2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #include <sys/types.h>
34 #include "openal_wrapper.h"
37 #include "Animation.h"
46 // Added more evilness needed for MSVC
48 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
49 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
53 extern float multiplier;
55 extern int environment;
56 extern Terrain terrain;
57 extern float screenwidth, screenheight;
60 extern float texdetail;
61 extern Objects objects;
63 extern float slomodelay;
64 extern bool floatjump;
67 extern float camerashake;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
82 extern bool keyboardfrozen;
83 extern bool loadingstuff;
84 extern XYZ windvector;
85 extern bool debugmode;
86 static int leveltheme;
88 extern int oldmainmenu;
89 extern bool visibleloading;
90 extern XYZ envsound[30];
91 extern float envsoundvol[30];
92 extern int numenvsounds;
93 extern float envsoundlife[30];
94 extern float usermousesensitivity;
95 extern bool ismotionblur;
96 extern bool showdamagebar; // (des)activate the damage bar
98 extern float tintr, tintg, tintb;
99 extern bool skyboxtexture;
100 extern float skyboxr;
101 extern float skyboxg;
102 extern float skyboxb;
103 extern float skyboxlightr;
104 extern float skyboxlightg;
105 extern float skyboxlightb;
106 extern float fadestart;
107 extern float slomospeed;
108 extern float slomofreq;
109 extern int tutoriallevel;
110 extern float smoketex;
111 extern float tutorialstagetime;
112 extern int tutorialstage;
113 extern float tutorialmaxtime;
114 extern float tutorialsuccess;
115 extern bool againbonus;
116 extern bool reversaltrain;
117 extern bool canattack;
118 extern bool cananger;
119 extern float damagedealt;
121 extern int editoractive;
122 extern int editorpathtype;
123 extern TGAImageRec texture;
125 extern float hostiletime;
127 extern bool gamestarted;
129 extern int numhotspots;
130 extern int killhotspot;
131 extern XYZ hotspot[40];
132 extern int hotspottype[40];
133 extern float hotspotsize[40];
134 extern char hotspottext[40][256];
135 extern int currenthotspot;
139 extern bool stillloading;
140 extern bool winfreeze;
142 extern bool campaign;
146 void Loadlevel(int which);
147 void Loadlevel(const char *name);
160 std::string description;
163 0 = Immediately load next level at the end of this one.
164 1 = Go back to the world map.
165 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
167 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
168 std::vector<int> nextlevel;
170 CampaignLevel() : width(10) {
176 return 30 + 120 + location.x * 400 / 512;
179 return 30 + 30 + (512 - location.y) * 400 / 512;
182 return getStartX() + width;
185 return getStartY() + width;
189 center.x = getStartX() + width / 2;
190 center.y = getStartY() + width / 2;
196 istream& operator<< (istream& is) {
203 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
204 description.replace(pos, 1, 1, ' ');
211 for (int j = 0; j < numnext; j++) {
214 nextlevel.push_back(next - 1);
222 friend istream& operator>> (istream& is, CampaignLevel& cl) {
230 vector<CampaignLevel> campaignlevels;
233 bool winhotspot = false;
234 bool windialogue = false;
237 float cameradist = 0;
238 bool oldattackkey = 0;
240 float musicvolume[4] = {};
241 float oldmusicvolume[4] = {};
242 int musicselected = 0;
246 static const char *rabbitskin[] = {
247 ":Data:Textures:Fur3.jpg",
248 ":Data:Textures:Fur.jpg",
249 ":Data:Textures:Fur2.jpg",
250 ":Data:Textures:Lynx.jpg",
251 ":Data:Textures:Otter.jpg",
252 ":Data:Textures:Opal.jpg",
253 ":Data:Textures:Sable.jpg",
254 ":Data:Textures:Chocolate.jpg",
255 ":Data:Textures:BW2.jpg",
256 ":Data:Textures:WB2.jpg"
259 static const char *wolfskin[] = {
260 ":Data:Textures:Wolf.jpg",
261 ":Data:Textures:Darkwolf.jpg",
262 ":Data:Textures:Snowwolf.jpg"
265 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
266 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 static const char **creatureskin[] = {rabbitskin, wolfskin};
270 /* Return true if PFX is a prefix of STR (case-insensitive). */
271 static bool stripfx(const char *str, const char *pfx)
273 return !strncasecmp(str, pfx, strlen(pfx));
276 static const char *cmd_names[] = {
277 #define DECLARE_COMMAND(cmd) #cmd,
278 #include "ConsoleCmds.h"
279 #undef DECLARE_COMMAND
282 typedef void (*console_handler)(const char *args);
284 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
285 #include "ConsoleCmds.h"
286 #undef DECLARE_COMMAND
288 static console_handler cmd_handlers[] = {
289 #define DECLARE_COMMAND(cmd) ch_##cmd,
290 #include "ConsoleCmds.h"
291 #undef DECLARE_COMMAND
298 // TODO: this is slightly incorrect
299 inline float roughDirection(XYZ vec)
302 float angle = -asin(-vec.x) * 180 / M_PI;
307 inline float roughDirectionTo(XYZ start, XYZ end)
309 return roughDirection(end - start);
311 inline float pitchOf(XYZ vec)
314 return -asin(vec.y) * 180 / M_PI;
316 inline float pitchTo(XYZ start, XYZ end)
318 return pitchOf(end - start);
320 inline float sq(float n)
324 inline float stepTowardf(float from, float to, float by)
326 if (fabs(from - to) < by)
334 void playdialogueboxsound()
337 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
338 temppos = temppos - viewer;
343 switch (dialogueboxsound[whichdialogue][indialogue]) {
348 sound = consolefailsound;
351 sound = consolesuccesssound;
354 sound = firestartsound;
357 sound = fireendsound;
360 sound = rabbitchitter;
363 sound = rabbitchitter2;
366 sound = rabbitpainsound;
369 sound = rabbitpain1sound;
372 sound = rabbitattacksound;
375 sound = rabbitattack2sound;
378 sound = rabbitattack3sound;
381 sound = rabbitattack4sound;
405 sound = barkgrowlsound;
411 emit_sound_at(sound, temppos);
414 // ================================================================
416 bool AddClothes(const char *fileName, GLubyte *array)
420 unsigned char fileNamep[256];
421 CopyCStringToPascal(fileName, fileNamep);
423 opened = upload_image( fileNamep , 1);
428 if (tintr > 1) tintr = 1;
429 if (tintg > 1) tintg = 1;
430 if (tintb > 1) tintb = 1;
432 if (tintr < 0) tintr = 0;
433 if (tintg < 0) tintg = 0;
434 if (tintb < 0) tintb = 0;
436 int bytesPerPixel = texture.bpp / 8;
440 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
441 if (bytesPerPixel == 3)
443 else if ((i + 1) % 4 == 0)
444 alphanum = texture.data[i];
446 if ((i + 1) % 4 || bytesPerPixel == 3) {
448 texture.data[i] *= tintr;
450 texture.data[i] *= tintg;
452 texture.data[i] *= tintb;
453 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
464 static void ch_quit(const char *args)
469 static void ch_map(const char *args)
476 static void ch_save(const char *args)
479 snprintf(buf, 63, ":Data:Maps:%s", args);
484 tfile = fopen( ConvertFileName(buf), "wb" );
485 fpackf(tfile, "Bi", mapvers);
486 fpackf(tfile, "Bi", maptype);
487 fpackf(tfile, "Bi", hostile);
488 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
489 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
490 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
491 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
492 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
493 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
494 for (int j = 0; j < Person::players[0]->num_weapons; j++)
495 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
497 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
498 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
499 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
500 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
502 fpackf(tfile, "Bi", Person::players[0]->numclothes);
504 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
506 fpackf(tfile, "Bi", numdialogues);
508 for (int k = 0; k < numdialogues; k++) {
509 fpackf(tfile, "Bi", numdialogueboxes[k]);
510 fpackf(tfile, "Bi", dialoguetype[k]);
511 for (int l = 0; l < 10; l++) {
512 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
513 fpackf(tfile, "Bf", participantyaw[k][l]);
515 for (int l = 0; l < numdialogueboxes[k]; l++) {
516 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
517 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
518 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
519 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
520 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
522 int templength = strlen(dialoguetext[k][l]);
523 fpackf(tfile, "Bi", (templength));
524 for (int m = 0; m < templength; m++) {
525 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
526 if (dialoguetext[k][l][m] == '\0')
530 templength = strlen(dialoguename[k][l]);
531 fpackf(tfile, "Bi", templength);
532 for (int m = 0; m < templength; m++) {
533 fpackf(tfile, "Bb", dialoguename[k][l][m]);
534 if (dialoguename[k][l][m] == '\0')
538 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
539 fpackf(tfile, "Bi", participantfocus[k][l]);
540 fpackf(tfile, "Bi", participantaction[k][l]);
542 for (int m = 0; m < 10; m++)
543 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
545 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
549 for (int k = 0; k < Person::players[0]->numclothes; k++) {
550 int templength = strlen(Person::players[0]->clothes[k]);
551 fpackf(tfile, "Bi", templength);
552 for (int l = 0; l < templength; l++)
553 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
554 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
557 fpackf(tfile, "Bi", environment);
559 fpackf(tfile, "Bi", objects.numobjects);
561 for (int k = 0; k < objects.numobjects; k++)
562 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
563 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
565 fpackf(tfile, "Bi", numhotspots);
566 for (int i = 0; i < numhotspots; i++) {
567 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
568 int templength = strlen(hotspottext[i]);
569 fpackf(tfile, "Bi", templength);
570 for (int l = 0; l < templength; l++)
571 fpackf(tfile, "Bb", hotspottext[i][l]);
574 fpackf(tfile, "Bi", Person::players.size());
575 if (Person::players.size() > maxplayers) {
576 cout << "Warning: this level contains more players than allowed" << endl;
578 for (int j = 1; j < Person::players.size(); j++) {
579 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
580 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
581 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
582 if (Person::players[j]->num_weapons < 5)
583 for (int k = 0; k < Person::players[j]->num_weapons; k++)
584 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
585 if (Person::players[j]->numwaypoints < 30) {
586 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
587 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
588 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
589 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
590 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
591 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
593 fpackf(tfile, "Bi", Person::players[j]->waypoint);
595 Person::players[j]->numwaypoints = 0;
596 Person::players[j]->waypoint = 0;
597 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
600 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
601 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
602 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
603 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
605 float headprop, bodyprop, armprop, legprop;
606 if (Person::players[j]->creature == wolftype) {
607 headprop = Person::players[j]->proportionhead.x / 1.1;
608 bodyprop = Person::players[j]->proportionbody.x / 1.1;
609 armprop = Person::players[j]->proportionarms.x / 1.1;
610 legprop = Person::players[j]->proportionlegs.x / 1.1;
611 } else if (Person::players[j]->creature == rabbittype) {
612 headprop = Person::players[j]->proportionhead.x / 1.2;
613 bodyprop = Person::players[j]->proportionbody.x / 1.05;
614 armprop = Person::players[j]->proportionarms.x / 1.00;
615 legprop = Person::players[j]->proportionlegs.x / 1.1;
618 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
620 fpackf(tfile, "Bi", Person::players[j]->numclothes);
621 if (Person::players[j]->numclothes)
622 for (int k = 0; k < Person::players[j]->numclothes; k++) {
624 templength = strlen(Person::players[j]->clothes[k]);
625 fpackf(tfile, "Bi", templength);
626 for (int l = 0; l < templength; l++)
627 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
628 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
632 fpackf(tfile, "Bi", numpathpoints);
633 for (int j = 0; j < numpathpoints; j++) {
634 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
635 for (int k = 0; k < numpathpointconnect[j]; k++)
636 fpackf(tfile, "Bi", pathpointconnect[j][k]);
639 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
644 static void ch_cellar(const char *args)
646 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
649 static void ch_tint(const char *args)
651 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
654 static void ch_tintr(const char *args)
659 static void ch_tintg(const char *args)
664 static void ch_tintb(const char *args)
669 static void ch_speed(const char *args)
671 Person::players[0]->speedmult = atof(args);
674 static void ch_strength(const char *args)
676 Person::players[0]->power = atof(args);
679 static void ch_power(const char *args)
681 Person::players[0]->power = atof(args);
684 static void ch_size(const char *args)
686 Person::players[0]->scale = atof(args) * .2;
689 static int findClosestPlayer()
692 float closestdist = std::numeric_limits<float>::max();
694 for (int i = 1; i < Person::players.size(); i++) {
695 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
696 if (distance < closestdist) {
697 closestdist = distance;
704 static int findClosestObject()
707 float closestdist = std::numeric_limits<float>::max();
709 for (int i = 0; i < objects.numobjects; i++) {
710 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
711 if (distance < closestdist) {
712 closestdist = distance;
719 static void ch_sizenear(const char *args)
721 int closest = findClosestPlayer();
723 Person::players[closest]->scale = atof(args) * .2;
726 static void set_proportion(int pnum, const char *args)
728 float headprop, bodyprop, armprop, legprop;
730 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
732 if (Person::players[pnum]->creature == wolftype) {
733 Person::players[pnum]->proportionhead = 1.1 * headprop;
734 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
735 Person::players[pnum]->proportionarms = 1.1 * armprop;
736 Person::players[pnum]->proportionlegs = 1.1 * legprop;
737 } else if (Person::players[pnum]->creature == rabbittype) {
738 Person::players[pnum]->proportionhead = 1.2 * headprop;
739 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
740 Person::players[pnum]->proportionarms = 1.00 * armprop;
741 Person::players[pnum]->proportionlegs = 1.1 * legprop;
742 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
746 static void ch_proportion(const char *args)
748 set_proportion(0, args);
751 static void ch_proportionnear(const char *args)
753 int closest = findClosestPlayer();
755 set_proportion(closest, args);
758 static void set_protection(int pnum, const char *args)
760 float head, high, low;
761 sscanf(args, "%f%f%f", &head, &high, &low);
763 Person::players[pnum]->protectionhead = head;
764 Person::players[pnum]->protectionhigh = high;
765 Person::players[pnum]->protectionlow = low;
768 static void ch_protection(const char *args)
770 set_protection(0, args);
773 static void ch_protectionnear(const char *args)
775 int closest = findClosestPlayer();
777 set_protection(closest, args);
780 static void set_armor(int pnum, const char *args)
782 float head, high, low;
783 sscanf(args, "%f%f%f", &head, &high, &low);
785 Person::players[pnum]->armorhead = head;
786 Person::players[pnum]->armorhigh = high;
787 Person::players[pnum]->armorlow = low;
790 static void ch_armor(const char *args)
795 static void ch_armornear(const char *args)
797 int closest = findClosestPlayer();
799 set_armor(closest, args);
802 static void ch_protectionreset(const char *args)
804 set_protection(0, "1 1 1");
805 set_armor(0, "1 1 1");
808 static void set_metal(int pnum, const char *args)
810 float head, high, low;
811 sscanf(args, "%f%f%f", &head, &high, &low);
813 Person::players[pnum]->metalhead = head;
814 Person::players[pnum]->metalhigh = high;
815 Person::players[pnum]->metallow = low;
818 static void ch_metal(const char *args)
823 static void set_noclothes(int pnum, const char *args)
825 Person::players[pnum]->numclothes = 0;
826 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
827 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
828 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
831 static void ch_noclothes(const char *args)
833 set_noclothes(0, args);
836 static void ch_noclothesnear(const char *args)
838 int closest = findClosestPlayer();
840 set_noclothes(closest, args);
844 static void set_clothes(int pnum, const char *args)
847 snprintf(buf, 63, ":Data:Textures:%s.png", args);
849 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
852 Person::players[pnum]->DoMipmaps();
853 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
854 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
855 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
856 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
857 Person::players[pnum]->numclothes++;
860 static void ch_clothes(const char *args)
862 set_clothes(0, args);
865 static void ch_clothesnear(const char *args)
867 int closest = findClosestPlayer();
869 set_clothes(closest, args);
872 static void ch_belt(const char *args)
874 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
878 static void ch_cellophane(const char *args)
880 cellophane = !cellophane;
881 float mul = (cellophane ? 0 : 1);
883 for (auto player : Person::players) {
884 player->proportionhead.z = player->proportionhead.x * mul;
885 player->proportionbody.z = player->proportionbody.x * mul;
886 player->proportionarms.z = player->proportionarms.x * mul;
887 player->proportionlegs.z = player->proportionlegs.x * mul;
891 static void ch_funnybunny(const char *args)
893 Person::players[0]->skeleton.id = 0;
894 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
895 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
896 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
897 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
898 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
899 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
900 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
901 Person::players[0]->creature = rabbittype;
902 Person::players[0]->scale = .2;
903 Person::players[0]->headless = 0;
904 Person::players[0]->damagetolerance = 200;
905 set_proportion(0, "1 1 1 1");
908 static void ch_wolfie(const char *args)
910 Person::players[0]->skeleton.id = 0;
911 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
912 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
913 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
914 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
915 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
916 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
917 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
918 Person::players[0]->creature = wolftype;
919 Person::players[0]->damagetolerance = 300;
920 set_proportion(0, "1 1 1 1");
923 static void ch_wolfieisgod(const char *args)
928 static void ch_wolf(const char *args)
930 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
933 static void ch_snowwolf(const char *args)
935 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
938 static void ch_darkwolf(const char *args)
940 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
943 static void ch_lizardwolf(const char *args)
945 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
948 static void ch_white(const char *args)
950 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
953 static void ch_brown(const char *args)
955 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
958 static void ch_black(const char *args)
960 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
963 static void ch_sizemin(const char *args)
965 for (int i = 1; i < Person::players.size(); i++)
966 if (Person::players[i]->scale < 0.8 * 0.2)
967 Person::players[i]->scale = 0.8 * 0.2;
970 static void ch_tutorial(const char *args)
972 tutoriallevel = atoi(args);
975 static void ch_hostile(const char *args)
977 hostile = atoi(args);
980 static void ch_indemo(const char *args)
983 hotspot[numhotspots] = Person::players[0]->coords;
984 hotspotsize[numhotspots] = 0;
985 hotspottype[numhotspots] = -111;
986 strcpy(hotspottext[numhotspots], "mapname");
990 static void ch_notindemo(const char *args)
996 static void ch_type(const char *args)
998 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
999 for (int i = 0; i < n; i++)
1000 if (stripfx(args, editortypenames[i])) {
1006 static void ch_path(const char *args)
1008 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1009 for (int i = 0; i < n; i++)
1010 if (stripfx(args, pathtypenames[i])) {
1016 static void ch_hs(const char *args)
1018 hotspot[numhotspots] = Person::players[0]->coords;
1022 sscanf(args, "%f%d %n", &size, &type, &shift);
1024 hotspotsize[numhotspots] = size;
1025 hotspottype[numhotspots] = type;
1027 strcpy(hotspottext[numhotspots], args + shift);
1028 strcat(hotspottext[numhotspots], "\n");
1033 static void ch_dialogue(const char *args)
1036 char buf1[32], buf2[64];
1038 sscanf(args, "%d %31s", &dlg, buf1);
1039 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1041 dialoguetype[numdialogues] = dlg;
1043 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1044 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1046 ifstream ipstream(ConvertFileName(buf2));
1047 ipstream.ignore(256, ':');
1048 ipstream >> numdialogueboxes[numdialogues];
1049 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1050 ipstream.ignore(256, ':');
1051 ipstream.ignore(256, ':');
1052 ipstream.ignore(256, ' ');
1053 ipstream >> dialogueboxlocation[numdialogues][i];
1054 ipstream.ignore(256, ':');
1055 ipstream >> dialogueboxcolor[numdialogues][i][0];
1056 ipstream >> dialogueboxcolor[numdialogues][i][1];
1057 ipstream >> dialogueboxcolor[numdialogues][i][2];
1058 ipstream.ignore(256, ':');
1059 ipstream.getline(dialoguename[numdialogues][i], 64);
1060 ipstream.ignore(256, ':');
1061 ipstream.ignore(256, ' ');
1062 ipstream.getline(dialoguetext[numdialogues][i], 128);
1063 for (int j = 0; j < 128; j++) {
1064 if (dialoguetext[numdialogues][i][j] == '\\')
1065 dialoguetext[numdialogues][i][j] = '\n';
1067 ipstream.ignore(256, ':');
1068 ipstream >> dialogueboxsound[numdialogues][i];
1071 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1072 for (int j = 0; j < Person::players.size(); j++) {
1073 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1080 whichdialogue = numdialogues;
1085 static void ch_fixdialogue(const char *args)
1087 char buf1[32], buf2[64];
1090 sscanf(args, "%d %31s", &whichdi, buf1);
1091 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1093 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1094 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1096 ifstream ipstream(ConvertFileName(buf2));
