * 100;
2680 if (editoryaw < -.01)
2684 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2685 editoryaw += multiplier * 100;
2688 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2689 editorsize += multiplier;
2692 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2693 editorsize -= multiplier;
2694 if (editorsize < .1)
2699 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2700 mapradius -= multiplier * 10;
2703 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2704 mapradius += multiplier * 10;
2706 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2707 editorpitch += multiplier * 100;
2710 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2711 editorpitch -= multiplier * 100;
2712 if (editorpitch < -.01)
2715 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2716 int closest = findClosestObject();
2718 objects.DeleteObject(closest);
2724 void doJumpReversals()
2726 for (unsigned k = 0; k < Person::players.size(); k++)
2727 for (unsigned i = k; i < Person::players.size(); i++) {
2730 if ( Person::players[k]->skeleton.free == 0 &&
2731 Person::players[i]->skeleton.oldfree == 0 &&
2732 (Person::players[i]->animTarget == jumpupanim ||
2733 Person::players[k]->animTarget == jumpupanim) &&
2734 (Person::players[i]->aitype == playercontrolled ||
2735 Person::players[k]->aitype == playercontrolled) &&
2736 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2737 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2738 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2739 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2740 //TODO: refactor two huge similar ifs
2741 if (Person::players[i]->animTarget == jumpupanim &&
2742 Person::players[k]->animTarget != getupfrombackanim &&
2743 Person::players[k]->animTarget != getupfromfrontanim &&
2744 animation[Person::players[k]->animTarget].height == middleheight &&
2745 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2746 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2747 Person::players[k]->aitype != playercontrolled)) {
2748 Person::players[i]->victim = Person::players[k];
2749 Person::players[i]->velocity = 0;
2750 Person::players[i]->animCurrent = jumpreversedanim;
2751 Person::players[i]->animTarget = jumpreversedanim;
2752 Person::players[i]->frameCurrent = 0;
2753 Person::players[i]->frameTarget = 1;
2754 Person::players[i]->targettilt2 = 0;
2755 Person::players[k]->victim = Person::players[i];
2756 Person::players[k]->velocity = 0;
2757 Person::players[k]->animCurrent = jumpreversalanim;
2758 Person::players[k]->animTarget = jumpreversalanim;
2759 Person::players[k]->frameCurrent = 0;
2760 Person::players[k]->frameTarget = 1;
2761 Person::players[k]->targettilt2 = 0;
2762 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2763 Person::players[i]->animCurrent = rabbitkickreversedanim;
2764 Person::players[i]->animTarget = rabbitkickreversedanim;
2765 Person::players[i]->frameCurrent = 1;
2766 Person::players[i]->frameTarget = 2;
2767 Person::players[k]->animCurrent = rabbitkickreversalanim;
2768 Person::players[k]->animTarget = rabbitkickreversalanim;
2769 Person::players[k]->frameCurrent = 1;
2770 Person::players[k]->frameTarget = 2;
2772 Person::players[i]->target = 0;
2773 Person::players[k]->oldcoords = Person::players[k]->coords;
2774 Person::players[i]->coords = Person::players[k]->coords;
2775 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2776 Person::players[k]->yaw = Person::players[i]->targetyaw;
2777 if (Person::players[k]->aitype == attacktypecutoff)
2778 Person::players[k]->stunned = .5;
2780 if (Person::players[k]->animTarget == jumpupanim &&
2781 Person::players[i]->animTarget != getupfrombackanim &&
2782 Person::players[i]->animTarget != getupfromfrontanim &&
2783 animation[Person::players[i]->animTarget].height == middleheight &&
2784 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2785 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2786 Person::players[i]->aitype != playercontrolled)) {
2787 Person::players[k]->victim = Person::players[i];
2788 Person::players[k]->velocity = 0;
2789 Person::players[k]->animCurrent = jumpreversedanim;
2790 Person::players[k]->animTarget = jumpreversedanim;
2791 Person::players[k]->frameCurrent = 0;
2792 Person::players[k]->frameTarget = 1;
2793 Person::players[k]->targettilt2 = 0;
2794 Person::players[i]->victim = Person::players[k];
2795 Person::players[i]->velocity = 0;
2796 Person::players[i]->animCurrent = jumpreversalanim;
2797 Person::players[i]->animTarget = jumpreversalanim;
2798 Person::players[i]->frameCurrent = 0;
2799 Person::players[i]->frameTarget = 1;
2800 Person::players[i]->targettilt2 = 0;
2801 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2802 Person::players[k]->animTarget = rabbitkickreversedanim;
2803 Person::players[k]->animCurrent = rabbitkickreversedanim;
2804 Person::players[i]->animCurrent = rabbitkickreversalanim;
2805 Person::players[i]->animTarget = rabbitkickreversalanim;
2806 Person::players[k]->frameCurrent = 1;
2807 Person::players[k]->frameTarget = 2;
2808 Person::players[i]->frameCurrent = 1;
2809 Person::players[i]->frameTarget = 2;
2811 Person::players[k]->target = 0;
2812 Person::players[i]->oldcoords = Person::players[i]->coords;
2813 Person::players[k]->coords = Person::players[i]->coords;
2814 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2815 Person::players[i]->yaw = Person::players[k]->targetyaw;
2816 if (Person::players[i]->aitype == attacktypecutoff)
2817 Person::players[i]->stunned = .5;
2824 void doAerialAcrobatics()
2826 static XYZ facing, flatfacing;
2827 for (unsigned k = 0; k < Person::players.size(); k++) {
2828 Person::players[k]->turnspeed = 500;
2830 if ((Person::players[k]->isRun() &&
2831 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2832 Person::players[k]->targetyaw != wolfrunninganim) ||
2833 Person::players[k]->frameTarget == 4)) ||
2834 Person::players[k]->animTarget == removeknifeanim ||
2835 Person::players[k]->animTarget == crouchremoveknifeanim ||
2836 Person::players[k]->animTarget == flipanim ||
2837 Person::players[k]->animTarget == fightsidestep ||
2838 Person::players[k]->animTarget == walkanim) {
2839 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2843 if (Person::players[k]->isStop() ||
2844 Person::players[k]->isLanding() ||
2845 Person::players[k]->animTarget == staggerbackhighanim ||
2846 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2847 Person::players[k]->animTarget == staggerbackhardanim ||
2848 Person::players[k]->animTarget == backhandspringanim ||
2849 Person::players[k]->animTarget == dodgebackanim ||
2850 Person::players[k]->animTarget == rollanim ||
2851 (animation[Person::players[k]->animTarget].attack &&
2852 Person::players[k]->animTarget != rabbitkickanim &&
2853 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2854 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2855 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2858 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2859 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2862 Person::players[k]->DoStuff();
2863 if (Person::players[k]->immobile && k != 0)
2864 Person::players[k]->coords = Person::players[k]->realoldcoords;
2866 //if player's position has changed (?)
2867 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2868 !Person::players[k]->skeleton.free &&
2869 Person::players[k]->animTarget != climbanim &&
2870 Person::players[k]->animTarget != hanganim) {
2871 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2873 bool tempcollide = 0;
2875 if (Person::players[k]->collide < -.3)
2876 Person::players[k]->collide = -.3;
2877 if (Person::players[k]->collide > 1)
2878 Person::players[k]->collide = 1;
2879 Person::players[k]->collide -= multiplier * 30;
2882 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2884 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2885 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2886 if (objects.type[i] != rocktype ||
2887 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2888 objects.position[i].y > Person::players[k]->coords.y) {
2889 lowpoint = Person::players[k]->coords;
2890 if (Person::players[k]->animTarget != jumpupanim &&
2891 Person::players[k]->animTarget != jumpdownanim &&
2892 !Person::players[k]->isFlip())
2896 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2897 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2898 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2899 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2900 flatfacing = lowpoint - Person::players[k]->coords;
2901 Person::players[k]->coords = lowpoint;
2902 Person::players[k]->coords.y -= 1.3;
2903 Person::players[k]->collide = 1;
2906 //TODO: refactor four similar blocks
2907 if (Person::players[k]->aitype == playercontrolled &&
2908 (Person::players[k]->animTarget == jumpupanim ||
2909 Person::players[k]->animTarget == jumpdownanim ||
2910 Person::players[k]->isFlip()) &&
2911 !Person::players[k]->jumptogglekeydown &&
2912 Person::players[k]->jumpkeydown) {
2913 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2914 XYZ tempcoords1 = lowpoint;
2915 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2916 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2917 Person::players[k]->setAnimation(walljumpleftanim);
2918 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2920 pause_sound(whooshsound);
2922 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2923 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2924 if (lowpointtarget.z < 0)
2925 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2926 Person::players[k]->targetyaw = Person::players[k]->yaw;
2927 Person::players[k]->lowyaw = Person::players[k]->yaw;
2931 lowpoint = tempcoords1;
2932 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2933 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2934 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2935 Person::players[k]->setAnimation(walljumprightanim);
2936 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2938 pause_sound(whooshsound);
2940 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2941 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2942 if (lowpointtarget.z < 0)
2943 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2944 Person::players[k]->targetyaw = Person::players[k]->yaw;
2945 Person::players[k]->lowyaw = Person::players[k]->yaw;
2949 lowpoint = tempcoords1;
2950 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2951 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2952 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2953 Person::players[k]->setAnimation(walljumpbackanim);
2954 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2956 pause_sound(whooshsound);
2958 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2959 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2960 if (lowpointtarget.z < 0)
2961 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2962 Person::players[k]->targetyaw = Person::players[k]->yaw;
2963 Person::players[k]->lowyaw = Person::players[k]->yaw;
2967 lowpoint = tempcoords1;
2968 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2969 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2970 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2971 Person::players[k]->setAnimation(walljumpfrontanim);
2972 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2974 pause_sound(whooshsound);
2976 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2977 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2978 if (lowpointtarget.z < 0)
2979 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2980 Person::players[k]->yaw += 180;
2981 Person::players[k]->targetyaw = Person::players[k]->yaw;
2982 Person::players[k]->lowyaw = Person::players[k]->yaw;
2991 } else if (objects.type[i] == rocktype) {
2992 lowpoint2 = Person::players[k]->coords;
2993 lowpoint = Person::players[k]->coords;
2995 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2996 Person::players[k]->coords = colpoint;
2997 Person::players[k]->collide = 1;
3000 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3001 //flipped into a rock
3002 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3003 Person::players[k]->RagDoll(0);
3005 if (Person::players[k]->animTarget == jumpupanim) {
3006 Person::players[k]->jumppower = -4;
3007 Person::players[k]->animTarget = Person::players[k]->getIdle();
3009 Person::players[k]->target = 0;
3010 Person::players[k]->frameTarget = 0;
3011 Person::players[k]->onterrain = 1;
3013 if (Person::players[k]->id == 0) {
3014 pause_sound(whooshsound);
3015 OPENAL_SetVolume(channels[whooshsound], 0);
3019 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3020 if (Person::players[k]->isFlip())
3021 Person::players[k]->jumppower = -4;
3022 Person::players[k]->animTarget = Person::players[k]->getLanding();
3023 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3025 envsound[numenvsounds] = Person::players[k]->coords;
3026 envsoundvol[numenvsounds] = 16;
3027 envsoundlife[numenvsounds] = .4;
3038 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3039 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3040 lowpoint = Person::players[k]->coords;
3042 if (objects.type[i] != rocktype)
3043 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3044 if (Person::players[k]->animTarget != jumpupanim &&
3045 Person::players[k]->animTarget != jumpdownanim &&
3046 Person::players[k]->onterrain)
3047 Person::players[k]->avoidcollided = 1;
3048 Person::players[k]->coords = lowpoint;
3049 Person::players[k]->coords.y -= 1.35;
3050 Person::players[k]->collide = 1;
3052 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3053 (Person::players[k]->animCurrent != climbanim &&
3054 Person::players[k]->animCurrent != hanganim &&
3055 !Person::players[k]->isWallJump() ||
3056 Person::players[k]->animTarget == jumpupanim ||
3057 Person::players[k]->animTarget == jumpdownanim)) {
3058 lowpoint = Person::players[k]->coords;
3059 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3060 lowpoint = Person::players[k]->coords;
3064 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3065 lowpointtarget = lowpoint + facing * 1.4;
3066 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3067 if (whichhit != -1) {
3068 lowpoint = Person::players[k]->coords;
3070 lowpointtarget = lowpoint + facing * 1.4;
3071 lowpoint2 = lowpoint;
3072 lowpointtarget2 = lowpointtarget;
3073 lowpoint3 = lowpoint;
3074 lowpointtarget3 = lowpointtarget;
3075 lowpoint4 = lowpoint;
3076 lowpointtarget4 = lowpointtarget;
3077 lowpoint5 = lowpoint;
3078 lowpointtarget5 = lowpointtarget;
3079 lowpoint6 = lowpoint;
3080 lowpointtarget6 = lowpointtarget;
3081 lowpoint7 = lowpoint;
3082 lowpointtarget7 = lowpoint;
3084 lowpointtarget2.x += .1;
3086 lowpointtarget3.z += .1;
3088 lowpointtarget4.x -= .1;
3090 lowpointtarget5.z -= .1;
3091 lowpoint6.y += 45 / 13;
3092 lowpointtarget6.y += 45 / 13;
3093 lowpointtarget6 += facing * .6;
3094 lowpointtarget7.y += 90 / 13;
3095 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3096 if (objects.friction[i] > .5)
3097 if (whichhit != -1) {
3098 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3099 Person::players[k]->collided = 1;
3100 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3101 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3102 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3103 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3104 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3105 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3106 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3107 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3108 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3109 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3110 for (int j = 0; j < 45; j++) {
3111 lowpoint = Person::players[k]->coords;
3112 lowpoint.y += (float)j / 13;
3113 lowpointtarget = lowpoint + facing * 1.4;
3114 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3115 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3116 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3118 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3119 lowpoint = Person::players[k]->coords;
3120 lowpoint.y += (float)j / 13;
3121 lowpointtarget = lowpoint + facing * 1.3;
3122 flatfacing = Person::players[k]->coords;
3123 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3124 Person::players[k]->coords.y = lowpointtarget.y - .07;
3125 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3127 if (j > 10 || !Person::players[k]->isRun()) {
3128 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3130 pause_sound(whooshsound);
3132 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3134 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3135 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3136 if (lowpointtarget.z < 0)
3137 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3138 Person::players[k]->targetyaw = Person::players[k]->yaw;
3139 Person::players[k]->lowyaw = Person::players[k]->yaw;
3141 //Person::players[k]->velocity=lowpointtarget*.03;
3142 Person::players[k]->velocity = 0;
3145 if (Person::players[k]->animTarget == jumpupanim) {
3146 Person::players[k]->animTarget = climbanim;
3147 Person::players[k]->jumppower = 0;
3148 Person::players[k]->jumpclimb = 1;
3150 Person::players[k]->transspeed = 6;
3151 Person::players[k]->target = 0;
3152 Person::players[k]->frameTarget = 1;
3155 Person::players[k]->setAnimation(hanganim);
3156 Person::players[k]->jumppower = 0;
3168 if (Person::players[k]->collide <= 0) {
3170 if (!Person::players[k]->onterrain &&
3171 Person::players[k]->animTarget != jumpupanim &&
3172 Person::players[k]->animTarget != jumpdownanim &&
3173 Person::players[k]->animTarget != climbanim &&
3174 Person::players[k]->animTarget != hanganim &&
3175 !Person::players[k]->isWallJump() &&
3176 !Person::players[k]->isFlip()) {
3177 if (Person::players[k]->animCurrent != climbanim &&
3178 Person::players[k]->animCurrent != tempanim &&
3179 Person::players[k]->animTarget != backhandspringanim &&
3180 (Person::players[k]->animTarget != rollanim ||
3181 Person::players[k]->frameTarget < 2 ||
3182 Person::players[k]->frameTarget > 6)) {
3183 //stagger off ledge (?)
3184 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
3185 Person::players[k]->RagDoll(0);
3186 Person::players[k]->setAnimation(jumpdownanim);
3189 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3192 Person::players[k]->velocity.y += gravity;
3196 Person::players[k]->realoldcoords = Person::players[k]->coords;
3202 static XYZ relative;
3203 static int randattack;
3204 static bool playerrealattackkeydown = 0;
3206 if (!Input::isKeyDown(attackkey))
3209 Person::players[0]->attackkeydown = 0;
3211 playerrealattackkeydown = 0;
3213 playerrealattackkeydown = Input::isKeyDown(attackkey);
3214 if ((Person::players[0]->parriedrecently <= 0 ||
3215 Person::players[0]->weaponactive == -1) &&
3218 Person::players[0]->lastattack != swordslashanim &&
3219 Person::players[0]->lastattack != knifeslashstartanim &&
3220 Person::players[0]->lastattack != staffhitanim &&
3221 Person::players[0]->lastattack != staffspinhitanim)))
3222 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3223 if (Input::isKeyDown(attackkey) &&
3225 !Person::players[0]->backkeydown) {
3226 for (unsigned k = 0; k < Person::players.size(); k++) {
3227 if ((Person::players[k]->animTarget == swordslashanim ||
3228 Person::players[k]->animTarget == staffhitanim ||
3229 Person::players[k]->animTarget == staffspinhitanim) &&
3230 Person::players[0]->animCurrent != dodgebackanim &&
3231 !Person::players[k]->skeleton.free)
3232 Person::players[k]->Reverse();
3236 if (!hostile || indialogue != -1)
3237 Person::players[0]->attackkeydown = 0;
3239 for (unsigned k = 0; k < Person::players.size(); k++) {
3240 if (indialogue != -1)
3241 Person::players[k]->attackkeydown = 0;
3242 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3243 if (Person::players[k]->aitype != playercontrolled)
3244 Person::players[k]->victim = Person::players[0];
3245 //attack key pressed
3246 if (Person::players[k]->attackkeydown) {
3248 if (Person::players[k]->backkeydown &&
3249 Person::players[k]->animTarget != backhandspringanim &&
3250 (Person::players[k]->isIdle() ||
3251 Person::players[k]->isStop() ||
3252 Person::players[k]->isRun() ||
3253 Person::players[k]->animTarget == walkanim)) {
3254 if (Person::players[k]->jumppower <= 1) {
3255 Person::players[k]->jumppower -= 2;
3257 for (unsigned i = 0; i < Person::players.size(); i++) {
3260 if (Person::players[i]->animTarget == swordslashanim ||
3261 Person::players[i]->animTarget == knifeslashstartanim ||
3262 Person::players[i]->animTarget == staffhitanim ||
3263 Person::players[i]->animTarget == staffspinhitanim)
3264 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3265 Person::players[k]->setAnimation(dodgebackanim);
3266 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3267 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3270 if (Person::players[k]->animTarget != dodgebackanim) {
3273 Person::players[k]->setAnimation(backhandspringanim);
3274 Person::players[k]->targetyaw = -yaw + 180;
3275 if (Person::players[k]->leftkeydown)
3276 Person::players[k]->targetyaw -= 45;
3277 if (Person::players[k]->rightkeydown)
3278 Person::players[k]->targetyaw += 45;
3279 Person::players[k]->yaw = Person::players[k]->targetyaw;
3280 Person::players[k]->jumppower -= 2;
3285 if (!animation[Person::players[k]->animTarget].attack &&
3286 !Person::players[k]->backkeydown &&
3287 (Person::players[k]->isIdle() ||
3288 Person::players[k]->isRun() ||
3289 Person::players[k]->animTarget == walkanim ||
3290 Person::players[k]->animTarget == sneakanim ||
3291 Person::players[k]->isCrouch())) {
3292 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3293 //normal attacks (?)
3294 Person::players[k]->hasvictim = 0;
3295 if (Person::players.size() > 1)
3296 for (unsigned i = 0; i < Person::players.size(); i++) {
3297 if (i == k || !(k == 0 || i == 0))
3299 if (!Person::players[k]->hasvictim)
3300 if (animation[Person::players[k]->animTarget].attack != reversal) {
3302 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3303 if (distance < 4.5 &&
3304 !Person::players[i]->skeleton.free &&
3305 Person::players[i]->howactive < typedead1 &&
3306 Person::players[i]->animTarget != jumpreversedanim &&
3307 Person::players[i]->animTarget != rabbitkickreversedanim &&
3308 Person::players[i]->animTarget != rabbitkickanim &&
3309 Person::players[k]->animTarget != rabbitkickanim &&
3310 Person::players[i]->animTarget != getupfrombackanim &&
3311 (Person::players[i]->animTarget != staggerbackhighanim &&
3312 (Person::players[i]->animTarget != staggerbackhardanim ||
3313 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3314 Person::players[i]->animTarget != jumpdownanim &&
3315 Person::players[i]->animTarget != jumpupanim &&
3316 Person::players[i]->animTarget != getupfromfrontanim) {
3317 Person::players[k]->victim = Person::players[i];
3318 Person::players[k]->hasvictim = 1;
3319 if (Person::players[k]->aitype == playercontrolled) { //human player
3321 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3322 Person::players[k]->crouchkeydown &&
3323 animation[Person::players[i]->animTarget].height != lowheight)
3324 Person::players[k]->animTarget = sweepanim;
3326 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3327 animation[Person::players[i]->animTarget].height != lowheight &&
3328 !Person::players[k]->forwardkeydown &&
3329 !Person::players[k]->leftkeydown &&
3330 !Person::players[k]->rightkeydown &&
3331 !Person::players[k]->crouchkeydown &&
3334 Person::players[k]->animTarget = winduppunchanim;
3336 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3337 animation[Person::players[i]->animTarget].height != lowheight &&
3338 !Person::players[k]->forwardkeydown &&
3339 !Person::players[k]->leftkeydown &&
3340 !Person::players[k]->rightkeydown &&
3341 !Person::players[k]->crouchkeydown &&
3343 Person::players[k]->animTarget = upunchanim;
3345 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3346 Person::players[i]->staggerdelay > 0 &&
3347 attackweapon == knife &&
3348 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3349 Person::players[k]->animTarget = knifefollowanim;
3351 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3352 animation[Person::players[i]->animTarget].height != lowheight &&
3353 !Person::players[k]->forwardkeydown &&
3354 !Person::players[k]->leftkeydown &&
3355 !Person::players[k]->rightkeydown &&
3356 !Person::players[k]->crouchkeydown &&
3357 attackweapon == knife &&
3358 Person::players[k]->weaponmissdelay <= 0)
3359 Person::players[k]->animTarget = knifeslashstartanim;
3361 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3362 animation[Person::players[i]->animTarget].height != lowheight &&
3363 !Person::players[k]->crouchkeydown &&
3364 attackweapon == sword &&
3365 Person::players[k]->weaponmissdelay <= 0)
3366 Person::players[k]->animTarget = swordslashanim;
3368 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3369 animation[Person::players[i]->animTarget].height != lowheight &&
3370 !Person::players[k]->crouchkeydown &&
3371 attackweapon == staff &&
3372 Person::players[k]->weaponmissdelay <= 0 &&
3373 !Person::players[k]->leftkeydown &&
3374 !Person::players[k]->rightkeydown &&
3375 !Person::players[k]->forwardkeydown)
3376 Person::players[k]->animTarget = staffhitanim;
3378 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3379 animation[Person::players[i]->animTarget].height != lowheight &&
3380 !Person::players[k]->crouchkeydown &&
3381 attackweapon == staff &&
3382 Person::players[k]->weaponmissdelay <= 0)
3383 Person::players[k]->animTarget = staffspinhitanim;
3385 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3386 animation[Person::players[i]->animTarget].height != lowheight)
3387 Person::players[k]->animTarget = spinkickanim;
3389 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3390 animation[Person::players[i]->animTarget].height == lowheight &&
3391 animation[Person::players[k]->animTarget].attack != normalattack)
3392 Person::players[k]->animTarget = lowkickanim;
3393 } else { //AI player
3394 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3395 randattack = abs(Random() % 5);
3396 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3398 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3399 Person::players[k]->animTarget = sweepanim;
3401 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3403 Person::players[k]->animTarget = upunchanim;
3405 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3406 Person::players[k]->animTarget = spinkickanim;
3408 else if (animation[Person::players[i]->animTarget].height == lowheight)
3409 Person::players[k]->animTarget = lowkickanim;
3413 if ((tutoriallevel != 1 || !attackweapon) &&
3414 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3416 animation[Person::players[i]->animTarget].height != lowheight)
3417 Person::players[k]->animTarget = sweepanim;
3419 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3420 attackweapon == knife &&
3421 Person::players[k]->weaponmissdelay <= 0)
3422 Person::players[k]->animTarget = knifeslashstartanim;
3424 else if (!(Person::players[0]->victim == Person::players[i] &&
3425 Person::players[0]->hasvictim &&
3426 Person::players[0]->animTarget == swordslashanim) &&
3427 attackweapon == sword &&
3428 Person::players[k]->weaponmissdelay <= 0)
3429 Person::players[k]->animTarget = swordslashanim;
3431 else if (!(Person::players[0]->victim == Person::players[i] &&
3432 Person::players[0]->hasvictim &&
3433 Person::players[0]->animTarget == swordslashanim) &&
3434 attackweapon == staff &&
3435 Person::players[k]->weaponmissdelay <= 0 &&
3437 Person::players[k]->animTarget = staffhitanim;
3439 else if (!(Person::players[0]->victim == Person::players[i] &&
3440 Person::players[0]->hasvictim &&
3441 Person::players[0]->animTarget == swordslashanim) &&
3442 attackweapon == staff &&
3443 Person::players[k]->weaponmissdelay <= 0 &&
3445 Person::players[k]->animTarget = staffspinhitanim;
3447 else if ((tutoriallevel != 1 || !attackweapon) &&
3448 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3450 animation[Person::players[i]->animTarget].height != lowheight)
3451 Person::players[k]->animTarget = spinkickanim;
3453 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3454 animation[Person::players[i]->animTarget].height == lowheight &&
3455 animation[Person::players[k]->animTarget].attack != normalattack)
3456 Person::players[k]->animTarget = lowkickanim;
3460 //upunch becomes wolfslap
3461 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3462 Person::players[k]->animTarget = wolfslapanim;
3465 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3466 Person::players[i]->howactive < typedead1 &&
3467 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3468 !Person::players[i]->skeleton.free &&
3469 Person::players[i]->animTarget != getupfrombackanim &&
3470 Person::players[i]->animTarget != getupfromfrontanim &&
3471 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
3472 Person::players[i]->surprised > 0 ||
3473 Person::players[i]->aitype == passivetype ||
3474 attackweapon && Person::players[i]->stunned > 0) &&
3475 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3477 if (!attackweapon) {
3478 Person::players[k]->animCurrent = sneakattackanim;
3479 Person::players[k]->animTarget = sneakattackanim;
3480 Person::players[i]->animCurrent = sneakattackedanim;
3481 Person::players[i]->animTarget = sneakattackedanim;
3482 Person::players[k]->oldcoords = Person::players[k]->coords;
3483 Person::players[k]->coords = Person::players[i]->coords;
3486 if (attackweapon == knife) {
3487 Person::players[k]->animCurrent = knifesneakattackanim;
3488 Person::players[k]->animTarget = knifesneakattackanim;
3489 Person::players[i]->animCurrent = knifesneakattackedanim;
3490 Person::players[i]->animTarget = knifesneakattackedanim;
3491 Person::players[i]->oldcoords = Person::players[i]->coords;
3492 Person::players[i]->coords = Person::players[k]->coords;
3495 if (attackweapon == sword) {
3496 Person::players[k]->animCurrent = swordsneakattackanim;
3497 Person::players[k]->animTarget = swordsneakattackanim;
3498 Person::players[i]->animCurrent = swordsneakattackedanim;
3499 Person::players[i]->animTarget = swordsneakattackedanim;
3500 Person::players[i]->oldcoords = Person::players[i]->coords;
3501 Person::players[i]->coords = Person::players[k]->coords;
3503 if (attackweapon != staff) {
3504 Person::players[k]->victim = Person::players[i];
3505 Person::players[k]->hasvictim = 1;
3506 Person::players[i]->targettilt2 = 0;
3507 Person::players[i]->frameTarget = 1;
3508 Person::players[i]->frameCurrent = 0;
3509 Person::players[i]->target = 0;
3510 Person::players[i]->velocity = 0;
3511 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3512 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3513 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3514 Person::players[k]->target = Person::players[i]->target;
3515 Person::players[k]->velocity = 0;
3516 Person::players[k]->targetyaw = Person::players[i]->yaw;
3517 Person::players[k]->yaw = Person::players[i]->yaw;
3518 Person::players[i]->targetyaw = Person::players[i]->yaw;
3521 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3522 Person::players[k]->victim == Person::players[i] &&
3523 (!Person::players[i]->skeleton.free)) {
3525 Person::players[k]->frameTarget = 0;
3526 Person::players[k]->target = 0;
3528 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3529 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3530 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3531 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3532 Person::players[k]->lastattack = Person::players[k]->animTarget;
3534 if (Person::players[k]->animTarget == knifefollowanim &&
3535 Person::players[k]->victim == Person::players[i]) {
3537 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3538 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3539 Person::players[k]->victim = Person::players[i];
3540 Person::players[k]->hasvictim = 1;
3541 Person::players[i]->animTarget = knifefollowedanim;
3542 Person::players[i]->animCurrent = knifefollowedanim;
3543 Person::players[i]->targettilt2 = 0;
3544 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3545 Person::players[i]->frameTarget = 1;
3546 Person::players[i]->frameCurrent = 0;
3547 Person::players[i]->target = 0;
3548 Person::players[i]->velocity = 0;
3549 Person::players[k]->animCurrent = knifefollowanim;
3550 Person::players[k]->animTarget = knifefollowanim;
3551 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3552 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3553 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3554 Person::players[k]->target = Person::players[i]->target;
3555 Person::players[k]->velocity = 0;
3556 Person::players[k]->oldcoords = Person::players[k]->coords;
3557 Person::players[i]->coords = Person::players[k]->coords;
3558 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3559 Person::players[i]->yaw = Person::players[k]->targetyaw;
3560 Person::players[k]->yaw = Person::players[k]->targetyaw;
3561 Person::players[i]->yaw = Person::players[k]->targetyaw;
3565 const bool hasstaff = attackweapon == staff;
3566 if (k == 0 && Person::players.size() > 1)
3567 for (unsigned i = 0; i < Person::players.size(); i++) {
3570 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3571 animation[Person::players[k]->animTarget].attack == neutral) {
3572 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3573 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3574 if (Person::players[i]->skeleton.free)
3575 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3576 (Person::players[i]->dead ||
3577 Person::players[i]->skeleton.longdead > 1000 ||
3578 Person::players[k]->isRun() ||
3581 (Person::players[i]->skeleton.longdead > 2000 ||
3582 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3583 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3584 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3585 Person::players[k]->victim = Person::players[i];
3586 Person::players[k]->hasvictim = 1;
3587 if (attackweapon && tutoriallevel != 1) {
3589 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3590 Person::players[k]->animTarget = crouchstabanim;
3592 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3593 Person::players[k]->animTarget = swordgroundstabanim;
3595 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3596 Person::players[k]->animTarget = staffgroundsmashanim;
3598 if (distance < 2.5 &&
3599 Person::players[k]->crouchkeydown &&
3600 Person::players[k]->animTarget != crouchstabanim &&
3602 Person::players[i]->dead &&
3603 Person::players[i]->skeleton.free &&
3604 Person::players[i]->skeleton.longdead > 1000) {
3605 Person::players[k]->animTarget = killanim;
3606 //TODO: refactor this out, what does it do?