1097 ipstream.ignore(256, ':');
1098 ipstream >> numdialogueboxes[whichdi];
1099 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1100 ipstream.ignore(256, ':');
1101 ipstream.ignore(256, ':');
1102 ipstream.ignore(256, ' ');
1103 ipstream >> dialogueboxlocation[whichdi][i];
1104 ipstream.ignore(256, ':');
1105 ipstream >> dialogueboxcolor[whichdi][i][0];
1106 ipstream >> dialogueboxcolor[whichdi][i][1];
1107 ipstream >> dialogueboxcolor[whichdi][i][2];
1108 ipstream.ignore(256, ':');
1109 ipstream.getline(dialoguename[whichdi][i], 64);
1110 ipstream.ignore(256, ':');
1111 ipstream.ignore(256, ' ');
1112 ipstream.getline(dialoguetext[whichdi][i], 128);
1113 for (int j = 0; j < 128; j++) {
1114 if (dialoguetext[whichdi][i][j] == '\\')
1115 dialoguetext[whichdi][i][j] = '\n';
1117 ipstream.ignore(256, ':');
1118 ipstream >> dialogueboxsound[whichdi][i];
1124 static void ch_fixtype(const char *args)
1127 sscanf(args, "%d", &dlg);
1128 dialoguetype[0] = dlg;
1131 static void ch_fixrotation(const char *args)
1133 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1136 static void ch_ddialogue(const char *args)
1142 static void ch_dhs(const char *args)
1148 static void ch_immobile(const char *args)
1150 Person::players[0]->immobile = 1;
1153 static void ch_allimmobile(const char *args)
1155 for (int i = 1; i < Person::players.size(); i++)
1156 Person::players[i]->immobile = 1;
1159 static void ch_mobile(const char *args)
1161 Person::players[0]->immobile = 0;
1164 static void ch_default(const char *args)
1166 Person::players[0]->armorhead = 1;
1167 Person::players[0]->armorhigh = 1;
1168 Person::players[0]->armorlow = 1;
1169 Person::players[0]->protectionhead = 1;
1170 Person::players[0]->protectionhigh = 1;
1171 Person::players[0]->protectionlow = 1;
1172 Person::players[0]->metalhead = 1;
1173 Person::players[0]->metalhigh = 1;
1174 Person::players[0]->metallow = 1;
1175 Person::players[0]->power = 1;
1176 Person::players[0]->speedmult = 1;
1177 Person::players[0]->scale = 1;
1179 if (Person::players[0]->creature == wolftype) {
1180 Person::players[0]->proportionhead = 1.1;
1181 Person::players[0]->proportionbody = 1.1;
1182 Person::players[0]->proportionarms = 1.1;
1183 Person::players[0]->proportionlegs = 1.1;
1184 } else if (Person::players[0]->creature == rabbittype) {
1185 Person::players[0]->proportionhead = 1.2;
1186 Person::players[0]->proportionbody = 1.05;
1187 Person::players[0]->proportionarms = 1.00;
1188 Person::players[0]->proportionlegs = 1.1;
1189 Person::players[0]->proportionlegs.y = 1.05;
1192 Person::players[0]->numclothes = 0;
1193 Person::players[0]->skeleton.drawmodel.textureptr.load(
1194 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1195 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1197 editoractive = typeactive;
1198 Person::players[0]->immobile = 0;
1201 static void ch_play(const char *args)
1204 sscanf(args, "%d", &dlg);
1205 whichdialogue = dlg;
1207 if (whichdialogue >= numdialogues)
1210 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1211 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1212 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1213 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1214 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1215 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1216 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1222 playdialogueboxsound();
1225 static void ch_mapkilleveryone(const char *args)
1227 maptype = mapkilleveryone;
1230 static void ch_mapkillmost(const char *args)
1232 maptype = mapkillmost;
1235 static void ch_mapkillsomeone(const char *args)
1237 maptype = mapkillsomeone;
1240 static void ch_mapgosomewhere(const char *args)
1242 maptype = mapgosomewhere;
1245 static void ch_viewdistance(const char *args)
1247 viewdistance = atof(args) * 100;
1250 static void ch_fadestart(const char *args)
1252 fadestart = atof(args);
1255 static void ch_slomo(const char *args)
1257 slomospeed = atof(args);
1262 static void ch_slofreq(const char *args)
1264 slomofreq = atof(args);
1267 static void ch_skytint(const char *args)
1269 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1271 skyboxlightr = skyboxr;
1272 skyboxlightg = skyboxg;
1273 skyboxlightb = skyboxb;
1277 terrain.DoShadows();
1278 objects.DoShadows();
1281 static void ch_skylight(const char *args)
1283 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1287 terrain.DoShadows();
1288 objects.DoShadows();
1291 static void ch_skybox(const char *args)
1293 skyboxtexture = !skyboxtexture;
1297 terrain.DoShadows();
1298 objects.DoShadows();
1301 static void cmd_dispatch(const string cmd)
1303 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1305 for (i = 0; i < n_cmds; i++)
1306 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1307 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1308 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1311 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1314 /********************> Tick() <*****/
1315 extern bool save_image(const char * fname);
1316 void Screenshot (void)
1319 time_t t = time(NULL);
1320 struct tm *tme = localtime(&t);
1321 sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1324 mkdir("Screenshots");
1326 mkdir("Screenshots", S_IRWXU);
1332 void Game::SetUpLighting()
1334 if (environment == snowyenvironment)
1335 light.setColors(.65, .65, .7, .4, .4, .44);
1336 if (environment == desertenvironment)
1337 light.setColors(.95, .95, .95, .4, .35, .3);
1338 if (environment == grassyenvironment)
1339 light.setColors(.95, .95, 1, .4, .4, .44);
1341 light.setColors(1, 1, 1, .4, .4, .4);
1343 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1344 light.color[0] *= (skyboxlightr + average) / 2;
1345 light.color[1] *= (skyboxlightg + average) / 2;
1346 light.color[2] *= (skyboxlightb + average) / 2;
1347 light.ambient[0] *= (skyboxlightr + average) / 2;
1348 light.ambient[1] *= (skyboxlightg + average) / 2;
1349 light.ambient[2] *= (skyboxlightb + average) / 2;
1352 int findPathDist(int start, int end)
1354 int smallestcount, count, connected;
1355 int last, last2, last3, last4;
1358 smallestcount = 1000;
1359 for (int i = 0; i < 50; i++) {
1365 while (last != end && count < 30) {
1367 for (int j = 0; j < numpathpoints; j++) {
1368 if (j != last && j != last2 && j != last3 && j != last4) {
1370 if (numpathpointconnect[j])
1371 for (int k = 0; k < numpathpointconnect[j]; k++) {
1372 if (pathpointconnect[j][k] == last)connected = 1;
1375 if (numpathpointconnect[last])
1376 for (int k = 0; k < numpathpointconnect[last]; k++) {
1377 if (pathpointconnect[last][k] == j)connected = 1;
1380 if (closest == -1 || Random() % 2 == 0) {
1391 if (count < smallestcount)
1392 smallestcount = count;
1394 return smallestcount;
1397 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1399 static XYZ colpoint, colviewer, coltarget;
1400 static float minx, minz, maxx, maxz, miny, maxy;
1402 minx = min(startpoint.x, endpoint.x) - 1;
1403 miny = min(startpoint.y, endpoint.y) - 1;
1404 minz = min(startpoint.z, endpoint.z) - 1;
1405 maxx = max(startpoint.x, endpoint.x) + 1;
1406 maxy = max(startpoint.y, endpoint.y) + 1;
1407 maxz = max(startpoint.z, endpoint.z) + 1;
1409 for (int i = 0; i < objects.numobjects; i++) {
1410 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1411 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1412 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1413 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1414 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1415 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1416 if ( objects.type[i] != treeleavestype &&
1417 objects.type[i] != bushtype &&
1418 objects.type[i] != firetype) {
1419 colviewer = startpoint;
1420 coltarget = endpoint;
1421 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1427 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1432 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1434 static XYZ colpoint, colviewer, coltarget;
1435 static float minx, minz, maxx, maxz, miny, maxy;
1436 static int i; //FIXME: see below
1438 minx = min(startpoint.x, endpoint.x) - 1;
1439 miny = min(startpoint.y, endpoint.y) - 1;
1440 minz = min(startpoint.z, endpoint.z) - 1;
1441 maxx = max(startpoint.x, endpoint.x) + 1;
1442 maxy = max(startpoint.y, endpoint.y) + 1;
1443 maxz = max(startpoint.z, endpoint.z) + 1;
1446 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1447 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1448 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1449 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1450 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1451 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1452 if ( objects.type[what] != treeleavestype &&
1453 objects.type[what] != bushtype &&
1454 objects.type[what] != firetype) {
1455 colviewer = startpoint;
1456 coltarget = endpoint;
1458 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1465 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1471 void Setenvironment(int which)
1475 LOG(" Setting environment...");
1477 float temptexdetail;
1478 environment = which;
1480 pause_sound(stream_snowtheme);
1481 pause_sound(stream_grasstheme);
1482 pause_sound(stream_deserttheme);
1483 pause_sound(stream_wind);
1484 pause_sound(stream_desertambient);
1487 if (environment == snowyenvironment) {
1491 emit_stream_np(stream_wind);
1493 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1494 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1495 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1496 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1498 footstepsound = footstepsn1;
1499 footstepsound2 = footstepsn2;
1500 footstepsound3 = footstepst1;
1501 footstepsound4 = footstepst2;
1503 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1504 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1506 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1511 temptexdetail = texdetail;
1514 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1515 ":Data:Textures:Skybox(snow):Left.jpg",
1516 ":Data:Textures:Skybox(snow):Back.jpg",
1517 ":Data:Textures:Skybox(snow):Right.jpg",
1518 ":Data:Textures:Skybox(snow):Up.jpg",
1519 ":Data:Textures:Skybox(snow):Down.jpg");
1524 texdetail = temptexdetail;
1525 } else if (environment == desertenvironment) {
1528 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1529 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1530 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1531 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1535 emit_stream_np(stream_desertambient);
1537 footstepsound = footstepsn1;
1538 footstepsound2 = footstepsn2;
1539 footstepsound3 = footstepsn1;
1540 footstepsound4 = footstepsn2;
1542 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1543 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1545 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1549 temptexdetail = texdetail;
1552 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1553 ":Data:Textures:Skybox(sand):Left.jpg",
1554 ":Data:Textures:Skybox(sand):Back.jpg",
1555 ":Data:Textures:Skybox(sand):Right.jpg",
1556 ":Data:Textures:Skybox(sand):Up.jpg",
1557 ":Data:Textures:Skybox(sand):Down.jpg");
1562 texdetail = temptexdetail;
1563 } else if (environment == grassyenvironment) {
1566 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1567 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1568 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1569 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1572 emit_stream_np(stream_wind, 100.);
1574 footstepsound = footstepgr1;
1575 footstepsound2 = footstepgr2;
1576 footstepsound3 = footstepst1;
1577 footstepsound4 = footstepst2;
1579 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1580 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1582 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1586 temptexdetail = texdetail;
1589 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1590 ":Data:Textures:Skybox(grass):Left.jpg",
1591 ":Data:Textures:Skybox(grass):Back.jpg",
1592 ":Data:Textures:Skybox(grass):Right.jpg",
1593 ":Data:Textures:Skybox(grass):Up.jpg",
1594 ":Data:Textures:Skybox(grass):Down.jpg");
1598 texdetail = temptexdetail;
1600 temptexdetail = texdetail;
1602 terrain.load(":Data:Textures:heightmap.png");
1604 texdetail = temptexdetail;
1611 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1612 if (!ipstream.good()) {
1613 if (accountactive->getCurrentCampaign() == "main") {
1614 cerr << "Could not found main campaign!" << endl;
1617 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1618 accountactive->setCurrentCampaign("main");
1619 return LoadCampaign();
1621 ipstream.ignore(256, ':');
1623 ipstream >> numlevels;
1624 campaignlevels.clear();
1625 for (int i = 0; i < numlevels; i++) {
1628 campaignlevels.push_back(cl);
1632 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1634 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1636 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1639 if (accountactive->getCampaignChoicesMade() == 0) {
1640 accountactive->setCampaignScore(0);
1641 accountactive->resetFasttime();
1645 vector<string> ListCampaigns()
1647 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1648 struct dirent *campaign = NULL;
1650 perror("Problem while loading campaigns");
1651 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1654 vector<string> campaignNames;
1655 while ((campaign = readdir(campaigns)) != NULL) {
1656 string name(campaign->d_name);
1657 if (name.length() < 5)
1659 if (!name.compare(name.length() - 4, 4, ".txt")) {
1660 campaignNames.push_back(name.substr(0, name.length() - 4));
1663 closedir(campaigns);
1664 return campaignNames;
1667 void Loadlevel(int which)
1674 Loadlevel("tutorial");
1675 } else if (which >= 0 && which <= 15) {
1677 snprintf(buf, 32, "map%d", which + 1); // challenges
1680 Loadlevel("mapsave");
1683 void Loadlevel(const char *name)
1687 static const char *pfx = ":Data:Maps:";
1690 float headprop, legprop, armprop, bodyprop;
1694 LOG(std::string("Loading level...") + name);
1706 if (tutoriallevel != -1)
1711 if (tutoriallevel == 1)
1713 if (tutorialstage == 0) {
1714 tutorialstagetime = 0;
1715 tutorialmaxtime = 1;
1718 pause_sound(whooshsound);
1719 pause_sound(stream_firesound);
1721 // Change the map filename into something that is os specific
1722 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1723 sprintf(buf, "%s%s", pfx, name);
1724 const char *FixedFN = ConvertFileName(buf);
1728 //~ char* buff=getcwd(NULL,0);
1729 //~ cout << buff << " " << FixedFN << endl;
1731 tfile = fopen( FixedFN, "rb" );
1733 pause_sound(stream_firesound);
1735 windialogue = false;
1739 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1743 for (int i = 0; i < 20; i++)
1744 dialoguegonethrough[i] = 0;
1753 difficulty = accountactive->getDifficulty();
1756 currenthotspot = -1;
1767 for (int i = 0; i < 100; i++)
1776 numunarmedattack = 0;
1787 bonustotal = startbonustotal;
1792 emit_sound_np(consolesuccesssound);
1797 if (!stealthloading) {
1798 terrain.numdecals = 0;
1799 Sprite::deleteSprites();
1800 for (int i = 0; i < objects.numobjects; i++)
1801 objects.model[i].numdecals = 0;
1803 int j = objects.numobjects;
1804 for (int i = 0; i < j; i++) {
1805 objects.DeleteObject(0);
1810 for (int i = 0; i < subdivision; i++)
1811 for (int j = 0; j < subdivision; j++)
1812 terrain.patchobjectnum[i][j] = 0;
1819 funpackf(tfile, "Bi", &mapvers);
1821 funpackf(tfile, "Bi", &indemo);
1825 funpackf(tfile, "Bi", &maptype);
1827 maptype = mapkilleveryone;
1829 funpackf(tfile, "Bi", &hostile);
1833 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1839 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1847 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1849 skyboxlightr = skyboxr;
1850 skyboxlightg = skyboxg;
1851 skyboxlightb = skyboxb;
1853 if (!stealthloading)
1854 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);
1856 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1857 Person::players[0]->originalcoords = Person::players[0]->coords;
1858 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1859 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1860 Person::players[0]->weaponids[j] = weapons.size();
1862 funpackf(tfile, "Bi", &type);
1863 weapons.push_back(Weapon(type, 0));
1869 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1870 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1871 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1872 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1874 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1877 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1879 Person::players[0]->whichskin = 0;
1880 Person::players[0]->creature = rabbittype;
1883 Person::players[0]->lastattack = -1;
1884 Person::players[0]->lastattack2 = -1;
1885 Person::players[0]->lastattack3 = -1;
1889 funpackf(tfile, "Bi", &numdialogues);
1890 for (int k = 0; k < numdialogues; k++) {
1891 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1892 funpackf(tfile, "Bi", &dialoguetype[k]);
1893 for (int l = 0; l < 10; l++) {
1894 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1895 funpackf(tfile, "Bf", &participantyaw[k][l]);
1897 for (int l = 0; l < numdialogueboxes[k]; l++) {
1898 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1899 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1900 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1901 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1902 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1904 funpackf(tfile, "Bi", &templength);
1905 if (templength > 128 || templength <= 0)
1908 for (m = 0; m < templength; m++) {
1909 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1910 if (dialoguetext[k][l][m] == '\0')
1913 dialoguetext[k][l][m] = 0;
1915 funpackf(tfile, "Bi", &templength);
1916 if (templength > 64 || templength <= 0)
1918 for (m = 0; m < templength; m++) {
1919 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1920 if (dialoguename[k][l][m] == '\0')
1923 dialoguename[k][l][m] = 0;
1924 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1925 funpackf(tfile, "Bi", &participantfocus[k][l]);
1926 funpackf(tfile, "Bi", &participantaction[k][l]);
1928 for (m = 0; m < 10; m++)
1929 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1931 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1937 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1938 funpackf(tfile, "Bi", &templength);
1939 for (int l = 0; l < templength; l++)
1940 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1941 Person::players[0]->clothes[k][templength] = '\0';
1942 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1945 funpackf(tfile, "Bi", &environment);
1947 funpackf(tfile, "Bi", &objects.numobjects);
1948 for (int i = 0; i < objects.numobjects; i++) {
1949 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]);
1950 if (objects.type[i] == treeleavestype)
1951 objects.scale[i] = objects.scale[i - 1];
1955 funpackf(tfile, "Bi", &numhotspots);
1956 for (int i = 0; i < numhotspots; i++) {
1957 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1958 funpackf(tfile, "Bi", &templength);
1960 for (int l = 0; l < templength; l++)
1961 funpackf(tfile, "Bb", &hotspottext[i][l]);
1962 hotspottext[i][templength] = '\0';
1963 if (hotspottype[i] == -111)
1972 if (!stealthloading) {
1974 for (int i = 0; i < objects.numobjects; i++)
1975 objects.center += objects.position[i];
1976 objects.center /= objects.numobjects;
1982 float maxdistance = 0;
1984 //~ int whichclosest;
1985 for (int i = 0; i < objects.numobjects; i++) {
1986 tempdist = distsq(&objects.center, &objects.position[i]);
1987 if (tempdist > maxdistance) {
1989 maxdistance = tempdist;
1992 objects.radius = fast_sqrt(maxdistance);
1999 funpackf(tfile, "Bi", &numplayers);
2000 int howmanyremoved = 0;
2001 bool removeanother = 0;
2002 if (numplayers > maxplayers) {
2003 cout << "Warning: this level contains more players than allowed" << endl;
2005 if (numplayers > 1) {
2006 for (int i = 1; i < numplayers; i++) {
2007 Person::players.push_back(shared_ptr<Person>(new Person()));
2012 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);
2014 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2016 Person::players[i - howmanyremoved]->howactive = typeactive;
2018 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2020 Person::players[i - howmanyremoved]->scale = -1;
2022 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2024 Person::players[i - howmanyremoved]->immobile = 0;
2026 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2028 Person::players[i - howmanyremoved]->yaw = 0;
2029 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2030 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2034 if (!removeanother) {
2035 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2036 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2037 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2039 funpackf(tfile, "Bi", &type);
2040 weapons.push_back(Weapon(type, i));
2043 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2044 //Person::players[i-howmanyremoved]->numwaypoints=10;
2045 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2046 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2047 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2048 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2050 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2052 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2055 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2056 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2057 Person::players[i - howmanyremoved]->waypoint = 0;
2059 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2060 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2061 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2062 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2065 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2072 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2073 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2074 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2075 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2076 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2079 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2080 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2081 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2082 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2083 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2084 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2087 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2088 if (Person::players[i - howmanyremoved]->numclothes) {
2089 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2091 funpackf(tfile, "Bi", &templength);
2092 for (int l = 0; l < templength; l++)
2093 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2094 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2095 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2104 numplayers -= howmanyremoved;
2105 Person::players.resize(numplayers);
2107 funpackf(tfile, "Bi", &numpathpoints);
2108 if (numpathpoints > 30 || numpathpoints < 0)