3607 for (int j = 0; j < terrain.numdecals; j++) {
3608 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3609 terrain.decalalivetime[j] < 2)
3610 terrain.DeleteDecal(j);
3612 for (int l = 0; l < objects.numobjects; l++) {
3613 if (objects.model[l].type == decalstype)
3614 for (int j = 0; j < objects.model[l].numdecals; j++) {
3615 if ((objects.model[l].decaltype[j] == blooddecal ||
3616 objects.model[l].decaltype[j] == blooddecalslow) &&
3617 objects.model[l].decalalivetime[j] < 2)
3618 objects.model[l].DeleteDecal(j);
3622 if (!Person::players[i]->dead || musictype != 2)
3623 if (distance < 3.5 &&
3624 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3625 Person::players[k]->staggerdelay <= 0 &&
3626 (Person::players[i]->dead ||
3627 Person::players[i]->skeleton.longdead < 300 &&
3628 Person::players[k]->lastattack != spinkickanim &&
3629 Person::players[i]->skeleton.free) &&
3630 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3631 Person::players[k]->animTarget = dropkickanim;
3632 for (int j = 0; j < terrain.numdecals; j++) {
3633 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3634 terrain.decalalivetime[j] < 2) {
3635 terrain.DeleteDecal(j);
3638 for (int l = 0; l < objects.numobjects; l++) {
3639 if (objects.model[l].type == decalstype)
3640 for (int j = 0; j < objects.model[l].numdecals; j++) {
3641 if ((objects.model[l].decaltype[j] == blooddecal ||
3642 objects.model[l].decaltype[j] == blooddecalslow) &&
3643 objects.model[l].decalalivetime[j] < 2) {
3644 objects.model[l].DeleteDecal(j);
3650 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3651 Person::players[k]->victim == Person::players[i] &&
3652 (!Person::players[i]->skeleton.free ||
3653 Person::players[k]->animTarget == killanim ||
3654 Person::players[k]->animTarget == crouchstabanim ||
3655 Person::players[k]->animTarget == swordgroundstabanim ||
3656 Person::players[k]->animTarget == staffgroundsmashanim ||
3657 Person::players[k]->animTarget == dropkickanim)) {
3659 Person::players[k]->frameTarget = 0;
3660 Person::players[k]->target = 0;
3662 XYZ targetpoint = Person::players[i]->coords;
3663 if (Person::players[k]->animTarget == crouchstabanim ||
3664 Person::players[k]->animTarget == swordgroundstabanim ||
3665 Person::players[k]->animTarget == staffgroundsmashanim) {
3666 targetpoint += (Person::players[i]->jointPos(abdomen) +
3667 Person::players[i]->jointPos(neck)) / 2 *
3668 Person::players[i]->scale;
3670 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3671 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3673 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3674 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3677 if (Person::players[k]->animTarget == staffgroundsmashanim)
3678 Person::players[k]->targettilt2 += 10;
3680 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3681 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3682 Person::players[k]->lastattack = Person::players[k]->animTarget;
3684 if (Person::players[k]->animTarget == swordgroundstabanim) {
3685 Person::players[k]->targetyaw += 30;
3690 if (!Person::players[k]->hasvictim) {
3692 for (unsigned i = 0; i < Person::players.size(); i++) {
3693 if (i == k || !(i == 0 || k == 0))
3695 if (!Person::players[i]->skeleton.free) {
3696 if (Person::players[k]->hasvictim) {
3697 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3698 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3699 Person::players[k]->victim = Person::players[i];
3701 Person::players[k]->victim = Person::players[i];
3702 Person::players[k]->hasvictim = 1;
3707 if (Person::players[k]->aitype == playercontrolled)
3709 if (Person::players[k]->attackkeydown &&
3710 Person::players[k]->isRun() &&
3711 Person::players[k]->wasRun() &&
3712 ((Person::players[k]->hasvictim &&
3713 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3714 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3715 !Person::players[k]->victim->skeleton.free &&
3716 Person::players[k]->victim->animTarget != getupfrombackanim &&
3717 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3718 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3719 Person::players[k]->aitype != playercontrolled && //wat???
3720 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3721 Person::players[k]->rabbitkickenabled) ||
3722 Person::players[k]->jumpkeydown)) {
3724 Person::players[k]->setAnimation(rabbitkickanim);
3727 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3729 switch (attackweapon) {
3750 void doPlayerCollisions()
3752 static XYZ rotatetarget;
3753 static float collisionradius;
3754 if (Person::players.size() > 1)
3755 for (unsigned k = 0; k < Person::players.size(); k++)
3756 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3757 //neither player is part of a reversal
3758 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3759 animation[Person::players[i]->animTarget].attack != reversal &&
3760 animation[Person::players[k]->animTarget].attack != reversed &&
3761 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3762 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3763 animation[Person::players[i]->animCurrent].attack != reversal &&
3764 animation[Person::players[k]->animCurrent].attack != reversed &&
3765 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3766 //neither is sleeping
3767 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3768 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3769 //in same patch, neither is climbing
3770 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3771 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3772 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3773 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3774 Person::players[i]->animTarget != climbanim &&
3775 Person::players[i]->animTarget != hanganim &&
3776 Person::players[k]->animTarget != climbanim &&
3777 Person::players[k]->animTarget != hanganim)
3778 //players are close (bounding box test)
3779 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3780 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3781 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3782 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3783 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3784 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3785 //spread fire from player to player
3786 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3787 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3788 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3789 if (!Person::players[i]->onfire)
3790 Person::players[i]->CatchFire();
3791 if (!Person::players[k]->onfire)
3792 Person::players[k]->CatchFire();
3796 XYZ tempcoords1 = Person::players[i]->coords;
3797 XYZ tempcoords2 = Person::players[k]->coords;
3798 if (!Person::players[i]->skeleton.oldfree)
3799 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3800 if (!Person::players[k]->skeleton.oldfree)
3801 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3802 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3803 if (Person::players[0]->hasvictim)
3804 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3805 collisionradius = 3;
3806 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3807 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3808 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3809 //jump down on a dead body
3810 if (k == 0 || i == 0) {
3812 if (Person::players[0]->animTarget == jumpdownanim &&
3813 !Person::players[0]->skeleton.oldfree &&
3814 !Person::players[0]->skeleton.free &&
3815 Person::players[l]->skeleton.oldfree &&
3816 Person::players[l]->skeleton.free &&
3817 Person::players[l]->dead &&
3818 Person::players[0]->lastcollide <= 0 &&
3819 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3820 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3821 Person::players[0]->coords.y = Person::players[l]->coords.y;
3822 Person::players[l]->velocity = Person::players[0]->velocity;
3823 Person::players[l]->skeleton.free = 0;
3824 Person::players[l]->yaw = 0;
3825 Person::players[l]->RagDoll(0);
3826 Person::players[l]->DoDamage(20);
3828 Person::players[l]->skeleton.longdead = 0;
3829 Person::players[0]->lastcollide = 1;
3833 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3834 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3835 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3836 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3837 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3838 Person::players[i]->skeleton.free) &&
3839 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3840 Person::players[k]->skeleton.free))
3841 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3842 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3843 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3845 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3846 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3847 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3848 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3849 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3851 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3852 (k != 0 || Person::players[k]->skeleton.free) ||
3853 (animation[Person::players[i]->animTarget].height == highheight &&
3854 animation[Person::players[k]->animTarget].height == highheight)) {
3855 if (tutoriallevel != 1) {
3856 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3859 Person::players[i]->RagDoll(0);
3860 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3861 award_bonus(0, aimbonus);
3863 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3864 Person::players[k]->RagDoll(0);
3865 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3866 award_bonus(0, aimbonus); // Huh, again?
3868 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3870 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3871 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3873 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3874 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3879 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3880 animation[Person::players[i]->animTarget].attack == normalattack) &&
3881 (animation[Person::players[k]->animTarget].attack == neutral ||
3882 animation[Person::players[k]->animTarget].attack == normalattack)) {
3884 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3885 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3886 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3887 Normalise(&rotatetarget);
3888 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3889 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3890 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3891 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3892 if (Person::players[k]->howactive == typeactive || hostile)
3893 if (Person::players[k]->isIdle()) {
3894 if (Person::players[k]->howactive < typesleeping)
3895 Person::players[k]->setAnimation(Person::players[k]->getStop());
3896 else if (Person::players[k]->howactive == typesleeping)
3897 Person::players[k]->setAnimation(getupfromfrontanim);
3899 Person::players[k]->howactive = typeactive;
3901 if (Person::players[i]->howactive == typeactive || hostile)
3902 if (Person::players[i]->isIdle()) {
3903 if (Person::players[i]->howactive < typesleeping)
3904 Person::players[i]->setAnimation(Person::players[k]->getStop());
3906 Person::players[i]->setAnimation(getupfromfrontanim);
3908 Person::players[i]->howactive = typeactive;
3911 //jump down on player
3913 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3914 !Person::players[i]->isCrouch() &&
3915 Person::players[i]->animTarget != rollanim &&
3916 !Person::players[k]->skeleton.oldfree && !
3917 Person::players[k]->skeleton.free &&
3918 Person::players[k]->lastcollide <= 0 &&
3919 Person::players[k]->velocity.y < -10) {
3920 Person::players[i]->velocity = Person::players[k]->velocity;
3921 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3922 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3923 Person::players[i]->DoDamage(20);
3924 Person::players[i]->RagDoll(0);
3925 Person::players[k]->lastcollide = 1;
3926 award_bonus(k, AboveBonus);
3928 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3929 !Person::players[k]->isCrouch() &&
3930 Person::players[k]->animTarget != rollanim &&
3931 !Person::players[i]->skeleton.oldfree &&
3932 !Person::players[i]->skeleton.free &&
3933 Person::players[i]->lastcollide <= 0 &&
3934 Person::players[i]->velocity.y < -10) {
3935 Person::players[k]->velocity = Person::players[i]->velocity;
3936 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3937 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3938 Person::players[k]->DoDamage(20);
3939 Person::players[k]->RagDoll(0);
3940 Person::players[i]->lastcollide = 1;
3941 award_bonus(i, AboveBonus);
3947 Person::players[i]->CheckKick();
3948 Person::players[k]->CheckKick();
3954 void doAI(unsigned i)
3956 static bool connected;
3957 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3958 Person::players[i]->jumpclimb = 0;
3959 //disable movement in editor
3961 Person::players[i]->stunned = 1;
3963 Person::players[i]->pause = 0;
3964 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3965 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3966 !Person::players[0]->onterrain)
3967 Person::players[i]->pause = 1;
3970 if (Person::players[i]->aitype == pathfindtype) {
3971 if (Person::players[i]->finalpathfindpoint == -1) {
3972 float closestdistance;
3977 closestdistance = -1;
3978 for (int j = 0; j < numpathpoints; j++)
3979 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3980 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3982 Person::players[i]->finaltarget = pathpoint[j];
3984 Person::players[i]->finalpathfindpoint = closest;
3985 for (int j = 0; j < numpathpoints; j++)
3986 for (int k = 0; k < numpathpointconnect[j]; k++) {
3987 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3988 if (sq(tempdist) < closestdistance)
3989 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3990 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3991 closestdistance = sq(tempdist);
3993 Person::players[i]->finaltarget = colpoint;
3996 Person::players[i]->finalpathfindpoint = closest;
3999 if (Person::players[i]->targetpathfindpoint == -1) {
4000 float closestdistance;
4005 closestdistance = -1;
4006 if (Person::players[i]->lastpathfindpoint == -1) {
4007 for (int j = 0; j < numpathpoints; j++) {
4008 if (j != Person::players[i]->lastpathfindpoint)
4009 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4010 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4014 Person::players[i]->targetpathfindpoint = closest;
4015 for (int j = 0; j < numpathpoints; j++)
4016 if (j != Person::players[i]->lastpathfindpoint)
4017 for (int k = 0; k < numpathpointconnect[j]; k++) {
4018 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4019 if (sq(tempdist) < closestdistance) {
4020 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4021 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4022 closestdistance = sq(tempdist);
4027 Person::players[i]->targetpathfindpoint = closest;
4029 for (int j = 0; j < numpathpoints; j++)
4030 if (j != Person::players[i]->lastpathfindpoint &&
4031 j != Person::players[i]->lastpathfindpoint2 &&
4032 j != Person::players[i]->lastpathfindpoint3 &&
4033 j != Person::players[i]->lastpathfindpoint4) {
4035 if (numpathpointconnect[j])
4036 for (int k = 0; k < numpathpointconnect[j]; k++)
4037 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4040 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4041 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4042 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4045 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4046 if (closest == -1 || tempdist < closestdistance) {
4047 closestdistance = tempdist;
4052 Person::players[i]->targetpathfindpoint = closest;
4055 Person::players[i]->losupdatedelay -= multiplier;
4057 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4058 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4060 //reached target point
4061 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4062 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4063 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4064 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4065 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4066 if (Person::players[i]->lastpathfindpoint2 == -1)
4067 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4068 if (Person::players[i]->lastpathfindpoint3 == -1)
4069 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4070 if (Person::players[i]->lastpathfindpoint4 == -1)
4071 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4072 Person::players[i]->targetpathfindpoint = -1;
4074 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4075 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4076 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4077 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4078 Person::players[i]->aitype = passivetype;
4081 Person::players[i]->forwardkeydown = 1;
4082 Person::players[i]->leftkeydown = 0;
4083 Person::players[i]->backkeydown = 0;
4084 Person::players[i]->rightkeydown = 0;
4085 Person::players[i]->crouchkeydown = 0;
4086 Person::players[i]->attackkeydown = 0;
4087 Person::players[i]->throwkeydown = 0;
4089 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4090 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4092 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4093 Person::players[i]->jumpkeydown = 0;
4094 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4095 Person::players[i]->jumpkeydown = 1;
4097 if ((tutoriallevel != 1 || cananger) &&
4099 !Person::players[0]->dead &&
4100 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4101 Person::players[i]->occluded < 25) {
4102 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4103 animation[Person::players[0]->animTarget].height != lowheight &&
4105 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4106 Person::players[i]->aitype = attacktypecutoff;
4107 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4108 animation[Person::players[0]->animTarget].height == highheight &&
4110 Person::players[i]->aitype = attacktypecutoff;
4112 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4113 Person::players[i]->losupdatedelay = .2;
4114 for (unsigned j = 0; j < Person::players.size(); j++)
4115 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4116 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4117 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4118 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4119 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4120 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4121 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4122 *Person::players[i]->scale + Person::players[i]->coords,
4123 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4124 *Person::players[j]->scale + Person::players[j]->coords) ||
4125 (Person::players[j]->animTarget == hanganim &&
4126 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4127 Person::players[i]->aitype = searchtype;
4128 Person::players[i]->lastchecktime = 12;
4129 Person::players[i]->lastseen = Person::players[j]->coords;
4130 Person::players[i]->lastseentime = 12;
4134 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4135 if (Person::players[i]->creature != wolftype) {
4136 Person::players[i]->stunned = .6;
4137 Person::players[i]->surprised = .6;
4141 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4142 Person::players[i]->howactive = typeactive;
4144 if (Person::players[i]->aitype == passivetype) {
4145 Person::players[i]->aiupdatedelay -= multiplier;
4146 Person::players[i]->losupdatedelay -= multiplier;
4147 Person::players[i]->lastseentime += multiplier;
4148 Person::players[i]->pausetime -= multiplier;
4149 if (Person::players[i]->lastseentime > 1)
4150 Person::players[i]->lastseentime = 1;
4152 if (Person::players[i]->aiupdatedelay < 0) {
4153 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
4154 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
4155 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4156 Person::players[i]->aiupdatedelay = .05;
4158 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
4159 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