2110 for (int j = 0; j < numpathpoints; j++) {
2111 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2112 for (int k = 0; k < numpathpointconnect[j]; k++) {
2113 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2119 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2122 if (environment != oldenvironment)
2123 Setenvironment(environment);
2124 oldenvironment = environment;
2126 if (!stealthloading) {
2127 int j = objects.numobjects;
2128 objects.numobjects = 0;
2129 for (int i = 0; i < j; i++) {
2130 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2135 terrain.DoShadows();
2138 objects.DoShadows();
2145 for (int i = 0; i < Person::players.size(); i++) {
2148 Person::players[i]->burnt = 0;
2149 Person::players[i]->bled = 0;
2150 Person::players[i]->onfire = 0;
2151 if (i == 0 || Person::players[i]->scale < 0)
2152 Person::players[i]->scale = .2;
2153 Person::players[i]->skeleton.free = 0;
2154 Person::players[i]->skeleton.id = i;
2155 if (i == 0 && mapvers < 9)
2156 Person::players[i]->creature = rabbittype;
2157 if (Person::players[i]->creature != wolftype) {
2158 Person::players[i]->skeleton.Load(
2159 (char *)":Data:Skeleton:Basic Figure",
2160 (char *)":Data:Skeleton:Basic Figurelow",
2161 (char *)":Data:Skeleton:Rabbitbelt",
2162 (char *)":Data:Models:Body.solid",
2163 (char *)":Data:Models:Body2.solid",
2164 (char *)":Data:Models:Body3.solid",
2165 (char *)":Data:Models:Body4.solid",
2166 (char *)":Data:Models:Body5.solid",
2167 (char *)":Data:Models:Body6.solid",
2168 (char *)":Data:Models:Body7.solid",
2169 (char *)":Data:Models:Bodylow.solid",
2170 (char *)":Data:Models:Belt.solid", 0);
2172 if (Person::players[i]->creature != wolftype) {
2173 Person::players[i]->skeleton.Load(
2174 (char *)":Data:Skeleton:Basic Figure",
2175 (char *)":Data:Skeleton:Basic Figurelow",
2176 (char *)":Data:Skeleton:Rabbitbelt",
2177 (char *)":Data:Models:Body.solid",
2178 (char *)":Data:Models:Body2.solid",
2179 (char *)":Data:Models:Body3.solid",
2180 (char *)":Data:Models:Body4.solid",
2181 (char *)":Data:Models:Body5.solid",
2182 (char *)":Data:Models:Body6.solid",
2183 (char *)":Data:Models:Body7.solid",
2184 (char *)":Data:Models:Bodylow.solid",
2185 (char *)":Data:Models:Belt.solid", 1);
2186 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2188 if (Person::players[i]->creature == wolftype) {
2189 Person::players[i]->skeleton.Load(
2190 (char *)":Data:Skeleton:Basic Figure Wolf",
2191 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2192 (char *)":Data:Skeleton:Rabbitbelt",
2193 (char *)":Data:Models:Wolf.solid",
2194 (char *)":Data:Models:Wolf2.solid",
2195 (char *)":Data:Models:Wolf3.solid",
2196 (char *)":Data:Models:Wolf4.solid",
2197 (char *)":Data:Models:Wolf5.solid",
2198 (char *)":Data:Models:Wolf6.solid",
2199 (char *)":Data:Models:Wolf7.solid",
2200 (char *)":Data:Models:Wolflow.solid",
2201 (char *)":Data:Models:Belt.solid", 0);
2205 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);
2207 if (Person::players[i]->numclothes) {
2208 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2209 tintr = Person::players[i]->clothestintr[j];
2210 tintg = Person::players[i]->clothestintg[j];
2211 tintb = Person::players[i]->clothestintb[j];
2212 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2214 Person::players[i]->DoMipmaps();
2217 Person::players[i]->animCurrent = bounceidleanim;
2218 Person::players[i]->animTarget = bounceidleanim;
2219 Person::players[i]->frameCurrent = 0;
2220 Person::players[i]->frameTarget = 1;
2221 Person::players[i]->target = 0;
2222 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2223 if (difficulty == 0)
2224 Person::players[i]->speed -= .2;
2225 if (difficulty == 1)
2226 Person::players[i]->speed -= .1;
2228 Person::players[i]->velocity = 0;
2229 Person::players[i]->oldcoords = Person::players[i]->coords;
2230 Person::players[i]->realoldcoords = Person::players[i]->coords;
2232 Person::players[i]->id = i;
2233 Person::players[i]->skeleton.id = i;
2234 Person::players[i]->updatedelay = 0;
2235 Person::players[i]->normalsupdatedelay = 0;
2237 Person::players[i]->aitype = passivetype;
2238 Person::players[i]->madskills = 0;
2241 Person::players[i]->proportionhead = 1.2;
2242 Person::players[i]->proportionbody = 1.05;
2243 Person::players[i]->proportionarms = 1.00;
2244 Person::players[i]->proportionlegs = 1.1;
2245 Person::players[i]->proportionlegs.y = 1.05;
2247 Person::players[i]->headless = 0;
2248 Person::players[i]->currentoffset = 0;
2249 Person::players[i]->targetoffset = 0;
2251 Person::players[i]->damagetolerance = 200;
2253 if (Person::players[i]->creature == wolftype) {
2254 if (i == 0 || Person::players[i]->scale < 0)
2255 Person::players[i]->scale = .23;
2256 Person::players[i]->damagetolerance = 300;
2262 Person::players[i]->proportionhead.z = 0;
2263 Person::players[i]->proportionbody.z = 0;
2264 Person::players[i]->proportionarms.z = 0;
2265 Person::players[i]->proportionlegs.z = 0;
2268 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2270 Person::players[i]->headmorphness = 0;
2271 Person::players[i]->targetheadmorphness = 1;
2272 Person::players[i]->headmorphstart = 0;
2273 Person::players[i]->headmorphend = 0;
2275 Person::players[i]->pausetime = 0;
2277 Person::players[i]->dead = 0;
2278 Person::players[i]->jumppower = 5;
2279 Person::players[i]->damage = 0;
2280 Person::players[i]->permanentdamage = 0;
2281 Person::players[i]->superpermanentdamage = 0;
2283 Person::players[i]->forwardkeydown = 0;
2284 Person::players[i]->leftkeydown = 0;
2285 Person::players[i]->backkeydown = 0;
2286 Person::players[i]->rightkeydown = 0;
2287 Person::players[i]->jumpkeydown = 0;
2288 Person::players[i]->crouchkeydown = 0;
2289 Person::players[i]->throwkeydown = 0;
2291 Person::players[i]->collided = -10;
2292 Person::players[i]->loaded = 1;
2293 Person::players[i]->bloodloss = 0;
2294 Person::players[i]->weaponactive = -1;
2295 Person::players[i]->weaponstuck = -1;
2296 Person::players[i]->bleeding = 0;
2297 Person::players[i]->deathbleeding = 0;
2298 Person::players[i]->stunned = 0;
2299 Person::players[i]->hasvictim = 0;
2300 Person::players[i]->wentforweapon = 0;
2303 Person::players[0]->aitype = playercontrolled;
2304 Person::players[0]->weaponactive = -1;
2306 if (difficulty == 1) {
2307 Person::players[0]->power = 1 / .9;
2308 Person::players[0]->damagetolerance = 250;
2309 } else if (difficulty == 0) {
2310 Person::players[0]->power = 1 / .8;
2311 Person::players[0]->damagetolerance = 300;
2312 Person::players[0]->armorhead *= 1.5;
2313 Person::players[0]->armorhigh *= 1.5;
2314 Person::players[0]->armorlow *= 1.5;
2317 cameraloc = Person::players[0]->coords;
2319 yaw = Person::players[0]->yaw;
2321 hawkcoords = Person::players[0]->coords;
2327 LOG("Starting background music...");
2329 OPENAL_StopSound(OPENAL_ALL);
2331 if (environment == snowyenvironment) {
2332 emit_stream_np(stream_wind);
2333 } else if (environment == desertenvironment) {
2334 emit_stream_np(stream_desertambient);
2335 } else if (environment == grassyenvironment) {
2336 emit_stream_np(stream_wind, 100.);
2339 oldmusicvolume[0] = 0;
2340 oldmusicvolume[1] = 0;
2341 oldmusicvolume[2] = 0;
2342 oldmusicvolume[3] = 0;
2356 if (tutorialstagetime > tutorialmaxtime) {
2358 tutorialsuccess = 0;
2359 if (tutorialstage <= 1) {
2364 switch (tutorialstage) {
2366 tutorialmaxtime = 5;
2369 tutorialmaxtime = 2;
2372 tutorialmaxtime = 600;
2375 tutorialmaxtime = 1000;
2378 tutorialmaxtime = 600;
2381 tutorialmaxtime = 600;
2384 tutorialmaxtime = 600;
2387 tutorialmaxtime = 600;
2390 tutorialmaxtime = 600;
2393 tutorialmaxtime = 2;
2396 tutorialmaxtime = 1000;
2399 tutorialmaxtime = 1000;
2402 tutorialmaxtime = 2;
2405 tutorialmaxtime = 3;
2416 Person::players[1]->coords = (temp + temp2) / 2;
2418 emit_sound_at(fireendsound, Person::players[1]->coords);
2420 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2421 if (Random() % 2 == 0) {
2422 if (!Person::players[1]->skeleton.free)
2423 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2424 if (Person::players[1]->skeleton.free)
2425 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2426 if (!Person::players[1]->skeleton.free)
2427 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;
2428 if (Person::players[1]->skeleton.free)
2429 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2430 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2436 tutorialmaxtime = 500;
2439 tutorialmaxtime = 500;
2442 tutorialmaxtime = 500;
2445 tutorialmaxtime = 500;
2449 //tutorialmaxtime=500;
2452 tutorialmaxtime = 500;
2455 tutorialmaxtime = 500;
2456 if (bonus == cannon) {
2463 tutorialmaxtime = 500;
2466 tutorialmaxtime = 500;
2469 tutorialmaxtime = 500;
2472 tutorialmaxtime = 500;
2475 tutorialmaxtime = 2;
2478 tutorialmaxtime = 4;
2481 Person::players[1]->aitype = attacktypecutoff;
2484 tutorialmaxtime = 400;
2487 tutorialmaxtime = 400;
2488 Person::players[0]->escapednum = 0;
2491 tutorialmaxtime = 4;
2494 Person::players[1]->aitype = passivetype;
2497 tutorialmaxtime = 13;
2500 tutorialmaxtime = 8;
2503 tutorialmaxtime = 400;
2506 Person::players[1]->aitype = attacktypecutoff;
2509 tutorialmaxtime = 400;
2512 tutorialmaxtime = 400;
2515 tutorialmaxtime = 2;
2518 Person::players[1]->aitype = passivetype;
2523 tutorialmaxtime = 50;
2526 Person::players[1]->aitype = attacktypecutoff;
2529 tutorialmaxtime = 4;
2532 Person::players[1]->aitype = passivetype;
2544 Weapon w(knife, -1);
2545 w.position = (temp + temp2) / 2;
2546 w.tippoint = (temp + temp2) / 2;
2549 w.tipvelocity = 0.1;
2556 weapons.push_back(w);
2560 tutorialmaxtime = 300;
2563 tutorialmaxtime = 300;
2566 tutorialmaxtime = 8;
2569 tutorialmaxtime = 300;
2572 weapons[0].owner = 1;
2573 Person::players[0]->weaponactive = -1;
2574 Person::players[0]->num_weapons = 0;
2575 Person::players[1]->weaponactive = 0;
2576 Person::players[1]->num_weapons = 1;
2577 Person::players[1]->weaponids[0] = 0;
2581 Person::players[1]->aitype = attacktypecutoff;
2583 tutorialmaxtime = 300;
2586 weapons[0].owner = 1;
2587 Person::players[0]->weaponactive = -1;
2588 Person::players[0]->num_weapons = 0;
2589 Person::players[1]->weaponactive = 0;
2590 Person::players[1]->num_weapons = 1;
2591 Person::players[1]->weaponids[0] = 0;
2593 tutorialmaxtime = 300;
2596 weapons[0].owner = 1;
2597 Person::players[0]->weaponactive = -1;
2598 Person::players[0]->num_weapons = 0;
2599 Person::players[1]->weaponactive = 0;
2600 Person::players[1]->num_weapons = 1;
2601 Person::players[1]->weaponids[0] = 0;
2603 weapons[0].setType(sword);
2605 tutorialmaxtime = 300;
2608 tutorialmaxtime = 10;
2619 Weapon w(sword, -1);
2620 w.position = (temp + temp2) / 2;
2621 w.tippoint = (temp + temp2) / 2;
2624 w.tipvelocity = 0.1;
2631 weapons.push_back(w);
2633 weapons[0].owner = 1;
2634 weapons[1].owner = 0;
2635 Person::players[0]->weaponactive = 0;
2636 Person::players[0]->num_weapons = 1;
2637 Person::players[0]->weaponids[0] = 1;
2638 Person::players[1]->weaponactive = 0;
2639 Person::players[1]->num_weapons = 1;
2640 Person::players[1]->weaponids[0] = 0;
2647 Person::players[1]->aitype = passivetype;
2649 tutorialmaxtime = 15;
2651 weapons[0].owner = 1;
2652 weapons[1].owner = 0;
2653 Person::players[0]->weaponactive = 0;
2654 Person::players[0]->num_weapons = 1;
2655 Person::players[0]->weaponids[0] = 1;
2656 Person::players[1]->weaponactive = 0;
2657 Person::players[1]->num_weapons = 1;
2658 Person::players[1]->weaponids[0] = 0;
2660 if (Person::players[0]->weaponactive != -1)
2661 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2663 weapons[0].setType(staff);
2668 Person::players[1]->aitype = passivetype;
2670 tutorialmaxtime = 200;
2672 weapons[1].position = 1000;
2673 weapons[1].tippoint = 1000;
2675 weapons[0].setType(knife);
2677 weapons[0].owner = 0;
2678 Person::players[1]->weaponactive = -1;
2679 Person::players[1]->num_weapons = 0;
2680 Person::players[0]->weaponactive = 0;
2681 Person::players[0]->num_weapons = 1;
2682 Person::players[0]->weaponids[0] = 0;
2686 tutorialmaxtime = 8;
2689 emit_sound_at(fireendsound, Person::players[1]->coords);
2691 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2692 if (Random() % 2 == 0) {
2693 if (!Person::players[1]->skeleton.free)
2694 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2695 if (Person::players[1]->skeleton.free)
2696 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2697 if (!Person::players[1]->skeleton.free)
2698 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;
2699 if (Person::players[1]->skeleton.free)
2700 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2701 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2705 Person::players[1]->num_weapons = 0;
2706 Person::players[1]->weaponstuck = -1;
2707 Person::players[1]->weaponactive = -1;
2713 tutorialmaxtime = 80000;
2718 if (tutorialstage <= 51)
2719 tutorialstagetime = 0;
2723 if (tutorialstagetime < tutorialmaxtime - 3) {
2724 switch (tutorialstage) {
2726 if (deltah || deltav)
2727 tutorialsuccess += multiplier;
2730 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2731 tutorialsuccess += multiplier;
2734 if (Person::players[0]->jumpkeydown)
2735 tutorialsuccess = 1;
2738 if (Person::players[0]->isCrouch())
2739 tutorialsuccess = 1;
2742 if (Person::players[0]->animTarget == rollanim)
2743 tutorialsuccess = 1;
2746 if (Person::players[0]->animTarget == sneakanim)
2747 tutorialsuccess += multiplier;
2750 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2751 tutorialsuccess += multiplier;
2754 if (Person::players[0]->isWallJump())
2755 tutorialsuccess = 1;
2758 if (Person::players[0]->animTarget == flipanim)
2759 tutorialsuccess = 1;
2762 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2763 tutorialsuccess = 1;
2766 if (Person::players[0]->animTarget == winduppunchanim)
2767 tutorialsuccess = 1;
2770 if (Person::players[0]->animTarget == spinkickanim)
2771 tutorialsuccess = 1;
2774 if (Person::players[0]->animTarget == sweepanim)
2775 tutorialsuccess = 1;
2778 if (Person::players[0]->animTarget == dropkickanim)
2779 tutorialsuccess = 1;
2782 if (Person::players[0]->animTarget == rabbitkickanim)
2783 tutorialsuccess = 1;
2786 if (bonus == cannon)
2787 tutorialsuccess = 1;
2790 if (bonus == spinecrusher)
2791 tutorialsuccess = 1;
2794 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2795 tutorialsuccess = 1;
2798 if (Person::players[0]->animTarget == rabbittacklinganim)
2799 tutorialsuccess = 1;
2802 if (Person::players[0]->animTarget == backhandspringanim)
2803 tutorialsuccess = 1;
2806 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2807 tutorialsuccess = 1;
2810 if (Person::players[0]->escapednum == 2) {
2811 tutorialsuccess = 1;
2814 Person::players[1]->aitype = passivetype;
2818 if (animation[Person::players[0]->animTarget].attack == reversal)
2819 tutorialsuccess = 1;
2822 if (animation[Person::players[0]->animTarget].attack == reversal)
2823 tutorialsuccess = 1;
2826 if (animation[Person::players[0]->animTarget].attack == reversal) {
2827 tutorialsuccess = 1;
2830 Person::players[1]->aitype = passivetype;
2834 if (Person::players[0]->num_weapons > 0)
2835 tutorialsuccess = 1;
2838 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2839 tutorialsuccess = 1;
2842 if (Person::players[0]->animTarget == knifeslashstartanim)
2843 tutorialsuccess = 1;
2846 if (animation[Person::players[0]->animTarget].attack == reversal)
2847 tutorialsuccess = 1;
2850 if (animation[Person::players[0]->animTarget].attack == reversal)
2851 tutorialsuccess = 1;
2854 if (animation[Person::players[0]->animTarget].attack == reversal)
2855 tutorialsuccess = 1;
2858 if (Person::players[1]->weaponstuck != -1)
2859 tutorialsuccess = 1;
2864 if (tutorialsuccess >= 1)
2865 tutorialstagetime = tutorialmaxtime - 3;
2868 if (tutorialstagetime == tutorialmaxtime - 3) {
2869 emit_sound_np(consolesuccesssound);
2872 if (tutorialsuccess >= 1) {
2873 if (tutorialstage == 34 || tutorialstage == 35)
2874 tutorialstagetime = tutorialmaxtime - 1;
2878 if (tutorialstage < 14 || tutorialstage >= 50) {
2879 Person::players[1]->coords.y = 300;
2880 Person::players[1]->velocity = 0;
2886 float headprop, bodyprop, armprop, legprop;
2888 if (Input::isKeyPressed(SDLK_h)) {
2889 Person::players[0]->damagetolerance = 200000;
2890 Person::players[0]->damage = 0;
2891 Person::players[0]->burnt = 0;
2892 Person::players[0]->permanentdamage = 0;
2893 Person::players[0]->superpermanentdamage = 0;
2896 if (Input::isKeyPressed(SDLK_j)) {
2898 if (environment > 2)
2900 Setenvironment(environment);
2903 if (Input::isKeyPressed(SDLK_c)) {
2904 cameramode = 1 - cameramode;
2907 if (Input::isKeyPressed(SDLK_x) && !Input::isKeyDown(SDLK_LSHIFT)) {
2908 if (Person::players[0]->num_weapons > 0) {
2909 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2910 weapons[Person::players[0]->weaponids[0]].setType(staff);
2911 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2912 weapons[Person::players[0]->weaponids[0]].setType(knife);
2914 weapons[Person::players[0]->weaponids[0]].setType(sword);
2918 if (Input::isKeyPressed(SDLK_x) && Input::isKeyDown(SDLK_LSHIFT)) {
2919 int closest = findClosestPlayer();
2921 if (Person::players[closest]->num_weapons) {
2922 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2923 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2924 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2925 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2927 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2929 if (!Person::players[closest]->num_weapons) {
2930 Person::players[closest]->weaponids[0] = weapons.size();
2932 weapons.push_back(Weapon(knife, closest));
2934 Person::players[closest]->num_weapons = 1;
2939 if (Input::isKeyDown(SDLK_u)) {
2940 int closest = findClosestPlayer();
2942 Person::players[closest]->yaw += multiplier * 50;
2943 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2948 if (Input::isKeyPressed(SDLK_o) && !Input::isKeyDown(SDLK_LSHIFT)) {
2949 int closest = findClosestPlayer();
2950 if (Input::isKeyDown(SDLK_LCTRL))
2954 Person::players[closest]->whichskin++;
2955 if (Person::players[closest]->whichskin > 9)
2956 Person::players[closest]->whichskin = 0;
2957 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2958 Person::players[closest]->whichskin = 0;
2960 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2961 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2964 if (Person::players[closest]->numclothes) {
2965 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2966 tintr = Person::players[closest]->clothestintr[i];
2967 tintg = Person::players[closest]->clothestintg[i];
2968 tintb = Person::players[closest]->clothestintb[i];
2969 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2971 Person::players[closest]->DoMipmaps();
2975 if (Input::isKeyPressed(SDLK_o) && Input::isKeyDown(SDLK_LSHIFT)) {
2976 int closest = findClosestPlayer();
2978 if (Person::players[closest]->creature == wolftype) {
2979 headprop = Person::players[closest]->proportionhead.x / 1.1;
2980 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2981 armprop = Person::players[closest]->proportionarms.x / 1.1;
2982 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2985 if (Person::players[closest]->creature == rabbittype) {
2986 headprop = Person::players[closest]->proportionhead.x / 1.2;
2987 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2988 armprop = Person::players[closest]->proportionarms.x / 1.00;
2989 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2993 if (Person::players[closest]->creature == rabbittype) {
2994 Person::players[closest]->skeleton.id = closest;
2995 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);
2996 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
2997 Person::players[closest]->whichskin = 0;
2998 Person::players[closest]->creature = wolftype;
3000 Person::players[closest]->proportionhead = 1.1;
3001 Person::players[closest]->proportionbody = 1.1;
3002 Person::players[closest]->proportionarms = 1.1;
3003 Person::players[closest]->proportionlegs = 1.1;
3004 Person::players[closest]->proportionlegs.y = 1.1;
3005 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3007 Person::players[closest]->damagetolerance = 300;
3009 Person::players[closest]->skeleton.id = closest;
3010 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);
3011 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3012 Person::players[closest]->whichskin = 0;
3013 Person::players[closest]->creature = rabbittype;
3015 Person::players[closest]->proportionhead = 1.2;
3016 Person::players[closest]->proportionbody = 1.05;
3017 Person::players[closest]->proportionarms = 1.00;
3018 Person::players[closest]->proportionlegs = 1.1;
3019 Person::players[closest]->proportionlegs.y = 1.05;
3020 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3022 Person::players[closest]->damagetolerance = 200;
3025 if (Person::players[closest]->creature == wolftype) {
3026 Person::players[closest]->proportionhead = 1.1 * headprop;
3027 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3028 Person::players[closest]->proportionarms = 1.1 * armprop;
3029 Person::players[closest]->proportionlegs = 1.1 * legprop;
3032 if (Person::players[closest]->creature == rabbittype) {
3033 Person::players[closest]->proportionhead = 1.2 * headprop;
3034 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3035 Person::players[closest]->proportionarms = 1.00 * armprop;
3036 Person::players[closest]->proportionlegs = 1.1 * legprop;
3037 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3043 if (Input::isKeyPressed(SDLK_b) && !Input::isKeyDown(SDLK_LSHIFT)) {
3049 if (((Input::isKeyPressed(SDLK_i) && !Input::isKeyDown(SDLK_LSHIFT)))) {
3051 float closestdist = std::numeric_limits<float>::max();
3053 for (int i = 1; i < Person::players.size(); i++) {
3054 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3055 if (!Person::players[i]->headless)
3056 if (distance < closestdist) {
3057 closestdist = distance;
3062 XYZ flatfacing2, flatvelocity2;
3064 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3065 blah = Person::players[closest]->coords;
3066 XYZ headspurtdirection;
3067 //int i = Person::players[closest]->skeleton.jointlabels[head];
3068 Joint& headjoint = Person::players[closest]->joint(head);
3069 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3070 if (!Person::players[closest]->skeleton.free)
3071 flatvelocity2 = Person::players[closest]->velocity;
3072 if (Person::players[closest]->skeleton.free)
3073 flatvelocity2 = headjoint.velocity;
3074 if (!Person::players[closest]->skeleton.free)
3075 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;
3076 if (Person::players[closest]->skeleton.free)
3077 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3078 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3079 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3080 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3081 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3082 Normalise(&headspurtdirection);
3083 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3084 flatvelocity2 += headspurtdirection * 8;
3085 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3087 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3089 emit_sound_at(splattersound, blah);
3090 emit_sound_at(breaksound2, blah, 100.);
3092 if (Person::players[closest]->skeleton.free == 2)
3093 Person::players[closest]->skeleton.free = 0;
3094 Person::players[closest]->RagDoll(0);
3095 Person::players[closest]->dead = 2;
3096 Person::players[closest]->headless = 1;
3097 Person::players[closest]->DoBloodBig(3, 165);
3103 if (((Input::isKeyPressed(SDLK_i) && Input::isKeyDown(SDLK_LSHIFT)))) {
3104 int closest = findClosestPlayer();
3105 XYZ flatfacing2, flatvelocity2;
3107 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3108 blah = Person::players[closest]->coords;
3109 emit_sound_at(splattersound, blah);
3110 emit_sound_at(breaksound2, blah);
3112 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3113 if (!Person::players[closest]->skeleton.free)
3114 flatvelocity2 = Person::players[closest]->velocity;
3115 if (Person::players[closest]->skeleton.free)
3116 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3117 if (!Person::players[closest]->skeleton.free)
3118 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;
3119 if (Person::players[closest]->skeleton.free)
3120 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3121 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3122 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3123 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3124 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3125 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3126 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3129 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3130 if (!Person::players[closest]->skeleton.free)
3131 flatvelocity2 = Person::players[closest]->velocity;
3132 if (Person::players[closest]->skeleton.free)
3133 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3134 if (!Person::players[closest]->skeleton.free)
3135 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;
3136 if (Person::players[closest]->skeleton.free)
3137 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3138 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3139 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3140 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3141 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3142 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3145 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3146 if (!Person::players[closest]->skeleton.free)
3147 flatvelocity2 = Person::players[closest]->velocity;
3148 if (Person::players[closest]->skeleton.free)
3149 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3150 if (!Person::players[closest]->skeleton.free)
3151 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;
3152 if (Person::players[closest]->skeleton.free)
3153 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3154 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3155 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3156 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3157 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3158 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3161 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3162 if (!Person::players[closest]->skeleton.free)
3163 flatvelocity2 = Person::players[closest]->velocity;
3164 if (Person::players[closest]->skeleton.free)
3165 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3166 if (!Person::players[closest]->skeleton.free)
3167 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;
3168 if (Person::players[closest]->skeleton.free)
3169 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3170 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3171 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3172 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3173 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3174 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3178 for (int j = 0; j < Person::players.size(); j++) {
3180 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3181 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3182 if (Person::players[j]->skeleton.free == 2)
3183 Person::players[j]->skeleton.free = 1;
3184 Person::players[j]->skeleton.longdead = 0;
3185 Person::players[j]->RagDoll(0);
3186 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3187 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3188 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3189 flatvelocity2 = temppos - Person::players[closest]->coords;
3190 Normalise(&flatvelocity2);
3191 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3198 Person::players[closest]->DoDamage(10000);
3199 Person::players[closest]->RagDoll(0);
3200 Person::players[closest]->dead = 2;
3201 Person::players[closest]->coords = 20;
3202 Person::players[closest]->skeleton.free = 2;
3209 if (Input::isKeyPressed(SDLK_f)) {
3210 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3211 if (Person::players[0]->onfire) {
3212 Person::players[0]->CatchFire();
3214 if (!Person::players[0]->onfire) {
3215 emit_sound_at(fireendsound, Person::players[0]->coords);
3216 pause_sound(stream_firesound);
3220 if (Input::isKeyPressed(SDLK_n) && !Input::isKeyDown(SDLK_LCTRL)) {
3221 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3222 Person::players[0]->RagDoll(0);
3223 //Person::players[0]->spurt=1;
3224 //Person::players[0]->DoDamage(1000);
3226 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3229 if (Input::isKeyPressed(SDLK_n) && Input::isKeyDown(SDLK_LCTRL)) {
3230 for (int i = 0; i < objects.numobjects; i++) {
3231 if (objects.type[i] == treeleavestype) {
3232 objects.scale[i] *= .9;
3237 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3238 editorenabled = 1 - editorenabled;
3239 if (editorenabled) {
3240 Person::players[0]->damagetolerance = 100000;
3242 Person::players[0]->damagetolerance = 200;
3244 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3245 Person::players[0]->permanentdamage = 0;
3246 Person::players[0]->superpermanentdamage = 0;
3247 Person::players[0]->bloodloss = 0;
3248 Person::players[0]->deathbleeding = 0;
3252 if (whichlevel != -2 && Input::isKeyPressed(SDLK_k) && Input::isKeyDown(SDLK_LSHIFT) && !editorenabled) {
3254 if (targetlevel > numchallengelevels - 1)
3260 if (editorenabled) {
3261 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LSHIFT)) {
3262 int closest = findClosestPlayer();
3264 Person::players.erase(Person::players.begin()+closest);
3268 if (Input::isKeyPressed(SDLK_DELETE) && Input::isKeyDown(SDLK_LCTRL)) {
3269 int closest = findClosestObject();
3271 objects.position[closest].y -= 500;
3274 if (Input::isKeyPressed(SDLK_m) && Input::isKeyDown(SDLK_LSHIFT)) {
3276 //if(drawmode>2)drawmode=0;
3277 if (objects.numobjects < max_objects - 1) {
3279 boxcoords.x = Person::players[0]->coords.x;
3280 boxcoords.z = Person::players[0]->coords.z;
3281 boxcoords.y = Person::players[0]->coords.y - 3;
3282 if (editortype == bushtype)
3283 boxcoords.y = Person::players[0]->coords.y - .5;
3284 if (editortype == firetype)
3285 boxcoords.y = Person::players[0]->coords.y - .5;
3286 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3287 float temprotat, temprotat2;
3288 temprotat = editoryaw;
3289 temprotat2 = editorpitch;
3290 if (temprotat < 0 || editortype == bushtype)
3291 temprotat = Random() % 360;
3293 temprotat2 = Random() % 360;
3295 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3296 if (editortype == treetrunktype)
3297 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3301 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3302 Person::players.push_back(shared_ptr<Person>(new Person()));
3304 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3305 Person::players.back()->creature = rabbittype;
3306 Person::players.back()->howactive = editoractive;
3307 Person::players.back()->skeleton.id = Person::players.size()-1;
3308 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);
3310 int k = abs(Random() % 2) + 1;
3312 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3313 Person::players.back()->whichskin = 0;
3314 } else if (k == 1) {
3315 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3316 Person::players.back()->whichskin = 1;
3318 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3319 Person::players.back()->whichskin = 2;
3322 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3323 Person::players.back()->power = 1;
3324 Person::players.back()->speedmult = 1;
3325 Person::players.back()->animCurrent = bounceidleanim;
3326 Person::players.back()->animTarget = bounceidleanim;
3327 Person::players.back()->frameCurrent = 0;
3328 Person::players.back()->frameTarget = 1;
3329 Person::players.back()->target = 0;
3330 Person::players.back()->bled = 0;
3331 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3333 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3334 Person::players.back()->yaw = Person::players[0]->yaw;
3336 Person::players.back()->velocity = 0;
3337 Person::players.back()->coords = Person::players[0]->coords;
3338 Person::players.back()->oldcoords = Person::players.back()->coords;
3339 Person::players.back()->realoldcoords = Person::players.back()->coords;
3341 Person::players.back()->id = Person::players.size()-1;
3342 Person::players.back()->updatedelay = 0;
3343 Person::players.back()->normalsupdatedelay = 0;
3345 Person::players.back()->aitype = passivetype;
3347 if (Person::players[0]->creature == wolftype) {
3348 headprop = Person::players[0]->proportionhead.x / 1.1;
3349 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3350 armprop = Person::players[0]->proportionarms.x / 1.1;
3351 legprop = Person::players[0]->proportionlegs.x / 1.1;
3354 if (Person::players[0]->creature == rabbittype) {
3355 headprop = Person::players[0]->proportionhead.x / 1.2;
3356 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3357 armprop = Person::players[0]->proportionarms.x / 1.00;
3358 legprop = Person::players[0]->proportionlegs.x / 1.1;
3361 if (Person::players.back()->creature == wolftype) {
3362 Person::players.back()->proportionhead = 1.1 * headprop;
3363 Person::players.back()->proportionbody = 1.1 * bodyprop;
3364 Person::players.back()->proportionarms = 1.1 * armprop;
3365 Person::players.back()->proportionlegs = 1.1 * legprop;
3368 if (Person::players.back()->creature == rabbittype) {
3369 Person::players.back()->proportionhead = 1.2 * headprop;
3370 Person::players.back()->proportionbody = 1.05 * bodyprop;
3371 Person::players.back()->proportionarms = 1.00 * armprop;
3372 Person::players.back()->proportionlegs = 1.1 * legprop;
3373 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3376 Person::players.back()->headless = 0;
3377 Person::players.back()->onfire = 0;
3380 Person::players.back()->proportionhead.z = 0;
3381 Person::players.back()->proportionbody.z = 0;
3382 Person::players.back()->proportionarms.z = 0;
3383 Person::players.back()->proportionlegs.z = 0;
3386 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3388 Person::players.back()->damagetolerance = 200;
3390 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3391 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3392 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3393 Person::players.back()->armorhead = Person::players[0]->armorhead;
3394 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3395 Person::players.back()->armorlow = Person::players[0]->armorlow;
3396 Person::players.back()->metalhead = Person::players[0]->metalhead;
3397 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3398 Person::players.back()->metallow = Person::players[0]->metallow;
3400 Person::players.back()->immobile = Person::players[0]->immobile;
3402 Person::players.back()->numclothes = Person::players[0]->numclothes;
3403 if (Person::players.back()->numclothes)
3404 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3405 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3406 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3407 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3408 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3409 tintr = Person::players.back()->clothestintr[i];
3410 tintg = Person::players.back()->clothestintg[i];
3411 tintb = Person::players.back()->clothestintb[i];
3412 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3414 if (Person::players.back()->numclothes) {
3415 Person::players.back()->DoMipmaps();
3418 Person::players.back()->power = Person::players[0]->power;
3419 Person::players.back()->speedmult = Person::players[0]->speedmult;
3421 Person::players.back()->damage = 0;
3422 Person::players.back()->permanentdamage = 0;
3423 Person::players.back()->superpermanentdamage = 0;
3424 Person::players.back()->deathbleeding = 0;
3425 Person::players.back()->bleeding = 0;
3426 Person::players.back()->numwaypoints = 0;
3427 Person::players.back()->waypoint = 0;
3428 Person::players.back()->jumppath = 0;
3429 Person::players.back()->weaponstuck = -1;
3430 Person::players.back()->weaponactive = -1;
3431 Person::players.back()->num_weapons = 0;
3432 Person::players.back()->bloodloss = 0;
3433 Person::players.back()->dead = 0;
3435 Person::players.back()->loaded = 1;
3438 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LSHIFT)) {
3439 if (Person::players.back()->numwaypoints < 90) {
3440 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3441 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3442 Person::players.back()->numwaypoints++;
3446 if (Input::isKeyPressed(SDLK_p) && Input::isKeyDown(SDLK_LCTRL)) {
3447 if (numpathpoints < 30) {
3448 bool connected, alreadyconnected;
3450 if (numpathpoints > 1)
3451 for (int i = 0; i < numpathpoints; i++) {
3452 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3453 alreadyconnected = 0;
3454 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3455 if (pathpointconnect[pathpointselected][j] == i)
3456 alreadyconnected = 1;
3458 if (!alreadyconnected) {
3459 numpathpointconnect[pathpointselected]++;
3461 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3467 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3468 numpathpointconnect[numpathpoints - 1] = 0;
3469 if (numpathpoints > 1 && pathpointselected != -1) {
3470 numpathpointconnect[pathpointselected]++;
3471 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3473 pathpointselected = numpathpoints - 1;
3478 if (Input::isKeyPressed(SDLK_PERIOD)) {
3479 pathpointselected++;
3480 if (pathpointselected >= numpathpoints)
3481 pathpointselected = -1;
3483 if (Input::isKeyPressed(SDLK_COMMA) && !Input::isKeyDown(SDLK_LSHIFT)) {
3484 pathpointselected--;
3485 if (pathpointselected <= -2)
3486 pathpointselected = numpathpoints - 1;
3488 if (Input::isKeyPressed(SDLK_COMMA) && Input::isKeyDown(SDLK_LSHIFT)) {
3489 if (pathpointselected != -1) {
3491 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3492 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3493 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3494 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3496 for (int i = 0; i < numpathpoints; i++) {
3497 for (int j = 0; j < numpathpointconnect[i]; j++) {
3498 if (pathpointconnect[i][j] == pathpointselected) {
3499 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3500 numpathpointconnect[i]--;
3502 if (pathpointconnect[i][j] == numpathpoints) {
3503 pathpointconnect[i][j] = pathpointselected;
3507 pathpointselected = numpathpoints - 1;
3511 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3513 if (editortype == treeleavestype || editortype == 10)
3516 editortype = firetype;
3519 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3521 if (editortype == treeleavestype || editortype == 10)
3523 if (editortype > firetype)
3527 if (Input::isKeyDown(SDLK_LEFT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3528 editoryaw -= multiplier * 100;
3529 if (editoryaw < -.01)
3533 if (Input::isKeyDown(SDLK_RIGHT) && !Input::isKeyDown(SDLK_LSHIFT) && !Input::isKeyDown(SDLK_LCTRL)) {
3534 editoryaw += multiplier * 100;
3537 if (Input::isKeyDown(SDLK_UP) && !Input::isKeyDown(SDLK_LCTRL)) {
3538 editorsize += multiplier;
3541 if (Input::isKeyDown(SDLK_DOWN) && !Input::isKeyDown(SDLK_LCTRL)) {
3542 editorsize -= multiplier;
3543 if (editorsize < .1)
3548 if (Input::isKeyPressed(SDLK_LEFT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3549 mapradius -= multiplier * 10;
3552 if (Input::isKeyPressed(SDLK_RIGHT) && Input::isKeyDown(SDLK_LSHIFT) && Input::isKeyDown(SDLK_LCTRL)) {
3553 mapradius += multiplier * 10;
3555 if (Input::isKeyDown(SDLK_UP) && Input::isKeyDown(SDLK_LCTRL)) {
3556 editorpitch += multiplier * 100;
3559 if (Input::isKeyDown(SDLK_DOWN) && Input::isKeyDown(SDLK_LCTRL)) {
3560 editorpitch -= multiplier * 100;
3561 if (editorpitch < -.01)
3564 if (Input::isKeyPressed(SDLK_DELETE) && objects.numobjects && Input::isKeyDown(SDLK_LSHIFT)) {
3565 int closest = findClosestObject();
3567 objects.DeleteObject(closest);
3573 void doJumpReversals()
3575 for (int k = 0; k < Person::players.size(); k++)
3576 for (int i = k; i < Person::players.size(); i++) {
3579 if ( Person::players[k]->skeleton.free == 0 &&
3580 Person::players[i]->skeleton.oldfree == 0 &&
3581 (Person::players[i]->animTarget == jumpupanim ||
3582 Person::players[k]->animTarget == jumpupanim) &&
3583 (Person::players[i]->aitype == playercontrolled ||
3584 Person::players[k]->aitype == playercontrolled) &&
3585 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3586 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3587 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3588 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3589 //TODO: refactor two huge similar ifs
3590 if (Person::players[i]->animTarget == jumpupanim &&
3591 Person::players[k]->animTarget != getupfrombackanim &&
3592 Person::players[k]->animTarget != getupfromfrontanim &&
3593 animation[Person::players[k]->animTarget].height == middleheight &&
3594 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3595 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3596 Person::players[k]->aitype != playercontrolled)) {
3597 Person::players[i]->victim = Person::players[k];
3598 Person::players[i]->velocity = 0;
3599 Person::players[i]->animCurrent = jumpreversedanim;
3600 Person::players[i]->animTarget = jumpreversedanim;
3601 Person::players[i]->frameCurrent = 0;
3602 Person::players[i]->frameTarget = 1;
3603 Person::players[i]->targettilt2 = 0;
3604 Person::players[k]->victim = Person::players[i];
3605 Person::players[k]->velocity = 0;
3606 Person::players[k]->animCurrent = jumpreversalanim;
3607 Person::players[k]->animTarget = jumpreversalanim;
3608 Person::players[k]->frameCurrent = 0;
3609 Person::players[k]->frameTarget = 1;
3610 Person::players[k]->targettilt2 = 0;
3611 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3612 Person::players[i]->animCurrent = rabbitkickreversedanim;
3613 Person::players[i]->animTarget = rabbitkickreversedanim;
3614 Person::players[i]->frameCurrent = 1;
3615 Person::players[i]->frameTarget = 2;
3616 Person::players[k]->animCurrent = rabbitkickreversalanim;
3617 Person::players[k]->animTarget = rabbitkickreversalanim;
3618 Person::players[k]->frameCurrent = 1;
3619 Person::players[k]->frameTarget = 2;
3621 Person::players[i]->target = 0;
3622 Person::players[k]->oldcoords = Person::players[k]->coords;
3623 Person::players[i]->coords = Person::players[k]->coords;
3624 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3625 Person::players[k]->yaw = Person::players[i]->targetyaw;
3626 if (Person::players[k]->aitype == attacktypecutoff)
3627 Person::players[k]->stunned = .5;
3629 if (Person::players[k]->animTarget == jumpupanim &&
3630 Person::players[i]->animTarget != getupfrombackanim &&
3631 Person::players[i]->animTarget != getupfromfrontanim &&
3632 animation[Person::players[i]->animTarget].height == middleheight &&
3633 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3634 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3635 Person::players[i]->aitype != playercontrolled)) {
3636 Person::players[k]->victim = Person::players[i];
3637 Person::players[k]->velocity = 0;
3638 Person::players[k]->animCurrent = jumpreversedanim;
3639 Person::players[k]->animTarget = jumpreversedanim;
3640 Person::players[k]->frameCurrent = 0;
3641 Person::players[k]->frameTarget = 1;
3642 Person::players[k]->targettilt2 = 0;
3643 Person::players[i]->victim = Person::players[k];
3644 Person::players[i]->velocity = 0;
3645 Person::players[i]->animCurrent = jumpreversalanim;
3646 Person::players[i]->animTarget = jumpreversalanim;
3647 Person::players[i]->frameCurrent = 0;
3648 Person::players[i]->frameTarget = 1;
3649 Person::players[i]->targettilt2 = 0;
3650 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3651 Person::players[k]->animTarget = rabbitkickreversedanim;
3652 Person::players[k]->animCurrent = rabbitkickreversedanim;
3653 Person::players[i]->animCurrent = rabbitkickreversalanim;
3654 Person::players[i]->animTarget = rabbitkickreversalanim;
3655 Person::players[k]->frameCurrent = 1;
3656 Person::players[k]->frameTarget = 2;
3657 Person::players[i]->frameCurrent = 1;
3658 Person::players[i]->frameTarget = 2;
3660 Person::players[k]->target = 0;
3661 Person::players[i]->oldcoords = Person::players[i]->coords;
3662 Person::players[k]->coords = Person::players[i]->coords;
3663 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3664 Person::players[i]->yaw = Person::players[k]->targetyaw;
3665 if (Person::players[i]->aitype == attacktypecutoff)
3666 Person::players[i]->stunned = .5;
3673 void doAerialAcrobatics()
3675 static XYZ facing, flatfacing;
3676 for (int k = 0; k < Person::players.size(); k++) {
3677 Person::players[k]->turnspeed = 500;
3679 if ((Person::players[k]->isRun() &&
3680 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3681 Person::players[k]->targetyaw != wolfrunninganim) ||
3682 Person::players[k]->frameTarget == 4)) ||
3683 Person::players[k]->animTarget == removeknifeanim ||
3684 Person::players[k]->animTarget == crouchremoveknifeanim ||
3685 Person::players[k]->animTarget == flipanim ||
3686 Person::players[k]->animTarget == fightsidestep ||
3687 Person::players[k]->animTarget == walkanim) {
3688 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3692 if (Person::players[k]->isStop() ||
3693 Person::players[k]->isLanding() ||
3694 Person::players[k]->animTarget == staggerbackhighanim ||
3695 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3696 Person::players[k]->animTarget == staggerbackhardanim ||
3697 Person::players[k]->animTarget == backhandspringanim ||
3698 Person::players[k]->animTarget == dodgebackanim ||
3699 Person::players[k]->animTarget == rollanim ||
3700 (animation[Person::players[k]->animTarget].attack &&
3701 Person::players[k]->animTarget != rabbitkickanim &&
3702 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3703 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3704 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3707 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3708 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3711 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3712 Person::players[k]->DoStuff();
3713 if (Person::players[k]->immobile && k != 0)
3714 Person::players[k]->coords = Person::players[k]->realoldcoords;
3716 //if player's position has changed (?)