4160 Person::players[i]->pausetime = 4;
4161 Person::players[i]->waypoint++;
4162 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
4163 Person::players[i]->waypoint = 0;
4168 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
4169 Person::players[i]->forwardkeydown = 1;
4171 Person::players[i]->forwardkeydown = 0;
4172 Person::players[i]->leftkeydown = 0;
4173 Person::players[i]->backkeydown = 0;
4174 Person::players[i]->rightkeydown = 0;
4175 Person::players[i]->crouchkeydown = 0;
4176 Person::players[i]->attackkeydown = 0;
4177 Person::players[i]->throwkeydown = 0;
4179 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4180 if (!Person::players[i]->avoidsomething)
4181 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4183 XYZ leftpos, rightpos;
4184 float leftdist, rightdist;
4185 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4186 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4187 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4188 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4189 if (leftdist < rightdist)
4190 Person::players[i]->targetyaw += 90;
4192 Person::players[i]->targetyaw -= 90;
4196 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4197 Person::players[i]->jumpkeydown = 0;
4198 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4199 Person::players[i]->jumpkeydown = 1;
4203 if (!editorenabled) {
4204 if (Person::players[i]->howactive <= typesleeping)
4205 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4206 for (int j = 0; j < numenvsounds; j++) {
4207 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4208 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4209 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4210 Person::players[i]->aitype = attacktypecutoff;
4213 if (Person::players[i]->aitype != passivetype) {
4214 if (Person::players[i]->howactive == typesleeping)
4215 Person::players[i]->setAnimation(getupfromfrontanim);
4216 Person::players[i]->howactive = typeactive;
4220 if (Person::players[i]->howactive < typesleeping &&
4221 ((tutoriallevel != 1 || cananger) && hostile) &&
4222 !Person::players[0]->dead &&
4223 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4224 Person::players[i]->occluded < 25) {
4225 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4226 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4227 Person::players[i]->aitype = attacktypecutoff;
4228 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4229 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4230 Person::players[i]->aitype = attacktypecutoff;
4233 if (Person::players[i]->creature == wolftype) {
4235 for (unsigned j = 0; j < Person::players.size(); j++) {
4236 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4237 float smelldistance = 50;
4238 if (j == 0 && Person::players[j]->num_weapons > 0) {
4239 if (weapons[Person::players[j]->weaponids[0]].bloody)
4240 smelldistance = 100;
4241 if (Person::players[j]->num_weapons == 2)
4242 if (weapons[Person::players[j]->weaponids[1]].bloody)
4243 smelldistance = 100;
4246 smelldistance = 100;
4247 windsmell = windvector;
4248 Normalise(&windsmell);
4249 windsmell = windsmell * 2 + Person::players[j]->coords;
4250 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4251 Person::players[i]->aitype = attacktypecutoff;
4256 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4257 Person::players[i]->losupdatedelay = .2;
4258 for (unsigned j = 0; j < Person::players.size(); j++) {
4259 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4260 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4261 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4262 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4263 if ((-1 == checkcollide(
4264 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4265 Person::players[i]->scale + Person::players[i]->coords,
4266 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4267 Person::players[j]->scale + Person::players[j]->coords) &&
4268 !Person::players[j]->isWallJump()) ||
4269 (Person::players[j]->animTarget == hanganim &&
4270 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4271 Person::players[i]->lastseentime -= .2;
4272 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4273 Person::players[i]->lastseentime -= .4;
4275 Person::players[i]->lastseentime -= .6;
4277 if (Person::players[i]->lastseentime <= 0) {
4278 Person::players[i]->aitype = searchtype;
4279 Person::players[i]->lastchecktime = 12;
4280 Person::players[i]->lastseen = Person::players[j]->coords;
4281 Person::players[i]->lastseentime = 12;
4288 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4289 if (Person::players[i]->creature != wolftype) {
4290 Person::players[i]->stunned = .6;
4291 Person::players[i]->surprised = .6;
4293 if (Person::players[i]->creature == wolftype) {
4294 Person::players[i]->stunned = .47;
4295 Person::players[i]->surprised = .47;
4303 if (Person::players[i]->aitype == searchtype) {
4304 Person::players[i]->aiupdatedelay -= multiplier;
4305 Person::players[i]->losupdatedelay -= multiplier;
4306 if (!Person::players[i]->pause)
4307 Person::players[i]->lastseentime -= multiplier;
4308 Person::players[i]->lastchecktime -= multiplier;
4310 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4311 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4312 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4314 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4316 j = checkcollide(test2, test, Person::players[i]->laststanding);
4318 j = checkcollide(test2, test);
4320 Person::players[i]->velocity = 0;
4321 Person::players[i]->setAnimation(Person::players[i]->getStop());
4322 Person::players[i]->targetyaw += 180;
4323 Person::players[i]->stunned = .5;
4324 //Person::players[i]->aitype=passivetype;
4325 Person::players[i]->aitype = pathfindtype;
4326 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4327 Person::players[i]->finalpathfindpoint = -1;
4328 Person::players[i]->targetpathfindpoint = -1;
4329 Person::players[i]->lastpathfindpoint = -1;
4330 Person::players[i]->lastpathfindpoint2 = -1;
4331 Person::players[i]->lastpathfindpoint3 = -1;
4332 Person::players[i]->lastpathfindpoint4 = -1;
4334 Person::players[i]->laststanding = j;
4337 //check out last seen location
4338 if (Person::players[i]->aiupdatedelay < 0) {
4339 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4340 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4341 Person::players[i]->aiupdatedelay = .05;
4342 Person::players[i]->forwardkeydown = 1;
4344 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4345 Person::players[i]->forwardkeydown = 0;
4346 Person::players[i]->aiupdatedelay = 1;
4347 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4348 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4349 Person::players[i]->lastchecktime = 3;
4352 Person::players[i]->leftkeydown = 0;
4353 Person::players[i]->backkeydown = 0;
4354 Person::players[i]->rightkeydown = 0;
4355 Person::players[i]->crouchkeydown = 0;
4356 Person::players[i]->attackkeydown = 0;
4357 Person::players[i]->throwkeydown = 0;
4359 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4360 if (!Person::players[i]->avoidsomething)
4361 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4363 XYZ leftpos, rightpos;
4364 float leftdist, rightdist;
4365 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4366 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4367 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4368 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4369 if (leftdist < rightdist)
4370 Person::players[i]->targetyaw += 90;
4372 Person::players[i]->targetyaw -= 90;
4376 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4377 Person::players[i]->jumpkeydown = 0;
4378 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4379 Person::players[i]->jumpkeydown = 1;
4381 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4382 for (int k = 0; k < numenvsounds; k++) {
4383 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4384 Person::players[i]->aitype = attacktypecutoff;
4388 if (!Person::players[0]->dead &&
4389 Person::players[i]->losupdatedelay < 0 &&
4391 Person::players[i]->occluded < 2 &&
4392 ((tutoriallevel != 1 || cananger) && hostile)) {
4393 Person::players[i]->losupdatedelay = .2;
4394 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4395 Person::players[i]->aitype = attacktypecutoff;
4396 Person::players[i]->lastseentime = 1;
4398 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4399 //TODO: factor out canSeePlayer()
4400 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4401 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4403 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4404 Person::players[i]->scale + Person::players[i]->coords,
4405 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4406 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4407 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4408 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4409 /* //TODO: changed j to 0 on a whim, make sure this is correct
4410 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4411 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4413 Person::players[i]->aitype = attacktypecutoff;
4414 Person::players[i]->lastseentime = 1;
4418 if (Person::players[i]->lastseentime < 0) {
4419 //Person::players[i]->aitype=passivetype;
4421 Person::players[i]->aitype = pathfindtype;
4422 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4423 Person::players[i]->finalpathfindpoint = -1;
4424 Person::players[i]->targetpathfindpoint = -1;
4425 Person::players[i]->lastpathfindpoint = -1;
4426 Person::players[i]->lastpathfindpoint2 = -1;
4427 Person::players[i]->lastpathfindpoint3 = -1;
4428 Person::players[i]->lastpathfindpoint4 = -1;
4432 if (Person::players[i]->aitype != gethelptype)
4433 Person::players[i]->runninghowlong = 0;
4435 //get help from buddies
4436 if (Person::players[i]->aitype == gethelptype) {
4437 Person::players[i]->runninghowlong += multiplier;
4438 Person::players[i]->aiupdatedelay -= multiplier;
4440 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4441 Person::players[i]->aiupdatedelay = .2;
4444 //TODO: factor out closest search somehow
4445 if (!Person::players[i]->ally) {
4447 float closestdist = -1;
4448 for (unsigned k = 0; k < Person::players.size(); k++) {
4449 if (k != i && k != 0 && !Person::players[k]->dead &&
4450 Person::players[k]->howactive < typedead1 &&
4451 !Person::players[k]->skeleton.free &&
4452 Person::players[k]->aitype == passivetype) {
4453 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4454 if (closestdist == -1 || distance < closestdist) {
4455 closestdist = distance;
4462 Person::players[i]->ally = closest;
4464 Person::players[i]->ally = 0;
4465 Person::players[i]->lastseen = Person::players[0]->coords;
4466 Person::players[i]->lastseentime = 12;
4470 Person::players[i]->lastchecktime = 12;
4472 XYZ facing = Person::players[i]->coords;
4473 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4474 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4475 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4476 if (-1 != checkcollide(facing, flatfacing))
4477 Person::players[i]->lastseentime -= .1;
4479 //no available ally, run back to player
4480 if (Person::players[i]->ally <= 0 ||
4481 Person::players[Person::players[i]->ally]->skeleton.free ||
4482 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4483 Person::players[i]->lastseentime <= 0) {
4484 Person::players[i]->aitype = searchtype;
4485 Person::players[i]->lastseentime = 12;
4489 if (Person::players[i]->ally > 0) {
4490 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4491 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4492 Person::players[i]->aiupdatedelay = .05;
4493 Person::players[i]->forwardkeydown = 1;
4495 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4496 Person::players[i]->aitype = searchtype;
4497 Person::players[i]->lastseentime = 12;
4498 Person::players[Person::players[i]->ally]->aitype = searchtype;
4499 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4500 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4501 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4502 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4506 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4507 if (!Person::players[i]->avoidsomething)
4508 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4510 XYZ leftpos, rightpos;
4511 float leftdist, rightdist;
4512 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4513 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4514 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4515 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4516 if (leftdist < rightdist)
4517 Person::players[i]->targetyaw += 90;
4519 Person::players[i]->targetyaw -= 90;
4524 Person::players[i]->leftkeydown = 0;
4525 Person::players[i]->backkeydown = 0;
4526 Person::players[i]->rightkeydown = 0;
4527 Person::players[i]->crouchkeydown = 0;
4528 Person::players[i]->attackkeydown = 0;
4530 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4531 Person::players[i]->jumpkeydown = 0;
4532 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4533 Person::players[i]->jumpkeydown = 1;
4536 //retreiving a weapon on the ground
4537 if (Person::players[i]->aitype == getweapontype) {
4538 Person::players[i]->aiupdatedelay -= multiplier;
4539 Person::players[i]->lastchecktime -= multiplier;
4541 if (Person::players[i]->aiupdatedelay < 0) {
4542 Person::players[i]->aiupdatedelay = .2;
4545 if (Person::players[i]->ally < 0) {
4547 float closestdist = -1;
4548 for (unsigned k = 0; k < weapons.size(); k++)
4549 if (weapons[k].owner == -1) {
4550 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4551 if (closestdist == -1 || distance < closestdist) {
4552 closestdist = distance;
4558 Person::players[i]->ally = closest;
4560 Person::players[i]->ally = -1;
4563 Person::players[i]->lastseentime = 12;
4565 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4566 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4567 Person::players[i]->aitype = attacktypecutoff;
4568 Person::players[i]->lastseentime = 1;
4570 if (!Person::players[0]->dead)
4571 if (Person::players[i]->ally >= 0) {
4572 if (weapons[Person::players[i]->ally].owner != -1 ||
4573 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4574 Person::players[i]->aitype = attacktypecutoff;
4575 Person::players[i]->lastseentime = 1;
4577 //TODO: factor these out as moveToward()
4578 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4579 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4580 Person::players[i]->aiupdatedelay = .05;
4581 Person::players[i]->forwardkeydown = 1;
4584 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4585 if (!Person::players[i]->avoidsomething)
4586 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4588 XYZ leftpos, rightpos;
4589 float leftdist, rightdist;
4590 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4591 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4592 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4593 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4594 if (leftdist < rightdist)
4595 Person::players[i]->targetyaw += 90;
4597 Person::players[i]->targetyaw -= 90;
4602 Person::players[i]->leftkeydown = 0;
4603 Person::players[i]->backkeydown = 0;
4604 Person::players[i]->rightkeydown = 0;
4605 Person::players[i]->attackkeydown = 0;
4606 Person::players[i]->throwkeydown = 1;
4607 Person::players[i]->crouchkeydown = 0;
4608 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4609 Person::players[i]->animTarget != removeknifeanim)
4610 Person::players[i]->throwtogglekeydown = 0;
4611 Person::players[i]->drawkeydown = 0;
4613 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4614 Person::players[i]->jumpkeydown = 0;
4615 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4616 Person::players[i]->jumpkeydown = 1;
4619 if (Person::players[i]->aitype == attacktypecutoff) {
4620 Person::players[i]->aiupdatedelay -= multiplier;
4621 //dodge or reverse rabbit kicks, knife throws, flips
4622 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4623 if ((Person::players[0]->animTarget == rabbitkickanim ||
4624 Person::players[0]->animTarget == knifethrowanim ||
4625 (Person::players[0]->isFlip() &&
4626 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4627 !Person::players[0]->skeleton.free &&
4628 (Person::players[i]->aiupdatedelay < .1)) {
4629 Person::players[i]->attackkeydown = 0;
4630 if (Person::players[i]->isIdle())
4631 Person::players[i]->crouchkeydown = 1;
4632 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4633 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4634 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4635 if (abs(Random() % 2) == 0)
4636 Person::players[i]->setAnimation(backhandspringanim);
4638 Person::players[i]->setAnimation(rollanim);
4639 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4640 Person::players[i]->wentforweapon = 0;
4642 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4643 Person::players[i]->setAnimation(flipanim);
4646 Person::players[i]->forwardkeydown = 0;
4647 Person::players[i]->aiupdatedelay = .02;
4649 //get confused by flips
4650 if (Person::players[0]->isFlip() &&
4651 !Person::players[0]->skeleton.free &&
4652 Person::players[0]->animTarget != walljumprightkickanim &&
4653 Person::players[0]->animTarget != walljumpleftkickanim) {
4654 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4655 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4656 Person::players[i]->stunned = 1;
4658 //go for weapon on the ground
4659 if (Person::players[i]->wentforweapon < 3)
4660 for (unsigned k = 0; k < weapons.size(); k++)
4661 if (Person::players[i]->creature != wolftype)
4662 if (Person::players[i]->num_weapons == 0 &&
4663 weapons[k].owner == -1 &&
4664 weapons[i].velocity.x == 0 &&
4665 weapons[i].velocity.z == 0 &&
4666 weapons[i].velocity.y == 0) {
4667 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4668 Person::players[i]->wentforweapon++;
4669 Person::players[i]->lastchecktime = 6;
4670 Person::players[i]->aitype = getweapontype;
4671 Person::players[i]->ally = -1;
4674 //dodge/reverse walljump kicks
4675 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4676 if (animation[Person::players[i]->animTarget].height != highheight)
4677 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4678 ((Person::players[0]->animTarget == walljumprightkickanim ||
4679 Person::players[0]->animTarget == walljumpleftkickanim) &&
4680 ((Person::players[i]->aiupdatedelay < .15 &&
4682 (Person::players[i]->aiupdatedelay < .08 &&
4683 difficulty != 2)))) {
4684 Person::players[i]->crouchkeydown = 1;
4686 //walked off a ledge (?)
4687 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4688 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4689 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4691 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4693 j = checkcollide(test2, test, Person::players[i]->laststanding);
4695 j = checkcollide(test2, test);
4697 Person::players[i]->velocity = 0;
4698 Person::players[i]->setAnimation(Person::players[i]->getStop());
4699 Person::players[i]->targetyaw += 180;
4700 Person::players[i]->stunned = .5;
4701 Person::players[i]->aitype = pathfindtype;
4702 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4703 Person::players[i]->finalpathfindpoint = -1;
4704 Person::players[i]->targetpathfindpoint = -1;
4705 Person::players[i]->lastpathfindpoint = -1;
4706 Person::players[i]->lastpathfindpoint2 = -1;
4707 Person::players[i]->lastpathfindpoint3 = -1;
4708 Person::players[i]->lastpathfindpoint4 = -1;
4710 Person::players[i]->laststanding = j;
4712 //lose sight of player in the air (?)
4713 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4714 animation[Person::players[0]->animTarget].height != highheight &&
4715 !Person::players[0]->onterrain) {
4716 Person::players[i]->aitype = pathfindtype;
4717 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4718 Person::players[i]->finalpathfindpoint = -1;
4719 Person::players[i]->targetpathfindpoint = -1;
4720 Person::players[i]->lastpathfindpoint = -1;
4721 Person::players[i]->lastpathfindpoint2 = -1;
4722 Person::players[i]->lastpathfindpoint3 = -1;
4723 Person::players[i]->lastpathfindpoint4 = -1;
4725 //it's time to think (?)