3717 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3718 !Person::players[k]->skeleton.free &&
3719 Person::players[k]->animTarget != climbanim &&
3720 Person::players[k]->animTarget != hanganim) {
3721 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3723 bool tempcollide = 0;
3725 if (Person::players[k]->collide < -.3)
3726 Person::players[k]->collide = -.3;
3727 if (Person::players[k]->collide > 1)
3728 Person::players[k]->collide = 1;
3729 Person::players[k]->collide -= multiplier * 30;
3732 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3734 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3735 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3736 if (objects.type[i] != rocktype ||
3737 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3738 objects.position[i].y > Person::players[k]->coords.y) {
3739 lowpoint = Person::players[k]->coords;
3740 if (Person::players[k]->animTarget != jumpupanim &&
3741 Person::players[k]->animTarget != jumpdownanim &&
3742 !Person::players[k]->isFlip())
3746 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3747 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3748 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3749 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3750 flatfacing = lowpoint - Person::players[k]->coords;
3751 Person::players[k]->coords = lowpoint;
3752 Person::players[k]->coords.y -= 1.3;
3753 Person::players[k]->collide = 1;
3756 //TODO: refactor four similar blocks
3757 if (Person::players[k]->aitype == playercontrolled &&
3758 (Person::players[k]->animTarget == jumpupanim ||
3759 Person::players[k]->animTarget == jumpdownanim ||
3760 Person::players[k]->isFlip()) &&
3761 !Person::players[k]->jumptogglekeydown &&
3762 Person::players[k]->jumpkeydown) {
3763 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3764 XYZ tempcoords1 = lowpoint;
3765 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3766 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3767 Person::players[k]->setAnimation(walljumpleftanim);
3768 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3770 pause_sound(whooshsound);
3772 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3773 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3774 if (lowpointtarget.z < 0)
3775 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3776 Person::players[k]->targetyaw = Person::players[k]->yaw;
3777 Person::players[k]->lowyaw = Person::players[k]->yaw;
3781 lowpoint = tempcoords1;
3782 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3783 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3784 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3785 Person::players[k]->setAnimation(walljumprightanim);
3786 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3788 pause_sound(whooshsound);
3790 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3791 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3792 if (lowpointtarget.z < 0)
3793 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3794 Person::players[k]->targetyaw = Person::players[k]->yaw;
3795 Person::players[k]->lowyaw = Person::players[k]->yaw;
3799 lowpoint = tempcoords1;
3800 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3801 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3802 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3803 Person::players[k]->setAnimation(walljumpbackanim);
3804 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3806 pause_sound(whooshsound);
3808 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3809 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3810 if (lowpointtarget.z < 0)
3811 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3812 Person::players[k]->targetyaw = Person::players[k]->yaw;
3813 Person::players[k]->lowyaw = Person::players[k]->yaw;
3817 lowpoint = tempcoords1;
3818 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3819 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3820 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3821 Person::players[k]->setAnimation(walljumpfrontanim);
3822 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3824 pause_sound(whooshsound);
3826 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3827 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3828 if (lowpointtarget.z < 0)
3829 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3830 Person::players[k]->yaw += 180;
3831 Person::players[k]->targetyaw = Person::players[k]->yaw;
3832 Person::players[k]->lowyaw = Person::players[k]->yaw;
3841 } else if (objects.type[i] == rocktype) {
3842 lowpoint2 = Person::players[k]->coords;
3843 lowpoint = Person::players[k]->coords;
3845 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3846 Person::players[k]->coords = colpoint;
3847 Person::players[k]->collide = 1;
3850 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3851 //flipped into a rock
3852 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3853 Person::players[k]->RagDoll(0);
3855 if (Person::players[k]->animTarget == jumpupanim) {
3856 Person::players[k]->jumppower = -4;
3857 Person::players[k]->animTarget = Person::players[k]->getIdle();
3859 Person::players[k]->target = 0;
3860 Person::players[k]->frameTarget = 0;
3861 Person::players[k]->onterrain = 1;
3863 if (Person::players[k]->id == 0) {
3864 pause_sound(whooshsound);
3865 OPENAL_SetVolume(channels[whooshsound], 0);
3869 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3870 if (Person::players[k]->isFlip())
3871 Person::players[k]->jumppower = -4;
3872 Person::players[k]->animTarget = Person::players[k]->getLanding();
3873 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3875 envsound[numenvsounds] = Person::players[k]->coords;
3876 envsoundvol[numenvsounds] = 16;
3877 envsoundlife[numenvsounds] = .4;
3887 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3888 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3889 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3890 lowpoint = Person::players[k]->coords;
3892 if (objects.type[i] != rocktype)
3893 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3894 if (Person::players[k]->animTarget != jumpupanim &&
3895 Person::players[k]->animTarget != jumpdownanim &&
3896 Person::players[k]->onterrain)
3897 Person::players[k]->avoidcollided = 1;
3898 Person::players[k]->coords = lowpoint;
3899 Person::players[k]->coords.y -= 1.35;
3900 Person::players[k]->collide = 1;
3902 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3903 (Person::players[k]->animCurrent != climbanim &&
3904 Person::players[k]->animCurrent != hanganim &&
3905 !Person::players[k]->isWallJump() ||
3906 Person::players[k]->animTarget == jumpupanim ||
3907 Person::players[k]->animTarget == jumpdownanim)) {
3908 lowpoint = Person::players[k]->coords;
3909 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3910 lowpoint = Person::players[k]->coords;
3914 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3915 lowpointtarget = lowpoint + facing * 1.4;
3916 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3917 if (whichhit != -1) {
3918 lowpoint = Person::players[k]->coords;
3920 lowpointtarget = lowpoint + facing * 1.4;
3921 lowpoint2 = lowpoint;
3922 lowpointtarget2 = lowpointtarget;
3923 lowpoint3 = lowpoint;
3924 lowpointtarget3 = lowpointtarget;
3925 lowpoint4 = lowpoint;
3926 lowpointtarget4 = lowpointtarget;
3927 lowpoint5 = lowpoint;
3928 lowpointtarget5 = lowpointtarget;
3929 lowpoint6 = lowpoint;
3930 lowpointtarget6 = lowpointtarget;
3931 lowpoint7 = lowpoint;
3932 lowpointtarget7 = lowpoint;
3934 lowpointtarget2.x += .1;
3936 lowpointtarget3.z += .1;
3938 lowpointtarget4.x -= .1;
3940 lowpointtarget5.z -= .1;
3941 lowpoint6.y += 45 / 13;
3942 lowpointtarget6.y += 45 / 13;
3943 lowpointtarget6 += facing * .6;
3944 lowpointtarget7.y += 90 / 13;
3945 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3946 if (objects.friction[i] > .5)
3947 if (whichhit != -1) {
3948 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3949 Person::players[k]->collided = 1;
3950 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3951 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3952 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3953 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3954 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3955 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3956 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3957 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3958 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3959 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3960 for (int j = 0; j < 45; j++) {
3961 lowpoint = Person::players[k]->coords;
3962 lowpoint.y += (float)j / 13;
3963 lowpointtarget = lowpoint + facing * 1.4;
3964 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3965 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3966 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3968 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3969 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3970 lowpoint = Person::players[k]->coords;
3971 lowpoint.y += (float)j / 13;
3972 lowpointtarget = lowpoint + facing * 1.3;
3973 flatfacing = Person::players[k]->coords;
3974 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3975 Person::players[k]->coords.y = lowpointtarget.y - .07;
3976 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3978 if (j > 10 || !Person::players[k]->isRun()) {
3979 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3981 pause_sound(whooshsound);
3983 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3985 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3986 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3987 if (lowpointtarget.z < 0)
3988 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3989 Person::players[k]->targetyaw = Person::players[k]->yaw;
3990 Person::players[k]->lowyaw = Person::players[k]->yaw;
3992 //Person::players[k]->velocity=lowpointtarget*.03;
3993 Person::players[k]->velocity = 0;
3996 if (Person::players[k]->animTarget == jumpupanim) {
3997 Person::players[k]->animTarget = climbanim;
3998 Person::players[k]->jumppower = 0;
3999 Person::players[k]->jumpclimb = 1;
4001 Person::players[k]->transspeed = 6;
4002 Person::players[k]->target = 0;
4003 Person::players[k]->frameTarget = 1;
4006 Person::players[k]->setAnimation(hanganim);
4007 Person::players[k]->jumppower = 0;
4019 if (Person::players[k]->collide <= 0) {
4021 if (!Person::players[k]->onterrain &&
4022 Person::players[k]->animTarget != jumpupanim &&
4023 Person::players[k]->animTarget != jumpdownanim &&
4024 Person::players[k]->animTarget != climbanim &&
4025 Person::players[k]->animTarget != hanganim &&
4026 !Person::players[k]->isWallJump() &&
4027 !Person::players[k]->isFlip()) {
4028 if (Person::players[k]->animCurrent != climbanim &&
4029 Person::players[k]->animCurrent != tempanim &&
4030 Person::players[k]->animTarget != backhandspringanim &&
4031 (Person::players[k]->animTarget != rollanim ||
4032 Person::players[k]->frameTarget < 2 ||
4033 Person::players[k]->frameTarget > 6)) {
4034 //stagger off ledge (?)
4035 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4036 Person::players[k]->RagDoll(0);
4037 Person::players[k]->setAnimation(jumpdownanim);
4040 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4043 Person::players[k]->velocity.y += gravity;
4047 Person::players[k]->realoldcoords = Person::players[k]->coords;
4053 static XYZ relative;
4054 static int randattack;
4055 static bool playerrealattackkeydown = 0;
4057 if (!Input::isKeyDown(attackkey))
4060 Person::players[0]->attackkeydown = 0;
4062 playerrealattackkeydown = 0;
4064 playerrealattackkeydown = Input::isKeyDown(attackkey);
4065 if ((Person::players[0]->parriedrecently <= 0 ||
4066 Person::players[0]->weaponactive == -1) &&
4069 Person::players[0]->lastattack != swordslashanim &&
4070 Person::players[0]->lastattack != knifeslashstartanim &&
4071 Person::players[0]->lastattack != staffhitanim &&
4072 Person::players[0]->lastattack != staffspinhitanim)))
4073 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4074 if (Input::isKeyDown(attackkey) &&
4076 !Person::players[0]->backkeydown) {
4077 for (int k = 0; k < Person::players.size(); k++) {
4078 if ((Person::players[k]->animTarget == swordslashanim ||
4079 Person::players[k]->animTarget == staffhitanim ||
4080 Person::players[k]->animTarget == staffspinhitanim) &&
4081 Person::players[0]->animCurrent != dodgebackanim &&
4082 !Person::players[k]->skeleton.free)
4083 Person::players[k]->Reverse();
4087 if (!hostile || indialogue != -1)
4088 Person::players[0]->attackkeydown = 0;
4090 for (int k = 0; k < Person::players.size(); k++) {
4091 if (indialogue != -1)
4092 Person::players[k]->attackkeydown = 0;
4093 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4094 if (Person::players[k]->aitype != playercontrolled)
4095 Person::players[k]->victim = Person::players[0];
4096 //attack key pressed
4097 if (Person::players[k]->attackkeydown) {
4099 if (Person::players[k]->backkeydown &&
4100 Person::players[k]->animTarget != backhandspringanim &&
4101 (Person::players[k]->isIdle() ||
4102 Person::players[k]->isStop() ||
4103 Person::players[k]->isRun() ||
4104 Person::players[k]->animTarget == walkanim)) {
4105 if (Person::players[k]->jumppower <= 1) {
4106 Person::players[k]->jumppower -= 2;
4108 for (int i = 0; i < Person::players.size(); i++) {
4111 if (Person::players[i]->animTarget == swordslashanim ||
4112 Person::players[i]->animTarget == knifeslashstartanim ||
4113 Person::players[i]->animTarget == staffhitanim ||
4114 Person::players[i]->animTarget == staffspinhitanim)
4115 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4116 Person::players[k]->setAnimation(dodgebackanim);
4117 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4118 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4121 if (Person::players[k]->animTarget != dodgebackanim) {
4124 Person::players[k]->setAnimation(backhandspringanim);
4125 Person::players[k]->targetyaw = -yaw + 180;
4126 if (Person::players[k]->leftkeydown)
4127 Person::players[k]->targetyaw -= 45;
4128 if (Person::players[k]->rightkeydown)
4129 Person::players[k]->targetyaw += 45;
4130 Person::players[k]->yaw = Person::players[k]->targetyaw;
4131 Person::players[k]->jumppower -= 2;
4136 if (!animation[Person::players[k]->animTarget].attack &&
4137 !Person::players[k]->backkeydown &&
4138 (Person::players[k]->isIdle() ||
4139 Person::players[k]->isRun() ||
4140 Person::players[k]->animTarget == walkanim ||
4141 Person::players[k]->animTarget == sneakanim ||
4142 Person::players[k]->isCrouch())) {
4143 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4144 //normal attacks (?)
4145 Person::players[k]->hasvictim = 0;
4146 if (Person::players.size() > 1)
4147 for (int i = 0; i < Person::players.size(); i++) {
4148 if (i == k || !(k == 0 || i == 0))
4150 if (!Person::players[k]->hasvictim)
4151 if (animation[Person::players[k]->animTarget].attack != reversal) {
4153 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4154 if (distance < 4.5 &&
4155 !Person::players[i]->skeleton.free &&
4156 Person::players[i]->howactive < typedead1 &&
4157 Person::players[i]->animTarget != jumpreversedanim &&
4158 Person::players[i]->animTarget != rabbitkickreversedanim &&
4159 Person::players[i]->animTarget != rabbitkickanim &&
4160 Person::players[k]->animTarget != rabbitkickanim &&
4161 Person::players[i]->animTarget != getupfrombackanim &&
4162 (Person::players[i]->animTarget != staggerbackhighanim &&
4163 (Person::players[i]->animTarget != staggerbackhardanim ||
4164 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4165 Person::players[i]->animTarget != jumpdownanim &&
4166 Person::players[i]->animTarget != jumpupanim &&
4167 Person::players[i]->animTarget != getupfromfrontanim) {
4168 Person::players[k]->victim = Person::players[i];
4169 Person::players[k]->hasvictim = 1;
4170 if (Person::players[k]->aitype == playercontrolled) { //human player
4172 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4173 Person::players[k]->crouchkeydown &&
4174 animation[Person::players[i]->animTarget].height != lowheight)
4175 Person::players[k]->animTarget = sweepanim;
4177 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4178 animation[Person::players[i]->animTarget].height != lowheight &&
4179 !Person::players[k]->forwardkeydown &&
4180 !Person::players[k]->leftkeydown &&
4181 !Person::players[k]->rightkeydown &&
4182 !Person::players[k]->crouchkeydown &&
4185 Person::players[k]->animTarget = winduppunchanim;
4187 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4188 animation[Person::players[i]->animTarget].height != lowheight &&
4189 !Person::players[k]->forwardkeydown &&
4190 !Person::players[k]->leftkeydown &&
4191 !Person::players[k]->rightkeydown &&
4192 !Person::players[k]->crouchkeydown &&
4194 Person::players[k]->animTarget = upunchanim;
4196 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4197 Person::players[i]->staggerdelay > 0 &&
4198 attackweapon == knife &&
4199 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4200 Person::players[k]->animTarget = knifefollowanim;
4202 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4203 animation[Person::players[i]->animTarget].height != lowheight &&
4204 !Person::players[k]->forwardkeydown &&
4205 !Person::players[k]->leftkeydown &&
4206 !Person::players[k]->rightkeydown &&
4207 !Person::players[k]->crouchkeydown &&
4208 attackweapon == knife &&
4209 Person::players[k]->weaponmissdelay <= 0)
4210 Person::players[k]->animTarget = knifeslashstartanim;
4212 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4213 animation[Person::players[i]->animTarget].height != lowheight &&
4214 !Person::players[k]->crouchkeydown &&
4215 attackweapon == sword &&
4216 Person::players[k]->weaponmissdelay <= 0)
4217 Person::players[k]->animTarget = swordslashanim;
4219 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4220 animation[Person::players[i]->animTarget].height != lowheight &&
4221 !Person::players[k]->crouchkeydown &&
4222 attackweapon == staff &&
4223 Person::players[k]->weaponmissdelay <= 0 &&
4224 !Person::players[k]->leftkeydown &&
4225 !Person::players[k]->rightkeydown &&
4226 !Person::players[k]->forwardkeydown)
4227 Person::players[k]->animTarget = staffhitanim;
4229 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4230 animation[Person::players[i]->animTarget].height != lowheight &&
4231 !Person::players[k]->crouchkeydown &&
4232 attackweapon == staff &&
4233 Person::players[k]->weaponmissdelay <= 0)
4234 Person::players[k]->animTarget = staffspinhitanim;
4236 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4237 animation[Person::players[i]->animTarget].height != lowheight)
4238 Person::players[k]->animTarget = spinkickanim;
4240 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4241 animation[Person::players[i]->animTarget].height == lowheight &&
4242 animation[Person::players[k]->animTarget].attack != normalattack)
4243 Person::players[k]->animTarget = lowkickanim;
4244 } else { //AI player
4245 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4246 randattack = abs(Random() % 5);
4247 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4249 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4250 Person::players[k]->animTarget = sweepanim;
4252 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4254 Person::players[k]->animTarget = upunchanim;
4256 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4257 Person::players[k]->animTarget = spinkickanim;
4259 else if (animation[Person::players[i]->animTarget].height == lowheight)
4260 Person::players[k]->animTarget = lowkickanim;
4264 if ((tutoriallevel != 1 || !attackweapon) &&
4265 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4267 animation[Person::players[i]->animTarget].height != lowheight)
4268 Person::players[k]->animTarget = sweepanim;
4270 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4271 attackweapon == knife &&
4272 Person::players[k]->weaponmissdelay <= 0)
4273 Person::players[k]->animTarget = knifeslashstartanim;
4275 else if (!(Person::players[0]->victim == Person::players[i] &&
4276 Person::players[0]->hasvictim &&
4277 Person::players[0]->animTarget == swordslashanim) &&
4278 attackweapon == sword &&
4279 Person::players[k]->weaponmissdelay <= 0)
4280 Person::players[k]->animTarget = swordslashanim;
4282 else if (!(Person::players[0]->victim == Person::players[i] &&
4283 Person::players[0]->hasvictim &&
4284 Person::players[0]->animTarget == swordslashanim) &&
4285 attackweapon == staff &&
4286 Person::players[k]->weaponmissdelay <= 0 &&
4288 Person::players[k]->animTarget = staffhitanim;
4290 else if (!(Person::players[0]->victim == Person::players[i] &&
4291 Person::players[0]->hasvictim &&
4292 Person::players[0]->animTarget == swordslashanim) &&
4293 attackweapon == staff &&
4294 Person::players[k]->weaponmissdelay <= 0 &&
4296 Person::players[k]->animTarget = staffspinhitanim;
4298 else if ((tutoriallevel != 1 || !attackweapon) &&
4299 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4301 animation[Person::players[i]->animTarget].height != lowheight)
4302 Person::players[k]->animTarget = spinkickanim;
4304 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4305 animation[Person::players[i]->animTarget].height == lowheight &&
4306 animation[Person::players[k]->animTarget].attack != normalattack)
4307 Person::players[k]->animTarget = lowkickanim;
4311 //upunch becomes wolfslap
4312 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4313 Person::players[k]->animTarget = wolfslapanim;
4316 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4317 Person::players[i]->howactive < typedead1 &&
4318 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4319 !Person::players[i]->skeleton.free &&
4320 Person::players[i]->animTarget != getupfrombackanim &&
4321 Person::players[i]->animTarget != getupfromfrontanim &&
4322 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4323 Person::players[i]->surprised > 0 ||
4324 Person::players[i]->aitype == passivetype ||
4325 attackweapon && Person::players[i]->stunned > 0) &&
4326 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4328 if (!attackweapon) {
4329 Person::players[k]->animCurrent = sneakattackanim;
4330 Person::players[k]->animTarget = sneakattackanim;
4331 Person::players[i]->animCurrent = sneakattackedanim;
4332 Person::players[i]->animTarget = sneakattackedanim;
4333 Person::players[k]->oldcoords = Person::players[k]->coords;
4334 Person::players[k]->coords = Person::players[i]->coords;
4337 if (attackweapon == knife) {
4338 Person::players[k]->animCurrent = knifesneakattackanim;
4339 Person::players[k]->animTarget = knifesneakattackanim;
4340 Person::players[i]->animCurrent = knifesneakattackedanim;
4341 Person::players[i]->animTarget = knifesneakattackedanim;
4342 Person::players[i]->oldcoords = Person::players[i]->coords;
4343 Person::players[i]->coords = Person::players[k]->coords;
4346 if (attackweapon == sword) {
4347 Person::players[k]->animCurrent = swordsneakattackanim;
4348 Person::players[k]->animTarget = swordsneakattackanim;
4349 Person::players[i]->animCurrent = swordsneakattackedanim;
4350 Person::players[i]->animTarget = swordsneakattackedanim;
4351 Person::players[i]->oldcoords = Person::players[i]->coords;
4352 Person::players[i]->coords = Person::players[k]->coords;
4354 if (attackweapon != staff) {
4355 Person::players[k]->victim = Person::players[i];
4356 Person::players[k]->hasvictim = 1;
4357 Person::players[i]->targettilt2 = 0;
4358 Person::players[i]->frameTarget = 1;
4359 Person::players[i]->frameCurrent = 0;
4360 Person::players[i]->target = 0;
4361 Person::players[i]->velocity = 0;
4362 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4363 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4364 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4365 Person::players[k]->target = Person::players[i]->target;
4366 Person::players[k]->velocity = 0;
4367 Person::players[k]->targetyaw = Person::players[i]->yaw;
4368 Person::players[k]->yaw = Person::players[i]->yaw;
4369 Person::players[i]->targetyaw = Person::players[i]->yaw;
4372 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4373 Person::players[k]->victim == Person::players[i] &&
4374 (!Person::players[i]->skeleton.free)) {
4376 Person::players[k]->frameTarget = 0;
4377 Person::players[k]->target = 0;
4379 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4380 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4381 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4382 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4383 Person::players[k]->lastattack = Person::players[k]->animTarget;
4385 if (Person::players[k]->animTarget == knifefollowanim &&
4386 Person::players[k]->victim == Person::players[i]) {
4388 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4389 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4390 Person::players[k]->victim = Person::players[i];
4391 Person::players[k]->hasvictim = 1;
4392 Person::players[i]->animTarget = knifefollowedanim;
4393 Person::players[i]->animCurrent = knifefollowedanim;
4394 Person::players[i]->targettilt2 = 0;
4395 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4396 Person::players[i]->frameTarget = 1;
4397 Person::players[i]->frameCurrent = 0;
4398 Person::players[i]->target = 0;
4399 Person::players[i]->velocity = 0;
4400 Person::players[k]->animCurrent = knifefollowanim;
4401 Person::players[k]->animTarget = knifefollowanim;
4402 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4403 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4404 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4405 Person::players[k]->target = Person::players[i]->target;
4406 Person::players[k]->velocity = 0;
4407 Person::players[k]->oldcoords = Person::players[k]->coords;
4408 Person::players[i]->coords = Person::players[k]->coords;
4409 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4410 Person::players[i]->yaw = Person::players[k]->targetyaw;
4411 Person::players[k]->yaw = Person::players[k]->targetyaw;
4412 Person::players[i]->yaw = Person::players[k]->targetyaw;
4416 const bool hasstaff = attackweapon == staff;
4417 if (k == 0 && Person::players.size() > 1)
4418 for (int i = 0; i < Person::players.size(); i++) {
4421 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4422 animation[Person::players[k]->animTarget].attack == neutral) {
4423 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4424 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4425 if (Person::players[i]->skeleton.free)
4426 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4427 (Person::players[i]->dead ||
4428 Person::players[i]->skeleton.longdead > 1000 ||
4429 Person::players[k]->isRun() ||
4432 (Person::players[i]->skeleton.longdead > 2000 ||
4433 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4434 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4435 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4436 Person::players[k]->victim = Person::players[i];
4437 Person::players[k]->hasvictim = 1;
4438 if (attackweapon && tutoriallevel != 1) {
4440 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4441 Person::players[k]->animTarget = crouchstabanim;
4443 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4444 Person::players[k]->animTarget = swordgroundstabanim;
4446 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4447 Person::players[k]->animTarget = staffgroundsmashanim;
4449 if (distance < 2.5 &&
4450 Person::players[k]->crouchkeydown &&
4451 Person::players[k]->animTarget != crouchstabanim &&
4453 Person::players[i]->dead &&
4454 Person::players[i]->skeleton.free &&
4455 Person::players[i]->skeleton.longdead > 1000) {
4456 Person::players[k]->animTarget = killanim;
4457 //TODO: refactor this out, what does it do?