4726 if (Person::players[i]->aiupdatedelay < 0 &&
4727 !animation[Person::players[i]->animTarget].attack &&
4728 Person::players[i]->animTarget != staggerbackhighanim &&
4729 Person::players[i]->animTarget != staggerbackhardanim &&
4730 Person::players[i]->animTarget != backhandspringanim &&
4731 Person::players[i]->animTarget != dodgebackanim) {
4733 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4734 Person::players[i]->drawkeydown = Random() % 2;
4736 Person::players[i]->drawkeydown = 0;
4737 Person::players[i]->rabbitkickenabled = Random() % 2;
4739 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4740 XYZ targetpoint = Person::players[0]->coords;
4741 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4742 distsq(&rotatetarget, &Person::players[i]->coords))
4743 targetpoint += Person::players[0]->velocity *
4744 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4745 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4746 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4747 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4749 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4750 Person::players[i]->forwardkeydown = 1;
4751 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4752 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4753 Person::players[0]->weaponactive != -1)
4754 Person::players[i]->forwardkeydown = 1;
4755 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4756 Person::players[i]->forwardkeydown = 1;
4758 Person::players[i]->forwardkeydown = 0;
4759 //chill out around the corpse
4760 if (Person::players[0]->dead) {
4761 Person::players[i]->forwardkeydown = 0;
4762 if (Random() % 10 == 0)
4763 Person::players[i]->forwardkeydown = 1;
4764 if (Random() % 100 == 0) {
4765 Person::players[i]->aitype = pathfindtype;
4766 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4767 Person::players[i]->finalpathfindpoint = -1;
4768 Person::players[i]->targetpathfindpoint = -1;
4769 Person::players[i]->lastpathfindpoint = -1;
4770 Person::players[i]->lastpathfindpoint2 = -1;
4771 Person::players[i]->lastpathfindpoint3 = -1;
4772 Person::players[i]->lastpathfindpoint4 = -1;
4775 Person::players[i]->leftkeydown = 0;
4776 Person::players[i]->backkeydown = 0;
4777 Person::players[i]->rightkeydown = 0;
4778 Person::players[i]->crouchkeydown = 0;
4779 Person::players[i]->throwkeydown = 0;
4781 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4782 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4784 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4785 Person::players[i]->attackkeydown = 1;
4787 Person::players[i]->attackkeydown = 0;
4788 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4789 Person::players[i]->attackkeydown = 0;
4792 if (Person::players[i]->aitype != playercontrolled &&
4793 (Person::players[i]->isIdle() ||
4794 Person::players[i]->isCrouch() ||
4795 Person::players[i]->isRun())) {
4797 for (unsigned j = 0; j < Person::players.size(); j++)
4798 if (j != i && !Person::players[j]->skeleton.free &&
4799 Person::players[j]->hasvictim &&
4800 (tutoriallevel == 1 && reversaltrain ||
4801 Random() % 2 == 0 && difficulty == 2 ||
4802 Random() % 4 == 0 && difficulty == 1 ||
4803 Random() % 8 == 0 && difficulty == 0 ||
4804 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4805 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4806 (Random() % 2 == 0 || difficulty == 2) ||
4807 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4808 Person::players[j]->weaponactive != -1 ||
4809 Person::players[j]->animTarget == swordslashanim &&
4810 Person::players[i]->weaponactive != -1 ||
4811 Person::players[j]->animTarget == staffhitanim ||
4812 Person::players[j]->animTarget == staffspinhitanim))
4813 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4814 Person::players[j]->victim == Person::players[i] &&
4815 (Person::players[j]->animTarget == sweepanim ||
4816 Person::players[j]->animTarget == spinkickanim ||
4817 Person::players[j]->animTarget == staffhitanim ||
4818 Person::players[j]->animTarget == staffspinhitanim ||
4819 Person::players[j]->animTarget == winduppunchanim ||
4820 Person::players[j]->animTarget == upunchanim ||
4821 Person::players[j]->animTarget == wolfslapanim ||
4822 Person::players[j]->animTarget == knifeslashstartanim ||
4823 Person::players[j]->animTarget == swordslashanim &&
4824 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4825 Person::players[i]->weaponactive != -1))) {
4832 Person::players[target]->Reverse();
4835 if (Person::players[i]->collided < 1)
4836 Person::players[i]->jumpkeydown = 0;
4837 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4838 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4839 Person::players[i]->onterrain &&
4840 Person::players[i]->creature == rabbittype)
4841 Person::players[i]->jumpkeydown = 1;
4842 //TODO: why are we controlling the human?
4843 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4844 Person::players[0]->jumpkeydown = 0;
4845 if (Person::players[0]->animTarget == jumpdownanim &&
4846 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4847 Person::players[i]->crouchkeydown = 1;
4848 if (Person::players[i]->jumpkeydown)
4849 Person::players[i]->attackkeydown = 0;
4851 if (tutoriallevel == 1)
4853 Person::players[i]->attackkeydown = 0;
4856 XYZ facing = Person::players[i]->coords;
4857 XYZ flatfacing = Person::players[0]->coords;
4858 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4859 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4860 if (Person::players[i]->occluded >= 2)
4861 if (-1 != checkcollide(facing, flatfacing)) {
4862 if (!Person::players[i]->pause)
4863 Person::players[i]->lastseentime -= .2;
4864 if (Person::players[i]->lastseentime <= 0 &&
4865 (Person::players[i]->creature != wolftype ||
4866 Person::players[i]->weaponstuck == -1)) {
4867 Person::players[i]->aitype = searchtype;
4868 Person::players[i]->lastchecktime = 12;
4869 Person::players[i]->lastseen = Person::players[0]->coords;
4870 Person::players[i]->lastseentime = 12;
4873 Person::players[i]->lastseentime = 1;
4876 if (animation[Person::players[0]->animTarget].height == highheight &&
4877 (Person::players[i]->aitype == attacktypecutoff ||
4878 Person::players[i]->aitype == searchtype))
4879 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4880 XYZ test = Person::players[0]->coords;
4882 if (-1 == checkcollide(Person::players[0]->coords, test))
4883 Person::players[i]->stunned = 1;
4886 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4887 Person::players[i]->stunned > 0 ||
4888 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4889 if (Person::players[i]->pause)
4890 Person::players[i]->lastseentime = 1;
4891 Person::players[i]->targetyaw = Person::players[i]->yaw;
4892 Person::players[i]->forwardkeydown = 0;
4893 Person::players[i]->leftkeydown = 0;
4894 Person::players[i]->backkeydown = 0;
4895 Person::players[i]->rightkeydown = 0;
4896 Person::players[i]->jumpkeydown = 0;
4897 Person::players[i]->attackkeydown = 0;
4898 Person::players[i]->crouchkeydown = 0;
4899 Person::players[i]->throwkeydown = 0;
4907 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4908 facing = flatfacing;
4910 if (Person::players[i]->aitype == attacktypecutoff) {
4911 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4912 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4913 } else if (Person::players[i]->howactive >= typesleeping) {
4914 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4915 Person::players[i]->targetheadpitch = 0;
4917 if (Person::players[i]->interestdelay <= 0) {
4918 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4919 Person::players[i]->headtarget = Person::players[i]->coords;
4920 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4921 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4922 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4923 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4925 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4926 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4933 void updateSettingsMenu()
4936 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4937 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4939 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4940 Menu::setText(0, sbuf);
4941 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4942 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4943 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4944 if (newdetail == 2) Menu::setText(1, "Detail: High");
4945 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4946 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4947 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4948 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4949 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4950 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4951 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4952 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4953 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4954 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4955 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4956 Menu::setText(10, sbuf);
4957 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4958 Menu::setText(11, sbuf);
4959 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4960 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4961 sprintf (sbuf, "Back");
4963 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4964 Menu::setText(8, sbuf);
4967 void updateStereoConfigMenu()
4970 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4971 Menu::setText(0, sbuf);
4972 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4973 Menu::setText(1, sbuf);
4974 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4975 Menu::setText(2, sbuf);
4978 void updateControlsMenu()
4980 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4981 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4982 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4983 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4984 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4985 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4986 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4987 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4988 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4990 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4994 Values of mainmenu :
4996 2 Menu pause (resume/end game)
4998 4 Controls configuration menu
4999 5 Main game menu (choose level or challenge)
5000 6 Deleting user menu
5001 7 User managment menu (select/add)
5002 8 Choose difficulty menu
5003 9 Challenge level selection menu
5004 10 End of the campaign congratulation (is that really a menu?)
5005 11 Same that 9 ??? => unused
5006 18 stereo configuration
5009 void Game::LoadMenu()
5015 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5016 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5017 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5018 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5021 Menu::addButton( 0, "", 10 + 20, 440);
5022 Menu::addButton(14, "", 10 + 400, 440);
5023 Menu::addButton( 1, "", 10 + 60, 405);
5024 Menu::addButton( 2, "", 10 + 70, 370);
5025 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5026 Menu::addButton( 4, "", 10 , 335);
5027 Menu::addButton( 5, "", 10 + 60, 300);
5028 Menu::addButton( 6, "", 10 + 70, 265);
5029 Menu::addButton( 9, "", 10 , 230);
5030 Menu::addButton(10, "", 20 , 195);
5031 Menu::addButton(11, "", 10 + 60, 160);
5032 Menu::addButton(13, "", 30 , 125);
5033 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5034 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5035 Menu::addButton(8, "Back", 10, 10);
5036 updateSettingsMenu();
5039 Menu::addButton(0, "", 10 , 400);
5040 Menu::addButton(1, "", 10 + 40, 360);
5041 Menu::addButton(2, "", 10 + 40, 320);
5042 Menu::addButton(3, "", 10 + 30, 280);
5043 Menu::addButton(4, "", 10 + 20, 240);
5044 Menu::addButton(5, "", 10 + 40, 200);
5045 Menu::addButton(6, "", 10 + 40, 160);
5046 Menu::addButton(7, "", 10 + 30, 120);
5047 Menu::addButton(8, "", 10 + 20, 80);
5049 Menu::addButton(9, "", 10 + 10, 40);
5050 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5051 updateControlsMenu();
5055 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5056 Menu::addButton(1, "Tutorial", 5, 300);
5057 Menu::addButton(2, "Challenge", 5, 240);
5058 Menu::addButton(3, "Delete User", 400, 10);
5059 Menu::addButton(4, "Main Menu", 5, 10);
5060 Menu::addButton(5, "Change User", 5, 180);
5061 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5064 //with (2,-5) offset from old code
5065 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5067 int numlevels = accountactive->getCampaignChoicesMade();
5068 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5069 for (int i = 0; i < numlevels; i++) {
5070 XYZ midpoint = campaignlevels[i].getCenter();
5071 float itemsize = campaignlevels[i].getWidth();
5072 const bool active = i >= accountactive->getCampaignChoicesMade();
5077 XYZ start = campaignlevels[i - 1].getCenter();
5078 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);
5080 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5081 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5084 Menu::addMapLabel(-2, campaignlevels[i].description,
5085 campaignlevels[i].getStartX() + 10,
5086 campaignlevels[i].getStartY() - 4);
5092 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5093 Menu::addButton(1, "Yes", 10, 360);
5094 Menu::addButton(2, "No", 10, 320);
5097 if (Account::getNbAccounts() < 8)
5098 Menu::addButton(0, "New User", 10, 400);
5100 Menu::addLabel(0, "No More Users", 10, 400);
5101 Menu::addLabel(-2, "", 20, 400);
5102 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5103 for (int i = 0; i < Account::getNbAccounts(); i++)
5104 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5107 Menu::addButton(0, "Easier", 10, 400);
5108 Menu::addButton(1, "Difficult", 10, 360);
5109 Menu::addButton(2, "Insane", 10, 320);
5112 for (int i = 0; i < numchallengelevels; i++) {
5115 sprintf (temp, "Level %d", i + 1);
5116 for (int j = strlen(temp); j < 17; j++)
5119 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5120 for (int j = strlen(temp); j < (32 - 17); j++)
5123 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5124 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5127 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5130 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5133 Menu::addButton(-1, " High Score Best Time", 10, 440);
5134 Menu::addButton(numchallengelevels, "Back", 10, 10);
5137 Menu::addLabel(0, "Congratulations!", 220, 330);
5138 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5139 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5140 Menu::addButton(3, "Back", 10, 10);
5142 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5143 Menu::addLabel(4, sbuf, 190, 200);
5144 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5145 Menu::addLabel(5, sbuf, 190, 180);
5149 Menu::addButton(0, "", 70, 400);
5150 Menu::addButton(1, "", 10, 360);
5151 Menu::addButton(2, "", 40, 320);
5152 Menu::addButton(3, "Back", 10, 10);
5153 updateStereoConfigMenu();
5158 extern set<pair<int,int>> resolutions;
5163 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
5165 // some specific case where we do something even if the left mouse button is not pressed.
5166 if ((mainmenu == 5) && (endgame == 2)) {
5167 accountactive->endGame();
5172 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
5173 stereoseparation -= 0.001;
5174 updateStereoConfigMenu();
5177 static int oldmainmenu = mainmenu;
5179 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
5180 set<pair<int,int>>::iterator newscreenresolution;
5186 if (gameon) { //resume
5188 pause_sound(stream_menutheme);
5189 resume_stream(leveltheme);
5191 fireSound(firestartsound);
5193 mainmenu = (accountactive ? 5 : 7);
5205 if (newscreenwidth > 3000)
5206 newscreenwidth = screenwidth;
5207 if (newscreenwidth < 0)
5208 newscreenwidth = screenwidth;
5209 if (newscreenheight > 3000)
5210 newscreenheight = screenheight;
5211 if (newscreenheight < 0)
5212 newscreenheight = screenheight;
5217 if (gameon) { //end game
5222 pause_sound(stream_menutheme);
5231 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5232 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5233 newscreenresolution++;
5234 if (newscreenresolution == resolutions.end()) {
5235 /* It was the last one (or not found), go back to the beginning */
5236 newscreenresolution = resolutions.begin();
5238 newscreenwidth = newscreenresolution->first;
5239 newscreenheight = newscreenresolution->second;
5248 if (bloodtoggle > 2)
5257 ismotionblur = !ismotionblur;
5263 musictoggle = !musictoggle;
5265 emit_stream_np(stream_menutheme);
5267 pause_sound(leveltheme);
5268 pause_sound(stream_fighttheme);
5269 pause_sound(stream_menutheme);
5271 for (int i = 0; i < 4; i++) {
5272 oldmusicvolume[i] = 0;
5286 mainmenu = gameon ? 2 : 1;
5289 invertmouse = !invertmouse;
5292 usermousesensitivity += .2;
5293 if (usermousesensitivity > 2)
5294 usermousesensitivity = .2;
5298 if (volume > 1.0001f)
5300 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5304 newstereomode = stereomode;
5309 showdamagebar = !showdamagebar;
5315 updateSettingsMenu();
5320 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5321 keyselect = selected;
5322 if (keyselect != -1)
5324 if (selected == (debugmode ? 10 : 9)) {
5329 updateControlsMenu();
5334 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5335 startbonustotal = 0;
5344 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5345 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5348 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5352 pause_sound(stream_menutheme);
5356 startbonustotal = 0;
5369 pause_sound(stream_menutheme);
5378 mainmenu = (gameon ? 2 : 1);
5384 vector<string> campaigns = ListCampaigns();
5385 vector<string>::iterator c;
5386 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5387 if (!campaigns.empty())
5388 accountactive->setCurrentCampaign(campaigns.front());
5391 if (c == campaigns.end())
5392 c = campaigns.begin();
5393 accountactive->setCurrentCampaign(*c);
5401 if (selected == 1) {
5403 accountactive = Account::destroy(accountactive);
5405 } else if (selected == 2) {
5412 if (selected == 0 && Account::getNbAccounts() < 8) {
5414 } else if (selected < Account::getNbAccounts() + 1) {
5417 accountactive = Account::get(selected - 1);
5418 } else if (selected == Account::getNbAccounts() + 1) {
5424 displaytext[0].clear();
5425 displayselected = 0;
5433 accountactive->setDifficulty(selected);
5437 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5441 startbonustotal = 0;
5445 targetlevel = selected;
5450 Loadlevel(selected);
5455 pause_sound(stream_menutheme);
5457 if (selected == numchallengelevels) {
5464 if (selected == 3) {
5472 stereoseparation += 0.001;
5475 if (selected == 0) {
5476 newstereomode = (StereoMode)(newstereomode + 1);
5477 while (!CanInitStereo(newstereomode)) {
5478 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5479 newstereomode = (StereoMode)(newstereomode + 1);
5480 if (newstereomode >= stereoCount)
5481 newstereomode = stereoNone;
5483 } else if (selected == 2) {
5484 stereoreverse = !stereoreverse;
5485 } else if (selected == 3) {
5489 stereomode = newstereomode;
5490 InitStereo(stereomode);
5493 updateStereoConfigMenu();
5498 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5500 if (mainmenu == 3) {
5505 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5508 inputText(displaytext[0], &displayselected);
5509 if (!waiting) { // the input as finished
5510 if (!displaytext[0].empty()) { // with enter
5511 accountactive = Account::add(string(displaytext[0]));
5517 fireSound(firestartsound);
5519 displaytext[0].clear();
5521 displayselected = 0;
5527 displayblinkdelay -= multiplier;
5528 if (displayblinkdelay <= 0) {
5529 displayblinkdelay = .3;
5530 displayblink = 1 - displayblink;
5535 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5536 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5539 if (oldmainmenu != mainmenu)
5541 oldmainmenu = mainmenu;
5547 static XYZ facing, flatfacing;
5550 for (int i = 0; i < 15; i++) {
5551 displaytime[i] += multiplier;
5554 keyboardfrozen = false;
5557 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5558 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5559 stereoreverse = true;
5561 stereoreverse = false;
5564 printf("Stereo reversed\n");
5566 printf("Stereo unreversed\n");
5569 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5570 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5571 stereoseparation -= 0.001;
5573 stereoseparation -= 0.010;
5574 printf("Stereo decreased increased to %f\n", stereoseparation);
5577 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5578 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5579 stereoseparation += 0.001;
5581 stereoseparation += 0.010;
5582 printf("Stereo separation increased to %f\n", stereoseparation);
5586 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5587 if (tutorialstage != 51)
5588 tutorialstagetime = tutorialmaxtime;
5589 emit_sound_np(consolefailsound, 128.);
5593 Values of mainmenu :
5595 2 Menu pause (resume/end game)
5597 4 Controls configuration menu
5598 5 Main game menu (choose level or challenge)
5599 6 Deleting user menu
5600 7 User managment menu (select/add)
5601 8 Choose difficulty menu
5602 9 Challenge level selection menu
5603 10 End of the campaign congratulation (is that really a menu?)
5604 11 Same that 9 ??? => unused
5605 18 stereo configuration
5610 if (mainmenu && endgame == 1)
5612 //go to level select after completing a campaign level
5613 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5620 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5621 emit_stream_np(stream_menutheme);
5622 pause_sound(leveltheme);
5626 //escape key pressed
5627 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5628 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5630 if (mainmenu == 0 && !winfreeze)
5631 mainmenu = 2; //pause
5632 else if (mainmenu == 1 || mainmenu == 2) {
5633 mainmenu = 0; //unpause
5636 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5637 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5638 emit_stream_np(stream_menutheme);
5639 pause_sound(leveltheme);
5641 //on resume, play level music
5643 pause_sound(stream_menutheme);
5644 resume_stream(leveltheme);
5646 //finished with settings menu
5647 if (mainmenu == 3) {
5651 if (mainmenu >= 3 && mainmenu != 8) {
5659 mainmenu = gameon ? 2 : 1;
5681 hostiletime += multiplier;
5685 leveltime += multiplier;
5688 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5689 freeze = 1 - freeze;
5691 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5695 if (Input::isKeyPressed(consolekey) && debugmode) {
5698 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5707 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5708 inputText(consoletext[0], &consoleselected);
5710 if (!consoletext[0].empty()) {
5711 cmd_dispatch(consoletext[0]);
5712 for (int k = 14; k >= 1; k--) {
5713 consoletext[k] = consoletext[k - 1];
5715 consoletext[0].clear();
5716 consoleselected = 0;
5720 consoleblinkdelay -= multiplier;
5721 if (consoleblinkdelay <= 0) {
5722 consoleblinkdelay = .3;
5723 consoleblink = 1 - consoleblink;
5729 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5731 if (mainmenu == 3) {
5736 static int oldwinfreeze;
5737 if (winfreeze && !oldwinfreeze) {
5738 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5739 emit_sound_np(consolesuccesssound);
5742 oldwinfreeze = winfreeze;
5746 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5749 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5753 } else if (winfreeze) {
5761 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5764 static float talkdelay = 0;
5766 if (indialogue != -1)
5768 talkdelay -= multiplier;
5770 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5771 for (int i = 0; i < numdialogues; i++) {
5772 unsigned realdialoguetype;
5774 /* FIXME - Seems like modulo done with ifs */
5775 if (dialoguetype[i] > 49) {
5776 realdialoguetype = dialoguetype[i] - 50;
5778 } else if (dialoguetype[i] > 39) {
5779 realdialoguetype = dialoguetype[i] - 40;
5781 } else if (dialoguetype[i] > 29) {
5782 realdialoguetype = dialoguetype[i] - 30;
5784 } else if (dialoguetype[i] > 19) {
5785 realdialoguetype = dialoguetype[i] - 20;
5787 } else if (dialoguetype[i] > 9) {
5788 realdialoguetype = dialoguetype[i] - 10;
5791 realdialoguetype = dialoguetype[i];
5794 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5795 realdialoguetype < Person::players.size() &&
5796 realdialoguetype > 0 &&
5797 (dialoguegonethrough[i] == 0 || !special) &&
5798 (special || Input::isKeyPressed(attackkey))) {
5799 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5800 Person::players[realdialoguetype]->howactive >= typedead1 ||
5801 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5803 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5804 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5805 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5806 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5807 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5808 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5809 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5814 dialoguegonethrough[i]++;
5815 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5816 playdialogueboxsound();
5822 windvar += multiplier;
5823 smoketex += multiplier;
5824 tutorialstagetime += multiplier;
5827 static float hotspotvisual[40];
5831 for (int i = 0; i < numhotspots; i++)
5832 hotspotvisual[i] -= multiplier / 320;
5834 for (int i = 0; i < numhotspots; i++) {
5835 while (hotspotvisual[i] < 0) {
5837 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5838 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5839 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5840 hotspotsprite += hotspot[i];
5841 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5842 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5846 for (int i = 0; i < numhotspots; i++) {
5847 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5848 hotspot[i] = Person::players[hotspottype[i]]->coords;
5854 if (tutoriallevel) {
5859 if (tutoriallevel != 1) {
5860 if (bonustime == 0 &&
5861 bonus != solidhit &&
5862 bonus != spinecrusher &&
5863 bonus != tracheotomy &&
5864 bonus != backstab &&
5866 emit_sound_np(consolesuccesssound);
5868 } else if (bonustime == 0) {
5869 emit_sound_np(fireendsound);
5871 if (bonustime == 0) {
5872 if (bonus != solidhit &&
5873 bonus != twoxcombo &&
5874 bonus != threexcombo &&
5875 bonus != fourxcombo &&
5879 bonusnum[bonus] += 0.15;
5882 bonusvalue /= bonusnum[bonus];
5883 bonustotal += bonusvalue;
5885 bonustime += multiplier;
5888 if (environment == snowyenvironment) {
5889 precipdelay -= multiplier;
5890 while (precipdelay < 0) {
5894 XYZ footvel, footpoint;
5897 footpoint = viewer + viewerfacing * 6;
5898 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5899 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5900 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5901 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5906 doAerialAcrobatics();
5909 static XYZ oldviewer;
5912 if (indialogue == -1) {
5913 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5914 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5915 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5916 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5917 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5918 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5919 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5920 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5922 Person::players[0]->forwardkeydown = 0;
5923 Person::players[0]->leftkeydown = 0;
5924 Person::players[0]->backkeydown = 0;
5925 Person::players[0]->rightkeydown = 0;
5926 Person::players[0]->jumpkeydown = 0;
5927 Person::players[0]->crouchkeydown = 0;
5928 Person::players[0]->drawkeydown = 0;
5929 Person::players[0]->throwkeydown = 0;
5932 if (!Person::players[0]->jumpkeydown)
5933 Person::players[0]->jumpclimb = 0;
5936 if (indialogue != -1) {
5942 facing = DoRotation(facing, -pitch, 0, 0);
5943 facing = DoRotation(facing, 0, 0 - yaw, 0);
5948 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5950 if (Input::isKeyDown(forwardkey))
5951 viewer += facing * multiplier * 4;
5952 if (Input::isKeyDown(backkey))
5953 viewer -= facing * multiplier * 4;
5954 if (Input::isKeyDown(leftkey))
5955 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5956 if (Input::isKeyDown(rightkey))
5957 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5958 if (Input::isKeyDown(jumpkey))
5959 viewer.y += multiplier * 4;
5960 if (Input::isKeyDown(crouchkey))
5961 viewer.y -= multiplier * 4;
5962 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5963 Input::isKeyPressed(SDL_SCANCODE_2) ||
5964 Input::isKeyPressed(SDL_SCANCODE_3) ||
5965 Input::isKeyPressed(SDL_SCANCODE_4) ||
5966 Input::isKeyPressed(SDL_SCANCODE_5) ||
5967 Input::isKeyPressed(SDL_SCANCODE_6) ||
5968 Input::isKeyPressed(SDL_SCANCODE_7) ||
5969 Input::isKeyPressed(SDL_SCANCODE_8) ||
5970 Input::isKeyPressed(SDL_SCANCODE_9) ||
5971 Input::isKeyPressed(SDL_SCANCODE_0) ||
5972 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5974 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5975 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5976 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5977 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5978 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5979 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5980 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5981 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5982 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5983 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5984 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5986 if (whichend != -1) {
5987 participantfocus[whichdialogue][indialogue] = whichend;
5988 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5989 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5991 if (whichend == -1) {
5992 participantfocus[whichdialogue][indialogue] = -1;
5994 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5999 dialoguecamera[whichdialogue][indialogue] = viewer;
6000 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6001 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6003 if (indialogue < numdialogueboxes[whichdialogue]) {
6004 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6005 playdialogueboxsound();
6009 for (unsigned j = 0; j < Person::players.size(); j++) {
6010 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6013 //TODO: should these be KeyDown or KeyPressed?
6014 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6015 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6016 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6017 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6018 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6019 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6020 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6021 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6022 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6023 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6025 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6026 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6027 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6028 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6029 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6030 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6031 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6032 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6033 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6034 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6035 participantfacing[whichdialogue][indialogue][whichend] = facing;
6037 if (indialogue >= numdialogueboxes[whichdialogue]) {
6044 pause_sound(whooshsound);
6045 viewer = dialoguecamera[whichdialogue][indialogue];
6046 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6047 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6048 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6049 if (dialoguetime > 0.5)
6050 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6051 Input::isKeyPressed(SDL_SCANCODE_2) ||
6052 Input::isKeyPressed(SDL_SCANCODE_3) ||
6053 Input::isKeyPressed(SDL_SCANCODE_4) ||
6054 Input::isKeyPressed(SDL_SCANCODE_5) ||
6055 Input::isKeyPressed(SDL_SCANCODE_6) ||
6056 Input::isKeyPressed(SDL_SCANCODE_7) ||
6057 Input::isKeyPressed(SDL_SCANCODE_8) ||
6058 Input::isKeyPressed(SDL_SCANCODE_9) ||
6059 Input::isKeyPressed(SDL_SCANCODE_0) ||
6060 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6061 Input::isKeyPressed(attackkey)) {
6063 if (indialogue < numdialogueboxes[whichdialogue]) {
6064 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6065 playdialogueboxsound();
6066 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6067 hotspot[numhotspots] = Person::players[0]->coords;
6068 hotspotsize[numhotspots] = 10;
6069 hotspottype[numhotspots] = -1;
6073 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6077 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6085 if (indialogue >= numdialogueboxes[whichdialogue]) {
6089 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6092 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6095 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6097 for (unsigned i = 1; i < Person::players.size(); i++) {
6098 Person::players[i]->aitype = attacktypecutoff;
6105 if (!Person::players[0]->jumpkeydown) {
6106 Person::players[0]->jumptogglekeydown = 0;
6108 if (Person::players[0]->jumpkeydown &&
6109 Person::players[0]->animTarget != jumpupanim &&
6110 Person::players[0]->animTarget != jumpdownanim &&
6111 !Person::players[0]->isFlip())
6112 Person::players[0]->jumptogglekeydown = 1;
6115 dialoguetime += multiplier;
6116 hawkyaw += multiplier * 25;
6118 realhawkcoords.x = 25;
6119 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6120 hawkcalldelay -= multiplier / 2;
6122 if (hawkcalldelay <= 0) {
6123 emit_sound_at(hawksound, realhawkcoords);
6125 hawkcalldelay = 16 + abs(Random() % 8);
6132 doPlayerCollisions();
6136 for (unsigned k = 0; k < Person::players.size(); k++)
6137 if (k != 0 && Person::players[k]->immobile)
6138 Person::players[k]->coords = Person::players[k]->realoldcoords;
6140 for (unsigned k = 0; k < Person::players.size(); k++) {
6141 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6142 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6143 Person::players[k]->DoDamage(1000);
6149 static bool respawnkeydown;
6150 if (!editorenabled &&
6151 (whichlevel != -2 &&
6152 (Input::isKeyDown(SDL_SCANCODE_Z) &&
6153 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
6155 (Input::isKeyDown(jumpkey) &&
6158 Person::players[0]->dead))) {
6159 targetlevel = whichlevel;
6163 if (!Input::isKeyDown(jumpkey))
6165 if (Input::isKeyDown(jumpkey))
6171 static bool movekey;
6174 for (unsigned i = 0; i < Person::players.size(); i++) {
6175 static float oldtargetyaw;
6176 if (!Person::players[i]->skeleton.free) {
6177 oldtargetyaw = Person::players[i]->targetyaw;
6178 if (i == 0 && indialogue == -1) {
6179 //TODO: refactor repetitive code
6180 if (!animation[Person::players[0]->animTarget].attack &&
6181 Person::players[0]->animTarget != staggerbackhighanim &&
6182 Person::players[0]->animTarget != staggerbackhardanim &&
6183 Person::players[0]->animTarget != crouchremoveknifeanim &&
6184 Person::players[0]->animTarget != removeknifeanim &&
6185 Person::players[0]->animTarget != backhandspringanim &&
6186 Person::players[0]->animTarget != dodgebackanim &&
6187 Person::players[0]->animTarget != walljumprightkickanim &&
6188 Person::players[0]->animTarget != walljumpleftkickanim) {
6190 Person::players[0]->targetyaw = 0;
6192 Person::players[0]->targetyaw = -yaw + 180;
6198 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6200 facing = flatfacing;
6202 facing = DoRotation(facing, -pitch, 0, 0);
6203 facing = DoRotation(facing, 0, 0 - yaw, 0);
6206 Person::players[0]->lookyaw = -yaw;
6208 Person::players[i]->targetheadyaw = yaw;
6209 Person::players[i]->targetheadpitch = pitch;
6211 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6212 if (!animation[Person::players[i]->animTarget].attack &&
6213 Person::players[i]->animTarget != staggerbackhighanim &&
6214 Person::players[i]->animTarget != staggerbackhardanim &&
6215 Person::players[i]->animTarget != crouchremoveknifeanim &&
6216 Person::players[i]->animTarget != removeknifeanim &&
6217 Person::players[i]->animTarget != backhandspringanim &&
6218 Person::players[i]->animTarget != dodgebackanim &&
6219 Person::players[i]->animTarget != walljumprightkickanim &&
6220 Person::players[i]->animTarget != walljumpleftkickanim) {
6221 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6227 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6229 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6230 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6232 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6233 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6235 if (indialogue != -1) {
6236 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6237 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6243 Person::players[i]->avoidsomething = 0;
6245 //avoid flaming things
6246 for (int j = 0; j < objects.numobjects; j++)
6247 if (objects.onfire[j])
6248 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6249 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6250 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6251 Person::players[i]->collided = 0;
6252 Person::players[i]->avoidcollided = 1;
6253 if (Person::players[i]->avoidsomething == 0 ||
6254 distsq(&Person::players[i]->coords, &objects.position[j]) <
6255 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6256 Person::players[i]->avoidwhere = objects.position[j];
6257 Person::players[i]->avoidsomething = 1;
6261 //avoid flaming players
6262 for (unsigned j = 0; j < Person::players.size(); j++)
6263 if (Person::players[j]->onfire)
6264 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6265 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6266 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6267 Person::players[i]->collided = 0;
6268 Person::players[i]->avoidcollided = 1;
6269 if (Person::players[i]->avoidsomething == 0 ||
6270 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6271 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6272 Person::players[i]->avoidwhere = Person::players[j]->coords;
6273 Person::players[i]->avoidsomething = 1;
6277 if (Person::players[i]->collided > .8)
6278 Person::players[i]->avoidcollided = 0;
6282 if (animation[Person::players[i]->animTarget].attack == reversed) {
6283 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6284 Person::players[i]->forwardkeydown = 0;
6285 Person::players[i]->leftkeydown = 0;
6286 Person::players[i]->backkeydown = 0;
6287 Person::players[i]->rightkeydown = 0;
6288 Person::players[i]->jumpkeydown = 0;
6289 Person::players[i]->attackkeydown = 0;
6290 //Person::players[i]->crouchkeydown=0;
6291 Person::players[i]->throwkeydown = 0;
6294 if (indialogue != -1) {
6295 Person::players[i]->forwardkeydown = 0;
6296 Person::players[i]->leftkeydown = 0;
6297 Person::players[i]->backkeydown = 0;
6298 Person::players[i]->rightkeydown = 0;
6299 Person::players[i]->jumpkeydown = 0;
6300 Person::players[i]->crouchkeydown = 0;
6301 Person::players[i]->drawkeydown = 0;
6302 Person::players[i]->throwkeydown = 0;
6305 if (Person::players[i]->collided < -.3)
6306 Person::players[i]->collided = -.3;
6307 if (Person::players[i]->collided > 1)
6308 Person::players[i]->collided = 1;
6309 Person::players[i]->collided -= multiplier * 4;
6310 Person::players[i]->whichdirectiondelay -= multiplier;
6311 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6312 Person::players[i]->avoidcollided = -.3;
6313 Person::players[i]->whichdirection = abs(Random() % 2);
6314 Person::players[i]->whichdirectiondelay = .4;
6316 if (Person::players[i]->avoidcollided > 1)
6317 Person::players[i]->avoidcollided = 1;