4458 for (int j = 0; j < terrain.numdecals; j++) {
4459 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4460 terrain.decalalivetime[j] < 2)
4461 terrain.DeleteDecal(j);
4463 for (int l = 0; l < objects.numobjects; l++) {
4464 if (objects.model[l].type == decalstype)
4465 for (int j = 0; j < objects.model[l].numdecals; j++) {
4466 if ((objects.model[l].decaltype[j] == blooddecal ||
4467 objects.model[l].decaltype[j] == blooddecalslow) &&
4468 objects.model[l].decalalivetime[j] < 2)
4469 objects.model[l].DeleteDecal(j);
4473 if (!Person::players[i]->dead || musictype != 2)
4474 if (distance < 3.5 &&
4475 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4476 Person::players[k]->staggerdelay <= 0 &&
4477 (Person::players[i]->dead ||
4478 Person::players[i]->skeleton.longdead < 300 &&
4479 Person::players[k]->lastattack != spinkickanim &&
4480 Person::players[i]->skeleton.free) &&
4481 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4482 Person::players[k]->animTarget = dropkickanim;
4483 for (int j = 0; j < terrain.numdecals; j++) {
4484 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4485 terrain.decalalivetime[j] < 2) {
4486 terrain.DeleteDecal(j);
4489 for (int l = 0; l < objects.numobjects; l++) {
4490 if (objects.model[l].type == decalstype)
4491 for (int j = 0; j < objects.model[l].numdecals; j++) {
4492 if ((objects.model[l].decaltype[j] == blooddecal ||
4493 objects.model[l].decaltype[j] == blooddecalslow) &&
4494 objects.model[l].decalalivetime[j] < 2) {
4495 objects.model[l].DeleteDecal(j);
4501 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4502 Person::players[k]->victim == Person::players[i] &&
4503 (!Person::players[i]->skeleton.free ||
4504 Person::players[k]->animTarget == killanim ||
4505 Person::players[k]->animTarget == crouchstabanim ||
4506 Person::players[k]->animTarget == swordgroundstabanim ||
4507 Person::players[k]->animTarget == staffgroundsmashanim ||
4508 Person::players[k]->animTarget == dropkickanim)) {
4510 Person::players[k]->frameTarget = 0;
4511 Person::players[k]->target = 0;
4513 XYZ targetpoint = Person::players[i]->coords;
4514 if (Person::players[k]->animTarget == crouchstabanim ||
4515 Person::players[k]->animTarget == swordgroundstabanim ||
4516 Person::players[k]->animTarget == staffgroundsmashanim) {
4517 targetpoint += (Person::players[i]->jointPos(abdomen) +
4518 Person::players[i]->jointPos(neck)) / 2 *
4519 Person::players[i]->scale;
4521 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4522 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4524 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4525 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4528 if (Person::players[k]->animTarget == staffgroundsmashanim)
4529 Person::players[k]->targettilt2 += 10;
4531 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4532 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4533 Person::players[k]->lastattack = Person::players[k]->animTarget;
4535 if (Person::players[k]->animTarget == swordgroundstabanim) {
4536 Person::players[k]->targetyaw += 30;
4541 if (!Person::players[k]->hasvictim) {
4543 for (int i = 0; i < Person::players.size(); i++) {
4544 if (i == k || !(i == 0 || k == 0))
4546 if (!Person::players[i]->skeleton.free) {
4547 if (Person::players[k]->hasvictim) {
4548 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4549 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4550 Person::players[k]->victim = Person::players[i];
4552 Person::players[k]->victim = Person::players[i];
4553 Person::players[k]->hasvictim = 1;
4558 if (Person::players[k]->aitype == playercontrolled)
4560 if (Person::players[k]->attackkeydown &&
4561 Person::players[k]->isRun() &&
4562 Person::players[k]->wasRun() &&
4563 ((Person::players[k]->hasvictim &&
4564 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4565 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4566 !Person::players[k]->victim->skeleton.free &&
4567 Person::players[k]->victim->animTarget != getupfrombackanim &&
4568 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4569 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4570 Person::players[k]->aitype != playercontrolled && //wat???
4571 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4572 Person::players[k]->rabbitkickenabled) ||
4573 Person::players[k]->jumpkeydown)) {
4575 Person::players[k]->setAnimation(rabbitkickanim);
4578 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4580 switch (attackweapon) {
4601 void doPlayerCollisions()
4603 static XYZ rotatetarget;
4604 static float collisionradius;
4605 if (Person::players.size() > 1)
4606 for (int k = 0; k < Person::players.size(); k++)
4607 for (int i = k + 1; i < Person::players.size(); i++) {
4608 //neither player is part of a reversal
4609 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4610 animation[Person::players[i]->animTarget].attack != reversal &&
4611 animation[Person::players[k]->animTarget].attack != reversed &&
4612 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4613 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4614 animation[Person::players[i]->animCurrent].attack != reversal &&
4615 animation[Person::players[k]->animCurrent].attack != reversed &&
4616 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4617 //neither is sleeping
4618 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4619 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4620 //in same patch, neither is climbing
4621 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4622 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4623 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4624 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4625 Person::players[i]->animTarget != climbanim &&
4626 Person::players[i]->animTarget != hanganim &&
4627 Person::players[k]->animTarget != climbanim &&
4628 Person::players[k]->animTarget != hanganim)
4629 //players are close (bounding box test)
4630 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4631 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4632 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4633 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4634 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4635 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4636 //spread fire from player to player
4637 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4638 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4639 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4640 if (!Person::players[i]->onfire)
4641 Person::players[i]->CatchFire();
4642 if (!Person::players[k]->onfire)
4643 Person::players[k]->CatchFire();
4647 XYZ tempcoords1 = Person::players[i]->coords;
4648 XYZ tempcoords2 = Person::players[k]->coords;
4649 if (!Person::players[i]->skeleton.oldfree)
4650 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4651 if (!Person::players[k]->skeleton.oldfree)
4652 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4653 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4654 if (Person::players[0]->hasvictim)
4655 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4656 collisionradius = 3;
4657 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4658 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4659 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4660 //jump down on a dead body
4661 if (k == 0 || i == 0) {
4663 if (Person::players[0]->animTarget == jumpdownanim &&
4664 !Person::players[0]->skeleton.oldfree &&
4665 !Person::players[0]->skeleton.free &&
4666 Person::players[l]->skeleton.oldfree &&
4667 Person::players[l]->skeleton.free &&
4668 Person::players[l]->dead &&
4669 Person::players[0]->lastcollide <= 0 &&
4670 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4671 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4672 Person::players[0]->coords.y = Person::players[l]->coords.y;
4673 Person::players[l]->velocity = Person::players[0]->velocity;
4674 Person::players[l]->skeleton.free = 0;
4675 Person::players[l]->yaw = 0;
4676 Person::players[l]->RagDoll(0);
4677 Person::players[l]->DoDamage(20);
4679 Person::players[l]->skeleton.longdead = 0;
4680 Person::players[0]->lastcollide = 1;
4684 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4685 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4686 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4687 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4688 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4689 Person::players[i]->skeleton.free) &&
4690 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4691 Person::players[k]->skeleton.free))
4692 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4693 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4694 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4696 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4697 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4698 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4699 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4700 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4702 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4703 (k != 0 || Person::players[k]->skeleton.free) ||
4704 (animation[Person::players[i]->animTarget].height == highheight &&
4705 animation[Person::players[k]->animTarget].height == highheight)) {
4706 if (tutoriallevel != 1) {
4707 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4710 Person::players[i]->RagDoll(0);
4711 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4712 award_bonus(0, aimbonus);
4714 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4715 Person::players[k]->RagDoll(0);
4716 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4717 award_bonus(0, aimbonus); // Huh, again?
4719 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4721 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4722 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4724 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4725 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4730 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4731 animation[Person::players[i]->animTarget].attack == normalattack) &&
4732 (animation[Person::players[k]->animTarget].attack == neutral ||
4733 animation[Person::players[k]->animTarget].attack == normalattack)) {
4735 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4736 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4737 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4738 Normalise(&rotatetarget);
4739 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4740 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4741 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4742 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4743 if (Person::players[k]->howactive == typeactive || hostile)
4744 if (Person::players[k]->isIdle()) {
4745 if (Person::players[k]->howactive < typesleeping)
4746 Person::players[k]->setAnimation(Person::players[k]->getStop());
4747 else if (Person::players[k]->howactive == typesleeping)
4748 Person::players[k]->setAnimation(getupfromfrontanim);
4750 Person::players[k]->howactive = typeactive;
4752 if (Person::players[i]->howactive == typeactive || hostile)
4753 if (Person::players[i]->isIdle()) {
4754 if (Person::players[i]->howactive < typesleeping)
4755 Person::players[i]->setAnimation(Person::players[k]->getStop());
4757 Person::players[i]->setAnimation(getupfromfrontanim);
4759 Person::players[i]->howactive = typeactive;
4762 //jump down on player
4764 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4765 !Person::players[i]->isCrouch() &&
4766 Person::players[i]->animTarget != rollanim &&
4767 !Person::players[k]->skeleton.oldfree && !
4768 Person::players[k]->skeleton.free &&
4769 Person::players[k]->lastcollide <= 0 &&
4770 Person::players[k]->velocity.y < -10) {
4771 Person::players[i]->velocity = Person::players[k]->velocity;
4772 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4773 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4774 Person::players[i]->DoDamage(20);
4775 Person::players[i]->RagDoll(0);
4776 Person::players[k]->lastcollide = 1;
4777 award_bonus(k, AboveBonus);
4779 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4780 !Person::players[k]->isCrouch() &&
4781 Person::players[k]->animTarget != rollanim &&
4782 !Person::players[i]->skeleton.oldfree &&
4783 !Person::players[i]->skeleton.free &&
4784 Person::players[i]->lastcollide <= 0 &&
4785 Person::players[i]->velocity.y < -10) {
4786 Person::players[k]->velocity = Person::players[i]->velocity;
4787 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4788 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4789 Person::players[k]->DoDamage(20);
4790 Person::players[k]->RagDoll(0);
4791 Person::players[i]->lastcollide = 1;
4792 award_bonus(i, AboveBonus);
4798 Person::players[i]->CheckKick();
4799 Person::players[k]->CheckKick();
4807 static bool connected;
4808 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4809 Person::players[i]->jumpclimb = 0;
4810 //disable movement in editor
4812 Person::players[i]->stunned = 1;
4814 Person::players[i]->pause = 0;
4815 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4816 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4817 !Person::players[0]->onterrain)
4818 Person::players[i]->pause = 1;
4821 if (Person::players[i]->aitype == pathfindtype) {
4822 if (Person::players[i]->finalpathfindpoint == -1) {
4823 float closestdistance;
4828 closestdistance = -1;
4829 for (int j = 0; j < numpathpoints; j++)
4830 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4831 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4833 Person::players[i]->finaltarget = pathpoint[j];
4835 Person::players[i]->finalpathfindpoint = closest;
4836 for (int j = 0; j < numpathpoints; j++)
4837 for (int k = 0; k < numpathpointconnect[j]; k++) {
4838 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4839 if (sq(tempdist) < closestdistance)
4840 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4841 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4842 closestdistance = sq(tempdist);
4844 Person::players[i]->finaltarget = colpoint;
4847 Person::players[i]->finalpathfindpoint = closest;
4850 if (Person::players[i]->targetpathfindpoint == -1) {
4851 float closestdistance;
4856 closestdistance = -1;
4857 if (Person::players[i]->lastpathfindpoint == -1) {
4858 for (int j = 0; j < numpathpoints; j++) {
4859 if (j != Person::players[i]->lastpathfindpoint)
4860 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4861 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4865 Person::players[i]->targetpathfindpoint = closest;
4866 for (int j = 0; j < numpathpoints; j++)
4867 if (j != Person::players[i]->lastpathfindpoint)
4868 for (int k = 0; k < numpathpointconnect[j]; k++) {
4869 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4870 if (sq(tempdist) < closestdistance) {
4871 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4872 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4873 closestdistance = sq(tempdist);
4878 Person::players[i]->targetpathfindpoint = closest;
4880 for (int j = 0; j < numpathpoints; j++)
4881 if (j != Person::players[i]->lastpathfindpoint &&
4882 j != Person::players[i]->lastpathfindpoint2 &&
4883 j != Person::players[i]->lastpathfindpoint3 &&
4884 j != Person::players[i]->lastpathfindpoint4) {
4886 if (numpathpointconnect[j])
4887 for (int k = 0; k < numpathpointconnect[j]; k++)
4888 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4891 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4892 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4893 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4896 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4897 if (closest == -1 || tempdist < closestdistance) {
4898 closestdistance = tempdist;
4903 Person::players[i]->targetpathfindpoint = closest;
4906 Person::players[i]->losupdatedelay -= multiplier;
4908 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4909 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4911 //reached target point
4912 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4913 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4914 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4915 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4916 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4917 if (Person::players[i]->lastpathfindpoint2 == -1)
4918 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4919 if (Person::players[i]->lastpathfindpoint3 == -1)
4920 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4921 if (Person::players[i]->lastpathfindpoint4 == -1)
4922 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4923 Person::players[i]->targetpathfindpoint = -1;
4925 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4926 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4927 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4928 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4929 Person::players[i]->aitype = passivetype;
4932 Person::players[i]->forwardkeydown = 1;
4933 Person::players[i]->leftkeydown = 0;
4934 Person::players[i]->backkeydown = 0;
4935 Person::players[i]->rightkeydown = 0;
4936 Person::players[i]->crouchkeydown = 0;
4937 Person::players[i]->attackkeydown = 0;
4938 Person::players[i]->throwkeydown = 0;
4940 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4941 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4943 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4944 Person::players[i]->jumpkeydown = 0;
4945 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4946 Person::players[i]->jumpkeydown = 1;
4948 if ((tutoriallevel != 1 || cananger) &&
4950 !Person::players[0]->dead &&
4951 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4952 Person::players[i]->occluded < 25) {
4953 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4954 animation[Person::players[0]->animTarget].height != lowheight &&
4956 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4957 Person::players[i]->aitype = attacktypecutoff;
4958 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4959 animation[Person::players[0]->animTarget].height == highheight &&
4961 Person::players[i]->aitype = attacktypecutoff;
4963 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4964 Person::players[i]->losupdatedelay = .2;
4965 for (int j = 0; j < Person::players.size(); j++)
4966 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4967 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4968 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4969 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4970 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4971 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4972 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4973 *Person::players[i]->scale + Person::players[i]->coords,
4974 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4975 *Person::players[j]->scale + Person::players[j]->coords) ||
4976 (Person::players[j]->animTarget == hanganim &&
4977 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4978 Person::players[i]->aitype = searchtype;
4979 Person::players[i]->lastchecktime = 12;
4980 Person::players[i]->lastseen = Person::players[j]->coords;
4981 Person::players[i]->lastseentime = 12;
4985 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4986 if (Person::players[i]->creature != wolftype) {
4987 Person::players[i]->stunned = .6;
4988 Person::players[i]->surprised = .6;
4992 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4993 Person::players[i]->howactive = typeactive;
4995 if (Person::players[i]->aitype == passivetype) {
4996 Person::players[i]->aiupdatedelay -= multiplier;
4997 Person::players[i]->losupdatedelay -= multiplier;
4998 Person::players[i]->lastseentime += multiplier;
4999 Person::players[i]->pausetime -= multiplier;
5000 if (Person::players[i]->lastseentime > 1)
5001 Person::players[i]->lastseentime = 1;
5003 if (Person::players[i]->aiupdatedelay < 0) {
5004 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5005 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5006 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5007 Person::players[i]->aiupdatedelay = .05;
5009 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5010 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5011 Person::players[i]->pausetime = 4;
5012 Person::players[i]->waypoint++;
5013 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5014 Person::players[i]->waypoint = 0;
5019 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5020 Person::players[i]->forwardkeydown = 1;
5022 Person::players[i]->forwardkeydown = 0;
5023 Person::players[i]->leftkeydown = 0;
5024 Person::players[i]->backkeydown = 0;
5025 Person::players[i]->rightkeydown = 0;
5026 Person::players[i]->crouchkeydown = 0;
5027 Person::players[i]->attackkeydown = 0;
5028 Person::players[i]->throwkeydown = 0;
5030 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5031 if (!Person::players[i]->avoidsomething)
5032 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5034 XYZ leftpos, rightpos;
5035 float leftdist, rightdist;
5036 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5037 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5038 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5039 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5040 if (leftdist < rightdist)
5041 Person::players[i]->targetyaw += 90;
5043 Person::players[i]->targetyaw -= 90;
5047 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5048 Person::players[i]->jumpkeydown = 0;
5049 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5050 Person::players[i]->jumpkeydown = 1;
5054 if (!editorenabled) {
5055 if (Person::players[i]->howactive <= typesleeping)
5056 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5057 for (int j = 0; j < numenvsounds; j++) {
5058 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5059 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5060 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5061 Person::players[i]->aitype = attacktypecutoff;
5064 if (Person::players[i]->aitype != passivetype) {
5065 if (Person::players[i]->howactive == typesleeping)
5066 Person::players[i]->setAnimation(getupfromfrontanim);
5067 Person::players[i]->howactive = typeactive;
5071 if (Person::players[i]->howactive < typesleeping &&
5072 ((tutoriallevel != 1 || cananger) && hostile) &&
5073 !Person::players[0]->dead &&
5074 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5075 Person::players[i]->occluded < 25) {
5076 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5077 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5078 Person::players[i]->aitype = attacktypecutoff;
5079 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5080 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5081 Person::players[i]->aitype = attacktypecutoff;
5084 if (Person::players[i]->creature == wolftype) {
5086 for (int j = 0; j < Person::players.size(); j++) {
5087 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5088 float smelldistance = 50;
5089 if (j == 0 && Person::players[j]->num_weapons > 0) {
5090 if (weapons[Person::players[j]->weaponids[0]].bloody)
5091 smelldistance = 100;
5092 if (Person::players[j]->num_weapons == 2)
5093 if (weapons[Person::players[j]->weaponids[1]].bloody)
5094 smelldistance = 100;
5097 smelldistance = 100;
5098 windsmell = windvector;
5099 Normalise(&windsmell);
5100 windsmell = windsmell * 2 + Person::players[j]->coords;
5101 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5102 Person::players[i]->aitype = attacktypecutoff;
5107 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5108 Person::players[i]->losupdatedelay = .2;
5109 for (int j = 0; j < Person::players.size(); j++) {
5110 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5111 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5112 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5113 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5114 if ((-1 == checkcollide(
5115 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5116 Person::players[i]->scale + Person::players[i]->coords,
5117 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5118 Person::players[j]->scale + Person::players[j]->coords) &&
5119 !Person::players[j]->isWallJump()) ||
5120 (Person::players[j]->animTarget == hanganim &&
5121 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5122 Person::players[i]->lastseentime -= .2;
5123 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5124 Person::players[i]->lastseentime -= .4;
5126 Person::players[i]->lastseentime -= .6;
5128 if (Person::players[i]->lastseentime <= 0) {
5129 Person::players[i]->aitype = searchtype;
5130 Person::players[i]->lastchecktime = 12;
5131 Person::players[i]->lastseen = Person::players[j]->coords;
5132 Person::players[i]->lastseentime = 12;
5139 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5140 if (Person::players[i]->creature != wolftype) {
5141 Person::players[i]->stunned = .6;
5142 Person::players[i]->surprised = .6;
5144 if (Person::players[i]->creature == wolftype) {
5145 Person::players[i]->stunned = .47;
5146 Person::players[i]->surprised = .47;
5154 if (Person::players[i]->aitype == searchtype) {
5155 Person::players[i]->aiupdatedelay -= multiplier;
5156 Person::players[i]->losupdatedelay -= multiplier;
5157 if (!Person::players[i]->pause)
5158 Person::players[i]->lastseentime -= multiplier;
5159 Person::players[i]->lastchecktime -= multiplier;
5161 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5162 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5163 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5165 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5167 j = checkcollide(test2, test, Person::players[i]->laststanding);
5169 j = checkcollide(test2, test);
5171 Person::players[i]->velocity = 0;
5172 Person::players[i]->setAnimation(Person::players[i]->getStop());
5173 Person::players[i]->targetyaw += 180;
5174 Person::players[i]->stunned = .5;
5175 //Person::players[i]->aitype=passivetype;
5176 Person::players[i]->aitype = pathfindtype;
5177 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5178 Person::players[i]->finalpathfindpoint = -1;
5179 Person::players[i]->targetpathfindpoint = -1;
5180 Person::players[i]->lastpathfindpoint = -1;
5181 Person::players[i]->lastpathfindpoint2 = -1;
5182 Person::players[i]->lastpathfindpoint3 = -1;
5183 Person::players[i]->lastpathfindpoint4 = -1;
5185 Person::players[i]->laststanding = j;
5188 //check out last seen location
5189 if (Person::players[i]->aiupdatedelay < 0) {
5190 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5191 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5192 Person::players[i]->aiupdatedelay = .05;
5193 Person::players[i]->forwardkeydown = 1;
5195 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5196 Person::players[i]->forwardkeydown = 0;
5197 Person::players[i]->aiupdatedelay = 1;
5198 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5199 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5200 Person::players[i]->lastchecktime = 3;
5203 Person::players[i]->leftkeydown = 0;
5204 Person::players[i]->backkeydown = 0;
5205 Person::players[i]->rightkeydown = 0;
5206 Person::players[i]->crouchkeydown = 0;
5207 Person::players[i]->attackkeydown = 0;
5208 Person::players[i]->throwkeydown = 0;
5210 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5211 if (!Person::players[i]->avoidsomething)
5212 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5214 XYZ leftpos, rightpos;
5215 float leftdist, rightdist;
5216 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5217 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5218 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5219 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5220 if (leftdist < rightdist)
5221 Person::players[i]->targetyaw += 90;
5223 Person::players[i]->targetyaw -= 90;