6318 Person::players[i]->avoidcollided -= multiplier / 4;
6319 if (!Person::players[i]->skeleton.free) {
6320 Person::players[i]->stunned -= multiplier;
6321 Person::players[i]->surprised -= multiplier;
6323 if (i != 0 && Person::players[i]->surprised <= 0 &&
6324 Person::players[i]->aitype == attacktypecutoff &&
6325 !Person::players[i]->dead &&
6326 !Person::players[i]->skeleton.free &&
6327 animation[Person::players[i]->animTarget].attack == neutral)
6330 if (!Person::players[i]->throwkeydown)
6331 Person::players[i]->throwtogglekeydown = 0;
6334 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6335 if (Person::players[i]->weaponactive == -1 &&
6336 Person::players[i]->num_weapons < 2 &&
6337 (Person::players[i]->isIdle() ||
6338 Person::players[i]->isCrouch() ||
6339 Person::players[i]->animTarget == sneakanim ||
6340 Person::players[i]->animTarget == rollanim ||
6341 Person::players[i]->animTarget == backhandspringanim ||
6342 Person::players[i]->isFlip() ||
6343 Person::players[i]->aitype != playercontrolled)) {
6344 for (unsigned j = 0; j < weapons.size(); j++) {
6345 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6346 Person::players[i]->aitype == playercontrolled) &&
6347 weapons[j].owner == -1 &&
6348 Person::players[i]->weaponactive == -1)
6349 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6350 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6351 if (Person::players[i]->isCrouch() ||
6352 Person::players[i]->animTarget == sneakanim ||
6353 Person::players[i]->isRun() ||
6354 Person::players[i]->isIdle() ||
6355 Person::players[i]->aitype != playercontrolled) {
6356 Person::players[i]->throwtogglekeydown = 1;
6357 Person::players[i]->setAnimation(crouchremoveknifeanim);
6358 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6359 Person::players[i]->hasvictim = 0;
6361 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6362 Person::players[i]->throwtogglekeydown = 1;
6363 Person::players[i]->hasvictim = 0;
6365 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6366 Person::players[i]->aitype == playercontrolled) &&
6367 weapons[j].owner == -1 ||
6368 Person::players[i]->victim &&
6369 weapons[j].owner == int(Person::players[i]->victim->id))
6370 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6371 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6372 if (weapons[j].getType() != staff)
6373 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6375 Person::players[i]->weaponactive = 0;
6376 weapons[j].owner = Person::players[i]->id;
6377 if (Person::players[i]->num_weapons > 0)
6378 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6379 Person::players[i]->num_weapons++;
6380 Person::players[i]->weaponids[0] = j;
6383 } else if ((Person::players[i]->isIdle() ||
6384 Person::players[i]->isFlip() ||
6385 Person::players[i]->aitype != playercontrolled) &&
6386 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6387 Person::players[i]->coords.y < weapons[j].position.y) {
6388 if (!Person::players[i]->isFlip()) {
6389 Person::players[i]->throwtogglekeydown = 1;
6390 Person::players[i]->setAnimation(removeknifeanim);
6391 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6393 if (Person::players[i]->isFlip()) {
6394 Person::players[i]->throwtogglekeydown = 1;
6395 Person::players[i]->hasvictim = 0;
6397 for (unsigned k = 0; k < weapons.size(); k++) {
6398 if (Person::players[i]->weaponactive == -1)
6399 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6400 Person::players[i]->aitype == playercontrolled) &&
6401 weapons[k].owner == -1 ||
6402 Person::players[i]->victim &&
6403 weapons[k].owner == int(Person::players[i]->victim->id))
6404 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6405 Person::players[i]->weaponactive == -1) {
6406 if (weapons[k].getType() != staff)
6407 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6409 Person::players[i]->weaponactive = 0;
6410 weapons[k].owner = Person::players[i]->id;
6411 if (Person::players[i]->num_weapons > 0)
6412 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6413 Person::players[i]->num_weapons++;
6414 Person::players[i]->weaponids[0] = k;
6421 if (Person::players[i]->isCrouch() ||
6422 Person::players[i]->animTarget == sneakanim ||
6423 Person::players[i]->isRun() ||
6424 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6425 Person::players[i]->animTarget == backhandspringanim) {
6426 if (Person::players.size() > 1)
6427 for (unsigned j = 0; j < Person::players.size(); j++) {
6428 if (Person::players[i]->weaponactive == -1)
6430 if (Person::players[j]->num_weapons &&
6431 Person::players[j]->skeleton.free &&
6432 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6433 (((Person::players[j]->skeleton.forward.y < 0 &&
6434 Person::players[j]->weaponstuckwhere == 0) ||
6435 (Person::players[j]->skeleton.forward.y > 0 &&
6436 Person::players[j]->weaponstuckwhere == 1)) ||
6437 Person::players[j]->weaponstuck == -1 ||
6438 Person::players[j]->num_weapons > 1)) {
6439 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6440 Person::players[i]->throwtogglekeydown = 1;
6441 Person::players[i]->victim = Person::players[j];
6442 Person::players[i]->hasvictim = 1;
6443 Person::players[i]->setAnimation(crouchremoveknifeanim);
6444 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6446 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6447 Person::players[i]->throwtogglekeydown = 1;
6448 Person::players[i]->victim = Person::players[j];
6449 Person::players[i]->hasvictim = 1;
6450 int k = Person::players[j]->weaponids[0];
6451 if (Person::players[i]->hasvictim) {
6454 if (Person::players[i]->victim->weaponstuck != -1) {
6455 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6460 if (weapons[k].getType() != staff)
6461 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6464 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6466 Person::players[i]->weaponactive = 0;
6467 if (weapons[k].owner != -1) {
6468 if (Person::players[i]->victim->num_weapons == 1)
6469 Person::players[i]->victim->num_weapons = 0;
6471 Person::players[i]->victim->num_weapons = 1;
6473 Person::players[i]->victim->skeleton.longdead = 0;
6474 Person::players[i]->victim->skeleton.free = 1;
6475 Person::players[i]->victim->skeleton.broken = 0;
6477 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6478 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6479 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6485 Normalise(&relative);
6486 XYZ footvel, footpoint;
6488 footpoint = weapons[k].position;
6489 if (Person::players[i]->victim->weaponstuck != -1) {
6490 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6492 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6493 weapons[k].bloody = 2;
6494 weapons[k].blooddrip = 5;
6495 Person::players[i]->victim->weaponstuck = -1;
6496 Person::players[i]->victim->bloodloss += 2000;
6497 Person::players[i]->victim->DoDamage(2000);
6500 if (Person::players[i]->victim->num_weapons > 0) {
6501 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6502 Person::players[i]->victim->weaponstuck = 0;
6503 if (Person::players[i]->victim->weaponids[0] == k)
6504 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6507 Person::players[i]->victim->weaponactive = -1;
6509 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6510 Person::players[i]->victim->jointVel(neck) += relative * 6;
6511 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6512 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6514 weapons[k].owner = i;
6515 if (Person::players[i]->num_weapons > 0) {
6516 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
6518 Person::players[i]->num_weapons++;
6519 Person::players[i]->weaponids[0] = k;
6526 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6527 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6528 if (Person::players[i]->isIdle() ||
6529 Person::players[i]->isRun() ||
6530 Person::players[i]->isCrouch() ||
6531 Person::players[i]->animTarget == sneakanim ||
6532 Person::players[i]->isFlip())
6533 if (Person::players.size() > 1)
6534 for (unsigned j = 0; j < Person::players.size(); j++) {
6536 if (tutoriallevel != 1 || tutorialstage == 49)
6538 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6539 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6540 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6541 !Person::players[j]->skeleton.free &&
6542 -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)) {
6543 if (!Person::players[i]->isFlip()) {
6544 Person::players[i]->throwtogglekeydown = 1;
6545 Person::players[i]->victim = Person::players[j];
6546 Person::players[i]->setAnimation(knifethrowanim);
6547 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6548 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6550 if (Person::players[i]->isFlip()) {
6551 if (Person::players[i]->weaponactive != -1) {
6552 Person::players[i]->throwtogglekeydown = 1;
6553 Person::players[i]->victim = Person::players[j];
6555 weapons[Person::players[i]->weaponids[0]].owner = -1;
6556 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);
6559 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6561 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
6562 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
6563 weapons[Person::players[i]->weaponids[0]].missed = 0;
6564 weapons[Person::players[i]->weaponids[0]].freetime = 0;
6565 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
6566 weapons[Person::players[i]->weaponids[0]].physics = 0;
6567 Person::players[i]->num_weapons--;
6568 if (Person::players[i]->num_weapons) {
6569 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6571 Person::players[i]->weaponactive = -1;
6578 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6579 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6580 Person::players[i]->throwtogglekeydown = 1;
6581 weapons[Person::players[i]->weaponids[0]].owner = -1;
6582 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
6583 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
6584 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
6585 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
6586 weapons[Person::players[i]->weaponids[0]].missed = 1;
6587 weapons[Person::players[i]->weaponids[0]].freetime = 0;
6588 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
6589 weapons[Person::players[i]->weaponids[0]].physics = 1;
6590 Person::players[i]->num_weapons--;
6591 if (Person::players[i]->num_weapons) {
6592 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6593 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6594 Person::players[i]->weaponstuck = 0;
6597 Person::players[i]->weaponactive = -1;
6598 for (unsigned j = 0; j < Person::players.size(); j++) {
6599 Person::players[j]->wentforweapon = 0;
6607 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6608 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6609 (Person::players[i]->num_weapons == 2) &&
6610 (Person::players[i]->weaponactive == -1) &&
6611 Person::players[i]->isIdle() ||
6612 Person::players[0]->dead &&
6613 (Person::players[i]->weaponactive != -1) &&
6616 if (Person::players[i]->weaponactive != -1)
6617 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6619 if (isgood && Person::players[i]->creature != wolftype) {
6620 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6621 Person::players[i]->setAnimation(drawrightanim);
6622 Person::players[i]->drawtogglekeydown = 1;
6624 if ((Person::players[i]->isIdle() ||
6625 (Person::players[i]->aitype != playercontrolled &&
6626 Person::players[0]->weaponactive != -1 &&
6627 Person::players[i]->isRun())) &&
6628 Person::players[i]->num_weapons &&
6629 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6630 Person::players[i]->setAnimation(drawleftanim);
6631 Person::players[i]->drawtogglekeydown = 1;
6633 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6634 Person::players[i]->setAnimation(crouchdrawrightanim);
6635 Person::players[i]->drawtogglekeydown = 1;
6642 if (Person::players[i]->weaponactive != -1) {
6643 if (Person::players[i]->isCrouch() &&
6644 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6646 Person::players[i]->onterrain &&
6647 Person::players[i]->num_weapons &&
6648 Person::players[i]->attackkeydown &&
6649 musictype != stream_fighttheme) {
6650 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6651 Person::players[i]->setAnimation(crouchstabanim);
6652 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6653 Person::players[i]->setAnimation(swordgroundstabanim);
6654 Person::players[i]->hasvictim = 0;
6658 if (!Person::players[i]->drawkeydown)
6659 Person::players[i]->drawtogglekeydown = 0;
6664 absflatfacing.z = -1;
6666 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6668 absflatfacing = flatfacing;
6670 if (indialogue != -1) {
6671 Person::players[i]->forwardkeydown = 0;
6672 Person::players[i]->leftkeydown = 0;
6673 Person::players[i]->backkeydown = 0;
6674 Person::players[i]->rightkeydown = 0;
6675 Person::players[i]->jumpkeydown = 0;
6676 Person::players[i]->crouchkeydown = 0;
6677 Person::players[i]->drawkeydown = 0;
6678 Person::players[i]->throwkeydown = 0;
6682 if (!animation[Person::players[i]->animTarget].attack &&
6683 Person::players[i]->animTarget != staggerbackhighanim &&
6684 Person::players[i]->animTarget != staggerbackhardanim &&
6685 Person::players[i]->animTarget != backhandspringanim &&
6686 Person::players[i]->animTarget != dodgebackanim) {
6687 if (!Person::players[i]->forwardkeydown)
6688 Person::players[i]->forwardstogglekeydown = 0;
6689 if (Person::players[i]->crouchkeydown) {
6693 Person::players[i]->superruntoggle = 1;
6694 if (Person::players.size() > 1)
6695 for (unsigned j = 0; j < Person::players.size(); j++)
6696 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6697 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6698 Person::players[i]->superruntoggle = 0;
6701 if (Person::players.size() > 1)
6702 for (unsigned j = 0; j < Person::players.size(); j++) {
6703 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6704 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6705 Person::players[j]->victim == Person::players[i] &&
6706 (Person::players[j]->animTarget == sweepanim ||
6707 Person::players[j]->animTarget == upunchanim ||
6708 Person::players[j]->animTarget == wolfslapanim ||
6709 ((Person::players[j]->animTarget == swordslashanim ||
6710 Person::players[j]->animTarget == knifeslashstartanim ||
6711 Person::players[j]->animTarget == staffhitanim ||
6712 Person::players[j]->animTarget == staffspinhitanim) &&
6713 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6722 Person::players[target]->Reverse();
6723 Person::players[i]->lowreversaldelay = .5;
6725 if (Person::players[i]->isIdle()) {
6726 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6727 Person::players[i]->transspeed = 10;
6729 if (Person::players[i]->isRun() ||
6730 (Person::players[i]->isStop() &&
6731 (Person::players[i]->leftkeydown ||
6732 Person::players[i]->rightkeydown ||
6733 Person::players[i]->forwardkeydown ||
6734 Person::players[i]->backkeydown))) {
6735 Person::players[i]->setAnimation(rollanim);
6736 Person::players[i]->transspeed = 20;
6739 if (!Person::players[i]->crouchkeydown) {
6741 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6742 Person::players[i]->superruntoggle = 0;
6744 if (Person::players[i]->isCrouch()) {
6745 if (Person::players.size() > 1)
6746 for (unsigned j = 0; j < Person::players.size(); j++) {
6748 !Person::players[j]->skeleton.free &&
6749 Person::players[j]->victim &&
6750 Person::players[i]->highreversaldelay <= 0) {
6751 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6752 Person::players[j]->victim == Person::players[i] &&
6753 (Person::players[j]->animTarget == spinkickanim) &&
6754 Person::players[i]->isCrouch()) {
6763 Person::players[target]->Reverse();
6764 Person::players[i]->highreversaldelay = .5;
6766 if (Person::players[i]->isCrouch()) {
6767 if (!Person::players[i]->wasCrouch()) {
6768 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6769 Person::players[i]->frameCurrent = 0;
6771 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6772 Person::players[i]->transspeed = 10;
6775 if (Person::players[i]->animTarget == sneakanim) {
6776 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6777 Person::players[i]->transspeed = 10;
6780 if (Person::players[i]->forwardkeydown) {
6781 if (Person::players[i]->isIdle() ||
6782 (Person::players[i]->isStop() &&
6783 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6784 (Person::players[i]->isLanding() &&
6785 Person::players[i]->frameTarget > 0 &&
6786 !Person::players[i]->jumpkeydown) ||
6787 (Person::players[i]->isLandhard() &&
6788 Person::players[i]->frameTarget > 0 &&
6789 !Person::players[i]->jumpkeydown &&
6790 Person::players[i]->crouchkeydown)) {
6791 if (Person::players[i]->aitype == passivetype)
6792 Person::players[i]->setAnimation(walkanim);
6794 Person::players[i]->setAnimation(Person::players[i]->getRun());
6796 if (Person::players[i]->isCrouch()) {
6797 Person::players[i]->animTarget = sneakanim;
6798 if (Person::players[i]->wasCrouch())
6799 Person::players[i]->target = 0;
6800 Person::players[i]->frameTarget = 0;
6802 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6803 Person::players[i]->setAnimation(climbanim);
6804 Person::players[i]->frameTarget = 1;
6805 Person::players[i]->jumpclimb = 1;
6807 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6808 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6810 Person::players[i]->forwardstogglekeydown = 1;
6813 if (Person::players[i]->rightkeydown) {
6814 if (Person::players[i]->isIdle() ||
6815 (Person::players[i]->isStop() &&
6816 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6817 (Person::players[i]->isLanding() &&
6818 Person::players[i]->frameTarget > 0 &&
6819 !Person::players[i]->jumpkeydown) ||
6820 (Person::players[i]->isLandhard() &&
6821 Person::players[i]->frameTarget > 0 &&
6822 !Person::players[i]->jumpkeydown &&
6823 Person::players[i]->crouchkeydown)) {
6824 Person::players[i]->setAnimation(Person::players[i]->getRun());
6826 if (Person::players[i]->isCrouch()) {
6827 Person::players[i]->animTarget = sneakanim;
6828 if (Person::players[i]->wasCrouch())
6829 Person::players[i]->target = 0;
6830 Person::players[i]->frameTarget = 0;
6832 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6833 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6835 Person::players[i]->targetyaw -= 90;
6836 if (Person::players[i]->forwardkeydown)
6837 Person::players[i]->targetyaw += 45;
6838 if (Person::players[i]->backkeydown)
6839 Person::players[i]->targetyaw -= 45;
6842 if ( Person::players[i]->leftkeydown) {
6843 if (Person::players[i]->isIdle() ||
6844 (Person::players[i]->isStop() &&
6845 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6846 (Person::players[i]->isLanding() &&
6847 Person::players[i]->frameTarget > 0 &&
6848 !Person::players[i]->jumpkeydown) ||
6849 (Person::players[i]->isLandhard() &&