5227 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5228 Person::players[i]->jumpkeydown = 0;
5229 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5230 Person::players[i]->jumpkeydown = 1;
5232 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5233 for (int k = 0; k < numenvsounds; k++) {
5234 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5235 Person::players[i]->aitype = attacktypecutoff;
5239 if (!Person::players[0]->dead &&
5240 Person::players[i]->losupdatedelay < 0 &&
5242 Person::players[i]->occluded < 2 &&
5243 ((tutoriallevel != 1 || cananger) && hostile)) {
5244 Person::players[i]->losupdatedelay = .2;
5245 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5246 Person::players[i]->aitype = attacktypecutoff;
5247 Person::players[i]->lastseentime = 1;
5249 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5250 //TODO: factor out canSeePlayer()
5251 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5252 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5254 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5255 Person::players[i]->scale + Person::players[i]->coords,
5256 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5257 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5258 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5259 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5260 /* //TODO: changed j to 0 on a whim, make sure this is correct
5261 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5262 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5264 Person::players[i]->aitype = attacktypecutoff;
5265 Person::players[i]->lastseentime = 1;
5269 if (Person::players[i]->lastseentime < 0) {
5270 //Person::players[i]->aitype=passivetype;
5272 Person::players[i]->aitype = pathfindtype;
5273 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5274 Person::players[i]->finalpathfindpoint = -1;
5275 Person::players[i]->targetpathfindpoint = -1;
5276 Person::players[i]->lastpathfindpoint = -1;
5277 Person::players[i]->lastpathfindpoint2 = -1;
5278 Person::players[i]->lastpathfindpoint3 = -1;
5279 Person::players[i]->lastpathfindpoint4 = -1;
5283 if (Person::players[i]->aitype != gethelptype)
5284 Person::players[i]->runninghowlong = 0;
5286 //get help from buddies
5287 if (Person::players[i]->aitype == gethelptype) {
5288 Person::players[i]->runninghowlong += multiplier;
5289 Person::players[i]->aiupdatedelay -= multiplier;
5291 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5292 Person::players[i]->aiupdatedelay = .2;
5295 //TODO: factor out closest search somehow
5296 if (!Person::players[i]->ally) {
5298 float closestdist = -1;
5299 for (int k = 0; k < Person::players.size(); k++) {
5300 if (k != i && k != 0 && !Person::players[k]->dead &&
5301 Person::players[k]->howactive < typedead1 &&
5302 !Person::players[k]->skeleton.free &&
5303 Person::players[k]->aitype == passivetype) {
5304 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5305 if (closestdist == -1 || distance < closestdist) {
5306 closestdist = distance;
5313 Person::players[i]->ally = closest;
5315 Person::players[i]->ally = 0;
5316 Person::players[i]->lastseen = Person::players[0]->coords;
5317 Person::players[i]->lastseentime = 12;
5321 Person::players[i]->lastchecktime = 12;
5323 XYZ facing = Person::players[i]->coords;
5324 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5325 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5326 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5327 if (-1 != checkcollide(facing, flatfacing))
5328 Person::players[i]->lastseentime -= .1;
5330 //no available ally, run back to player
5331 if (Person::players[i]->ally <= 0 ||
5332 Person::players[Person::players[i]->ally]->skeleton.free ||
5333 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5334 Person::players[i]->lastseentime <= 0) {
5335 Person::players[i]->aitype = searchtype;
5336 Person::players[i]->lastseentime = 12;
5340 if (Person::players[i]->ally > 0) {
5341 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5342 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5343 Person::players[i]->aiupdatedelay = .05;
5344 Person::players[i]->forwardkeydown = 1;
5346 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5347 Person::players[i]->aitype = searchtype;
5348 Person::players[i]->lastseentime = 12;
5349 Person::players[Person::players[i]->ally]->aitype = searchtype;
5350 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5351 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5352 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5353 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5357 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5358 if (!Person::players[i]->avoidsomething)
5359 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5361 XYZ leftpos, rightpos;
5362 float leftdist, rightdist;
5363 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5364 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5365 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5366 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5367 if (leftdist < rightdist)
5368 Person::players[i]->targetyaw += 90;
5370 Person::players[i]->targetyaw -= 90;
5375 Person::players[i]->leftkeydown = 0;
5376 Person::players[i]->backkeydown = 0;
5377 Person::players[i]->rightkeydown = 0;
5378 Person::players[i]->crouchkeydown = 0;
5379 Person::players[i]->attackkeydown = 0;
5381 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5382 Person::players[i]->jumpkeydown = 0;
5383 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5384 Person::players[i]->jumpkeydown = 1;
5387 //retreiving a weapon on the ground
5388 if (Person::players[i]->aitype == getweapontype) {
5389 Person::players[i]->aiupdatedelay -= multiplier;
5390 Person::players[i]->lastchecktime -= multiplier;
5392 if (Person::players[i]->aiupdatedelay < 0) {
5393 Person::players[i]->aiupdatedelay = .2;
5396 if (Person::players[i]->ally < 0) {
5398 float closestdist = -1;
5399 for (int k = 0; k < weapons.size(); k++)
5400 if (weapons[k].owner == -1) {
5401 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5402 if (closestdist == -1 || distance < closestdist) {
5403 closestdist = distance;
5409 Person::players[i]->ally = closest;
5411 Person::players[i]->ally = -1;
5414 Person::players[i]->lastseentime = 12;
5416 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5417 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5418 Person::players[i]->aitype = attacktypecutoff;
5419 Person::players[i]->lastseentime = 1;
5421 if (!Person::players[0]->dead)
5422 if (Person::players[i]->ally >= 0) {
5423 if (weapons[Person::players[i]->ally].owner != -1 ||
5424 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5425 Person::players[i]->aitype = attacktypecutoff;
5426 Person::players[i]->lastseentime = 1;
5428 //TODO: factor these out as moveToward()
5429 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5430 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5431 Person::players[i]->aiupdatedelay = .05;
5432 Person::players[i]->forwardkeydown = 1;
5435 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5436 if (!Person::players[i]->avoidsomething)
5437 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5439 XYZ leftpos, rightpos;
5440 float leftdist, rightdist;
5441 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5442 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5443 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5444 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5445 if (leftdist < rightdist)
5446 Person::players[i]->targetyaw += 90;
5448 Person::players[i]->targetyaw -= 90;
5453 Person::players[i]->leftkeydown = 0;
5454 Person::players[i]->backkeydown = 0;
5455 Person::players[i]->rightkeydown = 0;
5456 Person::players[i]->attackkeydown = 0;
5457 Person::players[i]->throwkeydown = 1;
5458 Person::players[i]->crouchkeydown = 0;
5459 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5460 Person::players[i]->animTarget != removeknifeanim)
5461 Person::players[i]->throwtogglekeydown = 0;
5462 Person::players[i]->drawkeydown = 0;
5464 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5465 Person::players[i]->jumpkeydown = 0;
5466 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5467 Person::players[i]->jumpkeydown = 1;
5470 if (Person::players[i]->aitype == attacktypecutoff) {
5471 Person::players[i]->aiupdatedelay -= multiplier;
5472 //dodge or reverse rabbit kicks, knife throws, flips
5473 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5474 if ((Person::players[0]->animTarget == rabbitkickanim ||
5475 Person::players[0]->animTarget == knifethrowanim ||
5476 (Person::players[0]->isFlip() &&
5477 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5478 !Person::players[0]->skeleton.free &&
5479 (Person::players[i]->aiupdatedelay < .1)) {
5480 Person::players[i]->attackkeydown = 0;
5481 if (Person::players[i]->isIdle())
5482 Person::players[i]->crouchkeydown = 1;
5483 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5484 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5485 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5486 if (abs(Random() % 2 == 0))
5487 Person::players[i]->setAnimation(backhandspringanim);
5489 Person::players[i]->setAnimation(rollanim);
5490 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5491 Person::players[i]->wentforweapon = 0;
5493 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5494 Person::players[i]->setAnimation(flipanim);
5497 Person::players[i]->forwardkeydown = 0;
5498 Person::players[i]->aiupdatedelay = .02;
5500 //get confused by flips
5501 if (Person::players[0]->isFlip() &&
5502 !Person::players[0]->skeleton.free &&
5503 Person::players[0]->animTarget != walljumprightkickanim &&
5504 Person::players[0]->animTarget != walljumpleftkickanim) {
5505 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5506 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5507 Person::players[i]->stunned = 1;
5509 //go for weapon on the ground
5510 if (Person::players[i]->wentforweapon < 3)
5511 for (int k = 0; k < weapons.size(); k++)
5512 if (Person::players[i]->creature != wolftype)
5513 if (Person::players[i]->num_weapons == 0 &&
5514 weapons[k].owner == -1 &&
5515 weapons[i].velocity.x == 0 &&
5516 weapons[i].velocity.z == 0 &&
5517 weapons[i].velocity.y == 0) {
5518 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5519 Person::players[i]->wentforweapon++;
5520 Person::players[i]->lastchecktime = 6;
5521 Person::players[i]->aitype = getweapontype;
5522 Person::players[i]->ally = -1;
5525 //dodge/reverse walljump kicks
5526 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5527 if (animation[Person::players[i]->animTarget].height != highheight)
5528 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5529 ((Person::players[0]->animTarget == walljumprightkickanim ||
5530 Person::players[0]->animTarget == walljumpleftkickanim) &&
5531 ((Person::players[i]->aiupdatedelay < .15 &&
5533 (Person::players[i]->aiupdatedelay < .08 &&
5534 difficulty != 2)))) {
5535 Person::players[i]->crouchkeydown = 1;
5537 //walked off a ledge (?)
5538 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5539 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5540 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5542 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5544 j = checkcollide(test2, test, Person::players[i]->laststanding);
5546 j = checkcollide(test2, test);
5548 Person::players[i]->velocity = 0;
5549 Person::players[i]->setAnimation(Person::players[i]->getStop());
5550 Person::players[i]->targetyaw += 180;
5551 Person::players[i]->stunned = .5;
5552 Person::players[i]->aitype = pathfindtype;
5553 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5554 Person::players[i]->finalpathfindpoint = -1;
5555 Person::players[i]->targetpathfindpoint = -1;
5556 Person::players[i]->lastpathfindpoint = -1;
5557 Person::players[i]->lastpathfindpoint2 = -1;
5558 Person::players[i]->lastpathfindpoint3 = -1;
5559 Person::players[i]->lastpathfindpoint4 = -1;
5561 Person::players[i]->laststanding = j;
5563 //lose sight of player in the air (?)
5564 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5565 animation[Person::players[0]->animTarget].height != highheight &&
5566 !Person::players[0]->onterrain) {
5567 Person::players[i]->aitype = pathfindtype;
5568 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5569 Person::players[i]->finalpathfindpoint = -1;
5570 Person::players[i]->targetpathfindpoint = -1;
5571 Person::players[i]->lastpathfindpoint = -1;
5572 Person::players[i]->lastpathfindpoint2 = -1;
5573 Person::players[i]->lastpathfindpoint3 = -1;
5574 Person::players[i]->lastpathfindpoint4 = -1;
5576 //it's time to think (?)
5577 if (Person::players[i]->aiupdatedelay < 0 &&
5578 !animation[Person::players[i]->animTarget].attack &&
5579 Person::players[i]->animTarget != staggerbackhighanim &&
5580 Person::players[i]->animTarget != staggerbackhardanim &&
5581 Person::players[i]->animTarget != backhandspringanim &&
5582 Person::players[i]->animTarget != dodgebackanim) {
5584 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5585 Person::players[i]->drawkeydown = Random() % 2;
5587 Person::players[i]->drawkeydown = 0;
5588 Person::players[i]->rabbitkickenabled = Random() % 2;
5590 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5591 XYZ targetpoint = Person::players[0]->coords;
5592 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5593 distsq(&rotatetarget, &Person::players[i]->coords))
5594 targetpoint += Person::players[0]->velocity *
5595 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5596 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5597 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5598 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5600 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5601 Person::players[i]->forwardkeydown = 1;
5602 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5603 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5604 Person::players[0]->weaponactive != -1)
5605 Person::players[i]->forwardkeydown = 1;
5606 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5607 Person::players[i]->forwardkeydown = 1;
5609 Person::players[i]->forwardkeydown = 0;
5610 //chill out around the corpse
5611 if (Person::players[0]->dead) {
5612 Person::players[i]->forwardkeydown = 0;
5613 if (Random() % 10 == 0)
5614 Person::players[i]->forwardkeydown = 1;
5615 if (Random() % 100 == 0) {
5616 Person::players[i]->aitype = pathfindtype;
5617 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5618 Person::players[i]->finalpathfindpoint = -1;
5619 Person::players[i]->targetpathfindpoint = -1;
5620 Person::players[i]->lastpathfindpoint = -1;
5621 Person::players[i]->lastpathfindpoint2 = -1;
5622 Person::players[i]->lastpathfindpoint3 = -1;
5623 Person::players[i]->lastpathfindpoint4 = -1;
5626 Person::players[i]->leftkeydown = 0;
5627 Person::players[i]->backkeydown = 0;
5628 Person::players[i]->rightkeydown = 0;
5629 Person::players[i]->crouchkeydown = 0;
5630 Person::players[i]->throwkeydown = 0;
5632 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5633 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5635 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5636 Person::players[i]->attackkeydown = 1;
5638 Person::players[i]->attackkeydown = 0;
5639 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5640 Person::players[i]->attackkeydown = 0;
5643 if (Person::players[i]->aitype != playercontrolled &&
5644 (Person::players[i]->isIdle() ||
5645 Person::players[i]->isCrouch() ||
5646 Person::players[i]->isRun())) {
5648 for (int j = 0; j < Person::players.size(); j++)
5649 if (j != i && !Person::players[j]->skeleton.free &&
5650 Person::players[j]->hasvictim &&
5651 (tutoriallevel == 1 && reversaltrain ||
5652 Random() % 2 == 0 && difficulty == 2 ||
5653 Random() % 4 == 0 && difficulty == 1 ||
5654 Random() % 8 == 0 && difficulty == 0 ||
5655 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5656 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5657 (Random() % 2 == 0 || difficulty == 2) ||
5658 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5659 Person::players[j]->weaponactive != -1 ||
5660 Person::players[j]->animTarget == swordslashanim &&
5661 Person::players[i]->weaponactive != -1 ||
5662 Person::players[j]->animTarget == staffhitanim ||
5663 Person::players[j]->animTarget == staffspinhitanim))
5664 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5665 Person::players[j]->victim == Person::players[i] &&
5666 (Person::players[j]->animTarget == sweepanim ||
5667 Person::players[j]->animTarget == spinkickanim ||
5668 Person::players[j]->animTarget == staffhitanim ||
5669 Person::players[j]->animTarget == staffspinhitanim ||
5670 Person::players[j]->animTarget == winduppunchanim ||
5671 Person::players[j]->animTarget == upunchanim ||
5672 Person::players[j]->animTarget == wolfslapanim ||
5673 Person::players[j]->animTarget == knifeslashstartanim ||
5674 Person::players[j]->animTarget == swordslashanim &&
5675 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5676 Person::players[i]->weaponactive != -1))) {
5683 Person::players[target]->Reverse();
5686 if (Person::players[i]->collided < 1)
5687 Person::players[i]->jumpkeydown = 0;
5688 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5689 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5690 Person::players[i]->onterrain &&
5691 Person::players[i]->creature == rabbittype)
5692 Person::players[i]->jumpkeydown = 1;
5693 //TODO: why are we controlling the human?
5694 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5695 Person::players[0]->jumpkeydown = 0;
5696 if (Person::players[0]->animTarget == jumpdownanim &&
5697 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5698 Person::players[i]->crouchkeydown = 1;
5699 if (Person::players[i]->jumpkeydown)
5700 Person::players[i]->attackkeydown = 0;
5702 if (tutoriallevel == 1)
5704 Person::players[i]->attackkeydown = 0;
5707 XYZ facing = Person::players[i]->coords;
5708 XYZ flatfacing = Person::players[0]->coords;
5709 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5710 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5711 if (Person::players[i]->occluded >= 2)
5712 if (-1 != checkcollide(facing, flatfacing)) {
5713 if (!Person::players[i]->pause)
5714 Person::players[i]->lastseentime -= .2;
5715 if (Person::players[i]->lastseentime <= 0 &&
5716 (Person::players[i]->creature != wolftype ||
5717 Person::players[i]->weaponstuck == -1)) {
5718 Person::players[i]->aitype = searchtype;
5719 Person::players[i]->lastchecktime = 12;
5720 Person::players[i]->lastseen = Person::players[0]->coords;
5721 Person::players[i]->lastseentime = 12;
5724 Person::players[i]->lastseentime = 1;
5727 if (animation[Person::players[0]->animTarget].height == highheight &&
5728 (Person::players[i]->aitype == attacktypecutoff ||
5729 Person::players[i]->aitype == searchtype))
5730 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5731 XYZ test = Person::players[0]->coords;
5733 if (-1 == checkcollide(Person::players[0]->coords, test))
5734 Person::players[i]->stunned = 1;
5737 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5738 Person::players[i]->stunned > 0 ||
5739 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5740 if (Person::players[i]->pause)
5741 Person::players[i]->lastseentime = 1;
5742 Person::players[i]->targetyaw = Person::players[i]->yaw;
5743 Person::players[i]->forwardkeydown = 0;
5744 Person::players[i]->leftkeydown = 0;
5745 Person::players[i]->backkeydown = 0;
5746 Person::players[i]->rightkeydown = 0;
5747 Person::players[i]->jumpkeydown = 0;
5748 Person::players[i]->attackkeydown = 0;
5749 Person::players[i]->crouchkeydown = 0;
5750 Person::players[i]->throwkeydown = 0;
5758 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5759 facing = flatfacing;
5761 if (Person::players[i]->aitype == attacktypecutoff) {
5762 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5763 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5764 } else if (Person::players[i]->howactive >= typesleeping) {
5765 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5766 Person::players[i]->targetheadpitch = 0;
5768 if (Person::players[i]->interestdelay <= 0) {
5769 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5770 Person::players[i]->headtarget = Person::players[i]->coords;
5771 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5772 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5773 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5774 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5776 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5777 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5784 void updateSettingsMenu()
5787 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5788 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5790 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5791 Menu::setText(0, sbuf);
5792 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5793 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5794 if (newdetail == 2) Menu::setText(1, "Detail: High");
5795 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5796 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5797 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5798 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5799 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5800 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5801 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5802 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5803 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5804 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5805 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5806 Menu::setText(10, sbuf);
5807 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5808 Menu::setText(11, sbuf);
5809 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5810 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5811 sprintf (sbuf, "Back");
5813 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5814 Menu::setText(8, sbuf);
5817 void updateStereoConfigMenu()
5820 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5821 Menu::setText(0, sbuf);
5822 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5823 Menu::setText(1, sbuf);
5824 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5825 Menu::setText(2, sbuf);
5828 void updateControlsMenu()
5830 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5831 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5832 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5833 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5834 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5835 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5836 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5837 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5838 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5840 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5844 Values of mainmenu :
5846 2 Menu pause (resume/end game)
5848 4 Controls configuration menu
5849 5 Main game menu (choose level or challenge)
5850 6 Deleting user menu
5851 7 User managment menu (select/add)
5852 8 Choose difficulty menu
5853 9 Challenge level selection menu
5854 10 End of the campaign congratulation (is that really a menu?)
5855 11 Same that 9 ??? => unused
5856 18 stereo configuration
5859 void Game::LoadMenu()
5865 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5866 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5867 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5868 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5871 Menu::addButton( 0, "", 10 + 20, 440);
5872 Menu::addButton( 1, "", 10 + 60, 405);
5873 Menu::addButton( 2, "", 10 + 70, 370);
5874 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5875 Menu::addButton( 4, "", 10 , 335);
5876 Menu::addButton( 5, "", 10 + 60, 300);
5877 Menu::addButton( 6, "", 10 + 70, 265);
5878 Menu::addButton( 9, "", 10 , 230);
5879 Menu::addButton(10, "", 20 , 195);
5880 Menu::addButton(11, "", 10 + 60, 160);
5881 Menu::addButton(13, "", 30 , 125);
5882 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5883 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5884 Menu::addButton(8, "Back", 10, 10);
5885 updateSettingsMenu();
5888 Menu::addButton(0, "", 10 , 400);
5889 Menu::addButton(1, "", 10 + 40, 360);
5890 Menu::addButton(2, "", 10 + 40, 320);
5891 Menu::addButton(3, "", 10 + 30, 280);
5892 Menu::addButton(4, "", 10 + 20, 240);
5893 Menu::addButton(5, "", 10 + 40, 200);
5894 Menu::addButton(6, "", 10 + 40, 160);
5895 Menu::addButton(7, "", 10 + 30, 120);
5896 Menu::addButton(8, "", 10 + 20, 80);
5898 Menu::addButton(9, "", 10 + 10, 40);
5899 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5900 updateControlsMenu();
5904 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5905 Menu::addButton(1, "Tutorial", 5, 300);
5906 Menu::addButton(2, "Challenge", 5, 240);
5907 Menu::addButton(3, "Delete User", 400, 10);
5908 Menu::addButton(4, "Main Menu", 5, 10);
5909 Menu::addButton(5, "Change User", 5, 180);
5910 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5913 //with (2,-5) offset from old code
5914 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5916 int numlevels = accountactive->getCampaignChoicesMade();
5917 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5918 for (int i = 0; i < numlevels; i++) {
5919 XYZ midpoint = campaignlevels[i].getCenter();
5920 float itemsize = campaignlevels[i].getWidth();
5921 const bool active = i >= accountactive->getCampaignChoicesMade();
5926 XYZ start = campaignlevels[i - 1].getCenter();
5927 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);
5929 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5930 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5933 Menu::addMapLabel(-2, campaignlevels[i].description,
5934 campaignlevels[i].getStartX() + 10,
5935 campaignlevels[i].getStartY() - 4);
5941 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5942 Menu::addButton(1, "Yes", 10, 360);
5943 Menu::addButton(2, "No", 10, 320);
5946 if (Account::getNbAccounts() < 8)
5947 Menu::addButton(0, "New User", 10, 400);
5949 Menu::addLabel(0, "No More Users", 10, 400);
5950 Menu::addLabel(-2, "", 20, 400);
5951 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5952 for (int i = 0; i < Account::getNbAccounts(); i++)
5953 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5956 Menu::addButton(0, "Easier", 10, 400);
5957 Menu::addButton(1, "Difficult", 10, 360);
5958 Menu::addButton(2, "Insane", 10, 320);
5961 for (int i = 0; i < numchallengelevels; i++) {
5964 sprintf (temp, "Level %d", i + 1);
5965 for (int j = strlen(temp); j < 17; j++)
5968 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5969 for (int j = strlen(temp); j < (32 - 17); j++)
5972 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5973 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5976 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5979 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5982 Menu::addButton(-1, " High Score Best Time", 10, 440);
5983 Menu::addButton(numchallengelevels, "Back", 10, 10);
5986 Menu::addLabel(0, "Congratulations!", 220, 330);
5987 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5988 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5989 Menu::addButton(3, "Back", 10, 10);
5991 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5992 Menu::addLabel(4, sbuf, 190, 200);
5993 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
5994 Menu::addLabel(5, sbuf, 190, 180);
5998 Menu::addButton(0, "", 70, 400);
5999 Menu::addButton(1, "", 10, 360);
6000 Menu::addButton(2, "", 40, 320);
6001 Menu::addButton(3, "Back", 10, 10);
6002 updateStereoConfigMenu();
6007 extern SDL_Rect **resolutions;
6012 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6014 // some specific case where we do something even if the left mouse button is not pressed.