6850 Person::players[i]->frameTarget > 0 &&
6851 !Person::players[i]->jumpkeydown &&
6852 Person::players[i]->crouchkeydown)) {
6853 Person::players[i]->setAnimation(Person::players[i]->getRun());
6855 if (Person::players[i]->isCrouch()) {
6856 Person::players[i]->animTarget = sneakanim;
6857 if (Person::players[i]->wasCrouch())
6858 Person::players[i]->target = 0;
6859 Person::players[i]->frameTarget = 0;
6861 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6862 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6864 Person::players[i]->targetyaw += 90;
6865 if (Person::players[i]->forwardkeydown)
6866 Person::players[i]->targetyaw -= 45;
6867 if (Person::players[i]->backkeydown)
6868 Person::players[i]->targetyaw += 45;
6871 if (Person::players[i]->backkeydown) {
6872 if (Person::players[i]->isIdle() ||
6873 (Person::players[i]->isStop() &&
6874 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6875 (Person::players[i]->isLanding() &&
6876 Person::players[i]->frameTarget > 0 &&
6877 !Person::players[i]->jumpkeydown) ||
6878 (Person::players[i]->isLandhard() &&
6879 Person::players[i]->frameTarget > 0 &&
6880 !Person::players[i]->jumpkeydown &&
6881 Person::players[i]->crouchkeydown)) {
6882 Person::players[i]->setAnimation(Person::players[i]->getRun());
6884 if (Person::players[i]->isCrouch()) {
6885 Person::players[i]->animTarget = sneakanim;
6886 if (Person::players[i]->wasCrouch())
6887 Person::players[i]->target = 0;
6888 Person::players[i]->frameTarget = 0;
6890 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6891 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6893 if (Person::players[i]->animTarget == hanganim) {
6894 Person::players[i]->animCurrent = jumpdownanim;
6895 Person::players[i]->animTarget = jumpdownanim;
6896 Person::players[i]->target = 0;
6897 Person::players[i]->frameCurrent = 0;
6898 Person::players[i]->frameTarget = 1;
6899 Person::players[i]->velocity = 0;
6900 Person::players[i]->velocity.y += gravity;
6901 Person::players[i]->coords.y -= 1.4;
6902 Person::players[i]->grabdelay = 1;
6904 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6905 Person::players[i]->targetyaw += 180;
6908 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6909 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6910 Person::players[i]->isRun() ||
6911 Person::players[i]->animTarget == walkanim ||
6912 Person::players[i]->isCrouch() ||
6913 Person::players[i]->animTarget == sneakanim) &&
6914 Person::players[i]->jumppower > 1) &&
6915 ((Person::players[i]->animTarget != rabbitrunninganim &&
6916 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6917 Person::players[i]->jumpstart = 0;
6918 Person::players[i]->setAnimation(jumpupanim);
6919 Person::players[i]->yaw = Person::players[i]->targetyaw;
6920 Person::players[i]->transspeed = 20;
6921 Person::players[i]->FootLand(0, 1);
6922 Person::players[i]->FootLand(1, 1);
6926 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6929 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6931 Person::players[i]->velocity = 0;
6935 if (Person::players.size() > 1)
6936 for (unsigned j = 0; j < Person::players.size(); j++) {
6937 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6938 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6939 (Person::players[j]->victim == Person::players[i]) &&
6940 (Person::players[j]->animTarget == sweepanim)) {
6949 Person::players[i]->velocity.y = 1;
6951 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6952 Person::players[i]->velocity.y = 7;
6953 Person::players[i]->crouchtogglekeydown = 1;
6954 } else Person::players[i]->velocity.y = 5;
6956 if (mousejump && i == 0 && debugmode) {
6957 if (!Person::players[i]->isLanding())
6958 Person::players[i]->tempdeltav = deltav;
6959 if (Person::players[i]->tempdeltav < 0)
6960 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6963 Person::players[i]->coords.y += .2;
6964 Person::players[i]->jumppower -= 1;
6967 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6969 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6971 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6972 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6973 Person::players[i]->frameTarget = 2;
6974 Person::players[i]->landhard = 0;
6975 Person::players[i]->jumpstart = 1;
6976 Person::players[i]->tempdeltav = deltav;
6978 if (Person::players[i]->animTarget == jumpupanim &&
6982 Person::players[i]->aitype != playercontrolled)) {
6983 if (Person::players[i]->jumppower > multiplier * 6) {
6984 Person::players[i]->velocity.y += multiplier * 6;
6985 Person::players[i]->jumppower -= multiplier * 6;
6987 if (Person::players[i]->jumppower <= multiplier * 6) {
6988 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6989 Person::players[i]->jumppower = 0;
6992 if (((floatjump || editorenabled) && debugmode) && i == 0)
6993 Person::players[i]->velocity.y += multiplier * 30;
6997 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6998 Person::players[i]->setAnimation(Person::players[i]->getStop());
6999 if (Person::players[i]->animTarget == sneakanim) {
7000 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7001 if (Person::players[i]->animCurrent == sneakanim)
7002 Person::players[i]->target = 0;
7003 Person::players[i]->frameTarget = 0;
7006 if (Person::players[i]->animTarget == walkanim &&
7007 (Person::players[i]->aitype == attacktypecutoff ||
7008 Person::players[i]->aitype == searchtype ||
7009 (Person::players[i]->aitype == passivetype &&
7010 Person::players[i]->numwaypoints <= 1)))
7011 Person::players[i]->setAnimation(Person::players[i]->getStop());
7012 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7013 Person::players[i]->setAnimation(Person::players[i]->getStop());
7016 if (Person::players[i]->animTarget == rollanim)
7017 Person::players[i]->targetyaw = oldtargetyaw;
7021 for (unsigned k = 0; k < Person::players.size(); k++) {
7022 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7023 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7024 Person::players[k]->yaw -= 360;
7026 Person::players[k]->yaw += 360;
7029 //stop to turn in right direction
7030 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7031 Person::players[k]->setAnimation(Person::players[k]->getStop());
7033 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7034 Person::players[k]->targettilt = 0;
7036 if (Person::players[k]->animTarget != jumpupanim &&
7037 Person::players[k]->animTarget != backhandspringanim &&
7038 Person::players[k]->animTarget != jumpdownanim &&
7039 !Person::players[k]->isFlip()) {
7040 Person::players[k]->targettilt = 0;
7041 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7042 Person::players[k]->jumppower = 0;
7043 Person::players[k]->jumppower += multiplier * 7;
7044 if (Person::players[k]->isCrouch())
7045 Person::players[k]->jumppower += multiplier * 7;
7046 if (Person::players[k]->jumppower > 5)
7047 Person::players[k]->jumppower = 5;
7050 if (Person::players[k]->isRun())
7051 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7053 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7054 Person::players[k]->grabdelay -= multiplier;
7058 for (unsigned k = 0; k < Person::players.size(); k++) {
7059 Person::players[k]->DoAnimations();
7060 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7061 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7067 for (int j = numenvsounds - 1; j >= 0; j--) {
7068 envsoundlife[j] -= multiplier;
7069 if (envsoundlife[j] < 0) {
7071 envsoundlife[j] = envsoundlife[numenvsounds];
7072 envsound[j] = envsound[numenvsounds];
7076 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7078 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7080 if (tutoriallevel == 1) {
7097 if (tutorialstage >= 51)
7098 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7099 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7100 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7102 emit_stream_np(stream_menutheme);
7111 if (tutorialstage < 51)
7112 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7113 emit_sound_at(fireendsound, Person::players[0]->coords);
7115 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7119 if (tutorialstage >= 14 && tutorialstage < 50)
7120 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7121 emit_sound_at(fireendsound, Person::players[1]->coords);
7123 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7124 if (Random() % 2 == 0) {
7125 if (!Person::players[1]->skeleton.free)
7126 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7127 if (Person::players[1]->skeleton.free)
7128 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7129 if (!Person::players[1]->skeleton.free)
7130 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;
7131 if (Person::players[1]->skeleton.free)
7132 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7133 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7137 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7138 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7139 Person::players[1]->skeleton.joints[i].velocity = 0;
7140 if (Random() % 2 == 0) {
7141 if (!Person::players[1]->skeleton.free)
7142 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7143 if (Person::players[1]->skeleton.free)
7144 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7145 if (!Person::players[1]->skeleton.free)
7146 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;
7147 if (Person::players[1]->skeleton.free)
7148 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7149 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7157 static float gLoc[3];
7161 static float vel[3];
7162 vel[0] = (viewer.x - oldviewer.x) / multiplier;
7163 vel[1] = (viewer.y - oldviewer.y) / multiplier;
7164 vel[2] = (viewer.z - oldviewer.z) / multiplier;
7166 //Set orientation with forward and up vectors
7167 static XYZ upvector;
7171 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
7172 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
7177 facing = DoRotation(facing, -pitch, 0, 0);
7178 facing = DoRotation(facing, 0, 0 - yaw, 0);
7181 static float ori[6];
7185 ori[3] = -upvector.x;
7186 ori[4] = upvector.y;
7187 ori[5] = -upvector.z;
7189 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7196 if (Input::isKeyPressed(SDL_SCANCODE_F1))
7200 void Game::TickOnce()
7203 yaw += multiplier * 5;
7204 else if (directing || indialogue == -1) {
7207 pitch += deltav * .7;
7209 pitch -= deltav * .7;
7217 void Game::TickOnceAfter()
7219 static XYZ colviewer;
7220 static XYZ coltarget;
7224 static float changedelay;
7225 static bool alldead;
7226 static float unseendelay;
7227 static float cameraspeed;
7230 static int oldmusictype = musictype;
7232 if (environment == snowyenvironment)
7233 leveltheme = stream_snowtheme;
7234 if (environment == grassyenvironment)
7235 leveltheme = stream_grasstheme;
7236 if (environment == desertenvironment)
7237 leveltheme = stream_deserttheme;
7241 musictype = leveltheme;
7242 for (unsigned i = 0; i < Person::players.size(); i++) {
7243 if ((Person::players[i]->aitype == attacktypecutoff ||
7244 Person::players[i]->aitype == getweapontype ||
7245 Person::players[i]->aitype == gethelptype ||
7246 Person::players[i]->aitype == searchtype) &&
7247 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7248 (Person::players[i]->animTarget != sneakattackedanim &&
7249 Person::players[i]->animTarget != knifesneakattackedanim &&
7250 Person::players[i]->animTarget != swordsneakattackedanim)) {
7251 musictype = stream_fighttheme;
7255 if (Person::players[0]->dead)
7256 musictype = stream_menutheme;
7259 if (musictype == stream_fighttheme)
7262 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7263 unseendelay -= multiplier;
7264 if (unseendelay > 0)
7265 musictype = stream_fighttheme;
7270 musictype = stream_menutheme;
7271 musicvolume[2] = 512;
7278 if (musictype != oldmusictype && musictype == stream_fighttheme)
7279 emit_sound_np(alarmsound);
7280 musicselected = musictype;
7282 if (musicselected == leveltheme)
7283 musicvolume[0] += multiplier * 450;
7285 musicvolume[0] -= multiplier * 450;
7286 if (musicselected == stream_fighttheme)
7287 musicvolume[1] += multiplier * 450;
7289 musicvolume[1] -= multiplier * 450;
7290 if (musicselected == stream_menutheme)
7291 musicvolume[2] += multiplier * 450;
7293 musicvolume[2] -= multiplier * 450;
7295 for (int i = 0; i < 3; i++) {
7296 if (musicvolume[i] < 0)
7298 if (musicvolume[i] > 512)
7299 musicvolume[i] = 512;
7302 if (musicvolume[2] > 128 && !loading && !mainmenu)
7303 musicvolume[2] = 128;
7306 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7307 emit_stream_np(leveltheme, musicvolume[0]);
7308 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7309 emit_stream_np(stream_fighttheme, musicvolume[1]);
7310 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7311 emit_stream_np(stream_menutheme, musicvolume[2]);
7312 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7313 pause_sound(leveltheme);
7314 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7315 pause_sound(stream_fighttheme);
7316 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7317 pause_sound(stream_menutheme);
7319 if (musicvolume[0] != oldmusicvolume[0])
7320 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7321 if (musicvolume[1] != oldmusicvolume[1])
7322 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7323 if (musicvolume[2] != oldmusicvolume[2])
7324 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7326 for (int i = 0; i < 3; i++)
7327 oldmusicvolume[i] = musicvolume[i];
7329 pause_sound(leveltheme);
7330 pause_sound(stream_fighttheme);
7331 pause_sound(stream_menutheme);
7333 for (int i = 0; i < 4; i++) {
7334 oldmusicvolume[i] = 0;
7340 for (int i = 0; i < numhotspots; i++) {
7341 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7342 if (Person::players[hotspottype[i] - 10]->dead == 0)
7344 else if (killhotspot == 2)
7348 if (killhotspot == 2)
7353 for (int i = 0; i < numhotspots; i++)
7354 if (hotspottype[i] == -1)
7355 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7359 for (unsigned i = 1; i < Person::players.size(); i++)
7360 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7362 if (numalarmed > maxalarmed)
7363 maxalarmed = numalarmed;
7365 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7366 if (Person::players[0]->dead && changedelay <= 0) {
7368 targetlevel = whichlevel;
7371 for (unsigned i = 1; i < Person::players.size(); i++) {
7372 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7379 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7381 targetlevel = whichlevel + 1;
7382 if (targetlevel > numchallengelevels - 1)
7385 if (winhotspot || windialogue) {
7387 targetlevel = whichlevel + 1;
7388 if (targetlevel > numchallengelevels - 1)
7395 targetlevel = whichlevel + 1;
7396 if (targetlevel > numchallengelevels - 1)
7400 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7401 //high scores, awards, win
7403 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7406 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7414 if (leveltime < 1) {
7422 if (!editorenabled && gameon && !mainmenu) {
7423 if (changedelay != -999)
7424 changedelay -= multiplier / 7;
7425 if (Person::players[0]->dead)
7426 targetlevel = whichlevel;
7427 if (loading == 2 && !campaign) {
7430 fireSound(firestartsound);
7432 if (!Person::players[0]->dead && targetlevel != whichlevel)
7433 startbonustotal = bonustotal;
7434 if (Person::players[0]->dead)
7435 Loadlevel(whichlevel);
7437 Loadlevel(targetlevel);
7443 if (loading == 2 && targetlevel == whichlevel) {
7447 fireSound(firestartsound);
7449 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7455 if (changedelay <= -999 &&
7458 (Person::players[0]->dead ||
7459 (alldead && maptype == mapkilleveryone) ||
7463 if ((Person::players[0]->dead ||
7464 (alldead && maptype == mapkilleveryone) ||
7469 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7473 if (Person::players[0]->dead)
7479 // campaignchoosenext determines what to do when the level is complete:
7480 // 0 = load next level
7481 // 1 = go back to level select screen
7482 // 2 = stealthload next level
7483 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7484 if (campaignlevels[actuallevel].nextlevel.empty())
7486 } else if (mainmenu == 0 && winfreeze) {
7487 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7489 if (!stealthloading) {
7490 fireSound(firestartsound);
7495 startbonustotal = 0;
7505 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7508 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7512 pause_sound(stream_menutheme);
7523 oldmusictype = musictype;
7529 facing = DoRotation(facing, -pitch, 0, 0);
7530 facing = DoRotation(facing, 0, 0 - yaw, 0);
7531 viewerfacing = facing;
7534 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7535 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;
7537 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;
7539 if (Person::players[0]->skeleton.free) {
7540 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7541 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7542 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7546 if (Person::players[0]->skeleton.free != 2) {
7548 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7549 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7551 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7553 coltarget = target - cameraloc;
7554 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7557 Normalise(&coltarget);
7558 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7559 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7561 cameraloc = cameraloc + coltarget * multiplier * 8;
7565 cameradist += multiplier * 5;
7566 if (cameradist > 2.3)
7568 viewer = cameraloc - facing * cameradist;
7570 coltarget = cameraloc;
7571 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7572 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7573 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7574 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7576 coltarget = cameraloc;
7577 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7580 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7581 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7582 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7584 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7588 cameradist = findDistance(&viewer, &target);
7589 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7590 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7591 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7594 if (camerashake > .8)
7596 woozy += multiplier;
7597 if (Person::players[0]->dead)
7599 if (Person::players[0]->dead)
7601 camerashake -= multiplier * 2;
7602 blackout -= multiplier * 2;
7603 if (camerashake < 0)
7608 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7609 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7610 viewer.z += (float)(Random() % 100) * .0005 * camerashake;