6015 if ((mainmenu == 5) && (endgame == 2)) {
6016 accountactive->endGame();
6021 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6022 stereoseparation -= 0.001;
6023 updateStereoConfigMenu();
6026 static int oldmainmenu = mainmenu;
6030 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6036 if (gameon) { //resume
6038 pause_sound(stream_menutheme);
6039 resume_stream(leveltheme);
6041 fireSound(firestartsound);
6043 mainmenu = (accountactive ? 5 : 7);
6055 if (newscreenwidth > 3000)
6056 newscreenwidth = screenwidth;
6057 if (newscreenwidth < 0)
6058 newscreenwidth = screenwidth;
6059 if (newscreenheight > 3000)
6060 newscreenheight = screenheight;
6061 if (newscreenheight < 0)
6062 newscreenheight = screenheight;
6067 if (gameon) { //end game
6072 pause_sound(stream_menutheme);
6079 bool isCustomResolution, found;
6082 isCustomResolution = true;
6084 for (int i = 0; (!found) && (resolutions[i]); i++) {
6085 if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
6086 isCustomResolution = false;
6088 if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
6090 if (resolutions[i] != NULL) {
6091 newscreenwidth = (int) resolutions[i]->w;
6092 newscreenheight = (int) resolutions[i]->h;
6093 } else if (isCustomResolution) {
6094 if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
6095 newscreenwidth = (int) resolutions[0]->w;
6096 newscreenheight = (int) resolutions[0]->h;
6098 newscreenwidth = screenwidth;
6099 newscreenheight = screenheight;
6102 newscreenwidth = (int) resolutions[0]->w;
6103 newscreenheight = (int) resolutions[0]->h;
6110 newscreenwidth = (int) resolutions[0]->w;
6111 newscreenheight = (int) resolutions[0]->h;
6121 if (bloodtoggle > 2)
6130 ismotionblur = !ismotionblur;
6136 musictoggle = !musictoggle;
6138 emit_stream_np(stream_menutheme);
6140 pause_sound(leveltheme);
6141 pause_sound(stream_fighttheme);
6142 pause_sound(stream_menutheme);
6144 for (int i = 0; i < 4; i++) {
6145 oldmusicvolume[i] = 0;
6159 mainmenu = gameon ? 2 : 1;
6162 invertmouse = !invertmouse;
6165 usermousesensitivity += .2;
6166 if (usermousesensitivity > 2)
6167 usermousesensitivity = .2;
6171 if (volume > 1.0001f)
6173 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6177 newstereomode = stereomode;
6182 showdamagebar = !showdamagebar;
6185 updateSettingsMenu();
6190 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6191 keyselect = selected;
6192 if (keyselect != -1)
6194 if (selected == (debugmode ? 10 : 9)) {
6199 updateControlsMenu();
6204 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6205 startbonustotal = 0;
6214 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6215 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6218 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6222 pause_sound(stream_menutheme);
6226 startbonustotal = 0;
6239 pause_sound(stream_menutheme);
6248 mainmenu = (gameon ? 2 : 1);
6254 vector<string> campaigns = ListCampaigns();
6255 vector<string>::iterator c;
6256 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6257 if (!campaigns.empty())
6258 accountactive->setCurrentCampaign(campaigns.front());
6261 if (c == campaigns.end())
6262 c = campaigns.begin();
6263 accountactive->setCurrentCampaign(*c);
6271 if (selected == 1) {
6273 accountactive = Account::destroy(accountactive);
6275 } else if (selected == 2) {
6282 if (selected == 0 && Account::getNbAccounts() < 8) {
6284 } else if (selected < Account::getNbAccounts() + 1) {
6287 accountactive = Account::get(selected - 1);
6288 } else if (selected == Account::getNbAccounts() + 1) {
6294 for (int j = 0; j < 255; j++) {
6295 displaytext[0][j] = 0;
6297 displaychars[0] = 0;
6298 displayselected = 0;
6306 accountactive->setDifficulty(selected);
6310 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6314 startbonustotal = 0;
6318 targetlevel = selected;
6323 Loadlevel(selected);
6328 pause_sound(stream_menutheme);
6330 if (selected == numchallengelevels) {
6337 if (selected == 3) {
6345 stereoseparation += 0.001;
6348 if (selected == 0) {
6349 newstereomode = (StereoMode)(newstereomode + 1);
6350 while (!CanInitStereo(newstereomode)) {
6351 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6352 newstereomode = (StereoMode)(newstereomode + 1);
6353 if (newstereomode >= stereoCount)
6354 newstereomode = stereoNone;
6356 } else if (selected == 2) {
6357 stereoreverse = !stereoreverse;
6358 } else if (selected == 3) {
6362 stereomode = newstereomode;
6363 InitStereo(stereomode);
6366 updateStereoConfigMenu();
6371 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6373 if (mainmenu == 3) {
6378 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6381 inputText(displaytext[0], &displayselected, &displaychars[0]);
6382 if (!waiting) { // the input as finished
6383 if (displaychars[0]) { // with enter
6384 accountactive = Account::add(string(displaytext[0]));
6390 fireSound(firestartsound);
6392 for (int i = 0; i < 255; i++) {
6393 displaytext[0][i] = 0;
6395 displaychars[0] = 0;
6397 displayselected = 0;
6403 displayblinkdelay -= multiplier;
6404 if (displayblinkdelay <= 0) {
6405 displayblinkdelay = .3;
6406 displayblink = 1 - displayblink;
6411 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6412 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6415 if (oldmainmenu != mainmenu)
6417 oldmainmenu = mainmenu;
6423 static XYZ facing, flatfacing;
6426 for (int i = 0; i < 15; i++) {
6427 displaytime[i] += multiplier;
6430 keyboardfrozen = false;
6433 if (Input::isKeyPressed(SDLK_F6)) {
6434 if (Input::isKeyDown(SDLK_LSHIFT))
6435 stereoreverse = true;
6437 stereoreverse = false;
6440 printf("Stereo reversed\n");
6442 printf("Stereo unreversed\n");
6445 if (Input::isKeyDown(SDLK_F7)) {
6446 if (Input::isKeyDown(SDLK_LSHIFT))
6447 stereoseparation -= 0.001;
6449 stereoseparation -= 0.010;
6450 printf("Stereo decreased increased to %f\n", stereoseparation);
6453 if (Input::isKeyDown(SDLK_F8)) {
6454 if (Input::isKeyDown(SDLK_LSHIFT))
6455 stereoseparation += 0.001;
6457 stereoseparation += 0.010;
6458 printf("Stereo separation increased to %f\n", stereoseparation);
6462 if (Input::isKeyPressed(SDLK_TAB) && tutoriallevel) {
6463 if (tutorialstage != 51)
6464 tutorialstagetime = tutorialmaxtime;
6465 emit_sound_np(consolefailsound, 128.);
6469 Values of mainmenu :
6471 2 Menu pause (resume/end game)
6473 4 Controls configuration menu
6474 5 Main game menu (choose level or challenge)
6475 6 Deleting user menu
6476 7 User managment menu (select/add)
6477 8 Choose difficulty menu
6478 9 Challenge level selection menu
6479 10 End of the campaign congratulation (is that really a menu?)
6480 11 Same that 9 ??? => unused
6481 18 stereo configuration
6486 if (mainmenu && endgame == 1)
6488 //go to level select after completing a campaign level
6489 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6496 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6497 emit_stream_np(stream_menutheme);
6498 pause_sound(leveltheme);
6502 //escape key pressed
6503 if (Input::isKeyPressed(SDLK_ESCAPE) &&
6504 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6506 if (mainmenu == 0 && !winfreeze)
6507 mainmenu = 2; //pause
6508 else if (mainmenu == 1 || mainmenu == 2) {
6509 mainmenu = 0; //unpause
6512 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6513 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6514 emit_stream_np(stream_menutheme);
6515 pause_sound(leveltheme);
6517 //on resume, play level music
6519 pause_sound(stream_menutheme);
6520 resume_stream(leveltheme);
6522 //finished with settings menu
6523 if (mainmenu == 3) {
6527 if (mainmenu >= 3 && mainmenu != 8) {
6535 mainmenu = gameon ? 2 : 1;
6557 hostiletime += multiplier;
6561 leveltime += multiplier;
6564 if (Input::isKeyPressed(SDLK_v) && debugmode) {
6565 freeze = 1 - freeze;
6567 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6571 if (Input::isKeyPressed(chatkey) && !console && !chatting && debugmode)
6575 inputText(displaytext[0], &displayselected, &displaychars[0]);
6577 if (displaychars[0]) {
6578 for (int j = 0; j < 255; j++)
6579 displaytext[0][j] = 0;
6580 displaychars[0] = 0;
6581 displayselected = 0;
6586 displayblinkdelay -= multiplier;
6587 if (displayblinkdelay <= 0) {
6588 displayblinkdelay = .3;
6589 displayblink = 1 - displayblink;
6593 keyboardfrozen = true;
6595 if (Input::isKeyPressed(consolekey) && debugmode) {
6598 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6607 if (console && !Input::isKeyDown(SDLK_LMETA)) {
6608 inputText(consoletext[0], &consoleselected, &consolechars[0]);
6610 if (consolechars[0] > 0) {
6611 consoletext[0][consolechars[0]] = '\0';
6612 cmd_dispatch(consoletext[0]);
6613 for (int k = 14; k >= 1; k--) {
6614 for (int j = 0; j < 255; j++)
6615 consoletext[k][j] = consoletext[k - 1][j];
6616 consolechars[k] = consolechars[k - 1];
6618 for (int j = 0; j < 255; j++)
6619 consoletext[0][j] = 0;
6620 consolechars[0] = 0;
6621 consoleselected = 0;
6625 consoleblinkdelay -= multiplier;
6626 if (consoleblinkdelay <= 0) {
6627 consoleblinkdelay = .3;
6628 consoleblink = 1 - consoleblink;
6634 if (Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)) {
6636 if (mainmenu == 3) {
6641 static int oldwinfreeze;
6642 if (winfreeze && !oldwinfreeze) {
6643 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6644 emit_sound_np(consolesuccesssound);
6647 oldwinfreeze = winfreeze;
6651 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDLK_SPACE)) && !campaign)
6654 if ((Input::isKeyDown(SDLK_ESCAPE)) && !campaign && gameon) {
6658 } else if (winfreeze) {
6666 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6669 static float talkdelay = 0;
6671 if (indialogue != -1)
6673 talkdelay -= multiplier;
6675 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6676 for (int i = 0; i < numdialogues; i++) {
6677 int realdialoguetype;
6679 if (dialoguetype[i] > 49) {
6680 realdialoguetype = dialoguetype[i] - 50;
6682 } else if (dialoguetype[i] > 39) {
6683 realdialoguetype = dialoguetype[i] - 40;
6685 } else if (dialoguetype[i] > 29) {
6686 realdialoguetype = dialoguetype[i] - 30;
6688 } else if (dialoguetype[i] > 19) {
6689 realdialoguetype = dialoguetype[i] - 20;
6691 } else if (dialoguetype[i] > 9) {
6692 realdialoguetype = dialoguetype[i] - 10;
6695 realdialoguetype = dialoguetype[i];
6698 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6699 realdialoguetype < Person::players.size() &&
6700 realdialoguetype > 0 &&
6701 (dialoguegonethrough[i] == 0 || !special) &&
6702 (special || Input::isKeyPressed(attackkey))) {
6703 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6704 Person::players[realdialoguetype]->howactive >= typedead1 ||
6705 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6707 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6708 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6709 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6710 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6711 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6712 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6713 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6718 dialoguegonethrough[i]++;
6719 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6720 playdialogueboxsound();
6726 windvar += multiplier;
6727 smoketex += multiplier;
6728 tutorialstagetime += multiplier;
6731 static float hotspotvisual[40];
6735 for (int i = 0; i < numhotspots; i++)
6736 hotspotvisual[i] -= multiplier / 320;
6738 for (int i = 0; i < numhotspots; i++) {
6739 //if(hotspottype[i]<=10)
6740 while (hotspotvisual[i] < 0) {
6742 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6743 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6744 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6745 hotspotsprite += hotspot[i];
6746 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6747 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6751 for (int i = 0; i < numhotspots; i++) {
6752 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6753 hotspot[i] = Person::players[hotspottype[i]]->coords;
6759 if (tutoriallevel) {
6764 if (tutoriallevel != 1) {
6765 if (bonustime == 0 &&
6766 bonus != solidhit &&
6767 bonus != spinecrusher &&
6768 bonus != tracheotomy &&
6769 bonus != backstab &&
6771 emit_sound_np(consolesuccesssound);
6773 } else if (bonustime == 0) {
6774 emit_sound_np(fireendsound);
6776 if (bonustime == 0) {
6777 if (bonus != solidhit &&
6778 bonus != twoxcombo &&
6779 bonus != threexcombo &&
6780 bonus != fourxcombo &&
6784 bonusnum[bonus] += 0.15;
6787 bonusvalue /= bonusnum[bonus];
6788 bonustotal += bonusvalue;
6790 bonustime += multiplier;
6793 if (environment == snowyenvironment) {
6794 precipdelay -= multiplier;
6795 while (precipdelay < 0) {
6799 XYZ footvel, footpoint;
6802 footpoint = viewer + viewerfacing * 6;
6803 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6804 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6805 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6806 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6811 doAerialAcrobatics();
6814 static XYZ oldviewer;
6817 if (indialogue == -1) {
6818 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6819 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6820 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6821 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6822 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6823 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6824 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6825 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6827 Person::players[0]->forwardkeydown = 0;
6828 Person::players[0]->leftkeydown = 0;
6829 Person::players[0]->backkeydown = 0;
6830 Person::players[0]->rightkeydown = 0;
6831 Person::players[0]->jumpkeydown = 0;
6832 Person::players[0]->crouchkeydown = 0;
6833 Person::players[0]->drawkeydown = 0;
6834 Person::players[0]->throwkeydown = 0;
6837 if (!Person::players[0]->jumpkeydown)
6838 Person::players[0]->jumpclimb = 0;
6841 if (indialogue != -1) {
6847 facing = DoRotation(facing, -pitch, 0, 0);
6848 facing = DoRotation(facing, 0, 0 - yaw, 0);
6853 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6855 if (Input::isKeyDown(forwardkey))
6856 viewer += facing * multiplier * 4;
6857 if (Input::isKeyDown(backkey))
6858 viewer -= facing * multiplier * 4;
6859 if (Input::isKeyDown(leftkey))
6860 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6861 if (Input::isKeyDown(rightkey))
6862 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6863 if (Input::isKeyDown(jumpkey))
6864 viewer.y += multiplier * 4;
6865 if (Input::isKeyDown(crouchkey))
6866 viewer.y -= multiplier * 4;
6867 if ( Input::isKeyPressed(SDLK_1) ||
6868 Input::isKeyPressed(SDLK_2) ||
6869 Input::isKeyPressed(SDLK_3) ||
6870 Input::isKeyPressed(SDLK_4) ||
6871 Input::isKeyPressed(SDLK_5) ||
6872 Input::isKeyPressed(SDLK_6) ||
6873 Input::isKeyPressed(SDLK_7) ||
6874 Input::isKeyPressed(SDLK_8) ||
6875 Input::isKeyPressed(SDLK_9) ||
6876 Input::isKeyPressed(SDLK_0) ||
6877 Input::isKeyPressed(SDLK_MINUS)) {
6879 if (Input::isKeyPressed(SDLK_1)) whichend = 1;
6880 if (Input::isKeyPressed(SDLK_2)) whichend = 2;
6881 if (Input::isKeyPressed(SDLK_3)) whichend = 3;
6882 if (Input::isKeyPressed(SDLK_4)) whichend = 4;
6883 if (Input::isKeyPressed(SDLK_5)) whichend = 5;
6884 if (Input::isKeyPressed(SDLK_6)) whichend = 6;
6885 if (Input::isKeyPressed(SDLK_7)) whichend = 7;
6886 if (Input::isKeyPressed(SDLK_8)) whichend = 8;
6887 if (Input::isKeyPressed(SDLK_9)) whichend = 9;
6888 if (Input::isKeyPressed(SDLK_0)) whichend = 0;
6889 if (Input::isKeyPressed(SDLK_MINUS))
6891 if (whichend != -1) {
6892 participantfocus[whichdialogue][indialogue] = whichend;
6893 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6894 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6896 if (whichend == -1) {
6897 participantfocus[whichdialogue][indialogue] = -1;
6899 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6904 dialoguecamera[whichdialogue][indialogue] = viewer;
6905 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6906 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6908 if (indialogue < numdialogueboxes[whichdialogue]) {
6909 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6910 playdialogueboxsound();
6914 for (int j = 0; j < Person::players.size(); j++) {
6915 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6918 //TODO: should these be KeyDown or KeyPressed?
6919 if ( Input::isKeyDown(SDLK_KP1) ||
6920 Input::isKeyDown(SDLK_KP2) ||
6921 Input::isKeyDown(SDLK_KP3) ||
6922 Input::isKeyDown(SDLK_KP4) ||
6923 Input::isKeyDown(SDLK_KP5) ||
6924 Input::isKeyDown(SDLK_KP6) ||
6925 Input::isKeyDown(SDLK_KP7) ||
6926 Input::isKeyDown(SDLK_KP8) ||
6927 Input::isKeyDown(SDLK_KP9) ||
6928 Input::isKeyDown(SDLK_KP0)) {
6930 if (Input::isKeyDown(SDLK_KP1)) whichend = 1;
6931 if (Input::isKeyDown(SDLK_KP2)) whichend = 2;
6932 if (Input::isKeyDown(SDLK_KP3)) whichend = 3;
6933 if (Input::isKeyDown(SDLK_KP4)) whichend = 4;
6934 if (Input::isKeyDown(SDLK_KP5)) whichend = 5;
6935 if (Input::isKeyDown(SDLK_KP6)) whichend = 6;
6936 if (Input::isKeyDown(SDLK_KP7)) whichend = 7;
6937 if (Input::isKeyDown(SDLK_KP8)) whichend = 8;
6938 if (Input::isKeyDown(SDLK_KP9)) whichend = 9;
6939 if (Input::isKeyDown(SDLK_KP0)) whichend = 0;
6940 participantfacing[whichdialogue][indialogue][whichend] = facing;
6942 if (indialogue >= numdialogueboxes[whichdialogue]) {
6949 pause_sound(whooshsound);
6950 viewer = dialoguecamera[whichdialogue][indialogue];
6951 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6952 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6953 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6954 if (dialoguetime > 0.5)
6955 if ( Input::isKeyPressed(SDLK_1) ||
6956 Input::isKeyPressed(SDLK_2) ||
6957 Input::isKeyPressed(SDLK_3) ||
6958 Input::isKeyPressed(SDLK_4) ||
6959 Input::isKeyPressed(SDLK_5) ||
6960 Input::isKeyPressed(SDLK_6) ||
6961 Input::isKeyPressed(SDLK_7) ||
6962 Input::isKeyPressed(SDLK_8) ||
6963 Input::isKeyPressed(SDLK_9) ||
6964 Input::isKeyPressed(SDLK_0) ||
6965 Input::isKeyPressed(SDLK_MINUS) ||
6966 Input::isKeyPressed(attackkey)) {
6968 if (indialogue < numdialogueboxes[whichdialogue]) {
6969 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6970 playdialogueboxsound();
6971 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6972 hotspot[numhotspots] = Person::players[0]->coords;
6973 hotspotsize[numhotspots] = 10;
6974 hotspottype[numhotspots] = -1;
6978 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6982 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6990 if (indialogue >= numdialogueboxes[whichdialogue]) {
6994 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6997 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
7000 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
7002 for (int i = 1; i < Person::players.size(); i++) {
7003 Person::players[i]->aitype = attacktypecutoff;
7010 if (!Person::players[0]->jumpkeydown) {
7011 Person::players[0]->jumptogglekeydown = 0;
7013 if (Person::players[0]->jumpkeydown &&
7014 Person::players[0]->animTarget != jumpupanim &&
7015 Person::players[0]->animTarget != jumpdownanim &&
7016 !Person::players[0]->isFlip())
7017 Person::players[0]->jumptogglekeydown = 1;
7020 dialoguetime += multiplier;
7021 hawkyaw += multiplier * 25;
7023 realhawkcoords.x = 25;
7024 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
7025 hawkcalldelay -= multiplier / 2;
7027 if (hawkcalldelay <= 0) {
7028 emit_sound_at(hawksound, realhawkcoords);
7030 hawkcalldelay = 16 + abs(Random() % 8);
7037 doPlayerCollisions();
7041 for (int k = 0; k < Person::players.size(); k++)
7042 if (k != 0 && Person::players[k]->immobile)
7043 Person::players[k]->coords = Person::players[k]->realoldcoords;
7045 for (int k = 0; k < Person::players.size(); k++) {
7046 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7047 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
7048 Person::players[k]->DoDamage(1000);
7054 static bool respawnkeydown;
7055 if (!editorenabled &&
7056 (whichlevel != -2 &&
7057 (Input::isKeyDown(SDLK_z) &&
7058 Input::isKeyDown(SDLK_LMETA) &&
7060 (Input::isKeyDown(jumpkey) &&
7063 Person::players[0]->dead))) {
7064 targetlevel = whichlevel;
7068 if (!Input::isKeyDown(jumpkey))
7070 if (Input::isKeyDown(jumpkey))
7076 static bool movekey;
7079 for (int i = 0; i < Person::players.size(); i++) {
7080 static float oldtargetyaw;
7081 if (!Person::players[i]->skeleton.free) {
7082 oldtargetyaw = Person::players[i]->targetyaw;
7083 if (i == 0 && indialogue == -1) {
7084 //TODO: refactor repetitive code
7085 if (!animation[Person::players[0]->animTarget].attack &&
7086 Person::players[0]->animTarget != staggerbackhighanim &&
7087 Person::players[0]->animTarget != staggerbackhardanim &&
7088 Person::players[0]->animTarget != crouchremoveknifeanim &&
7089 Person::players[0]->animTarget != removeknifeanim &&
7090 Person::players[0]->animTarget != backhandspringanim &&
7091 Person::players[0]->animTarget != dodgebackanim &&
7092 Person::players[0]->animTarget != walljumprightkickanim &&
7093 Person::players[0]->animTarget != walljumpleftkickanim) {
7095 Person::players[0]->targetyaw = 0;
7097 Person::players[0]->targetyaw = -yaw + 180;
7103 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7105 facing = flatfacing;
7107 facing = DoRotation(facing, -pitch, 0, 0);
7108 facing = DoRotation(facing, 0, 0 - yaw, 0);
7111 Person::players[0]->lookyaw = -yaw;
7113 Person::players[i]->targetheadyaw = yaw;
7114 Person::players[i]->targetheadpitch = pitch;
7116 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7117 if (!animation[Person::players[i]->animTarget].attack &&
7118 Person::players[i]->animTarget != staggerbackhighanim &&
7119 Person::players[i]->animTarget != staggerbackhardanim &&
7120 Person::players[i]->animTarget != crouchremoveknifeanim &&
7121 Person::players[i]->animTarget != removeknifeanim &&
7122 Person::players[i]->animTarget != backhandspringanim &&
7123 Person::players[i]->animTarget != dodgebackanim &&
7124 Person::players[i]->animTarget != walljumprightkickanim &&
7125 Person::players[i]->animTarget != walljumpleftkickanim) {
7126 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7132 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7134 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7135 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7137 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7138 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7140 if (indialogue != -1) {
7141 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7142 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7148 Person::players[i]->avoidsomething = 0;
7150 //avoid flaming things
7151 for (int j = 0; j < objects.numobjects; j++)
7152 if (objects.onfire[j])
7153 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7154 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7155 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7156 Person::players[i]->collided = 0;
7157 Person::players[i]->avoidcollided = 1;
7158 if (Person::players[i]->avoidsomething == 0 ||
7159 distsq(&Person::players[i]->coords, &objects.position[j]) <
7160 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7161 Person::players[i]->avoidwhere = objects.position[j];
7162 Person::players[i]->avoidsomething = 1;
7166 //avoid flaming players
7167 for (int j = 0; j < Person::players.size(); j++)
7168 if (Person::players[j]->onfire)
7169 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7170 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7171 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7172 Person::players[i]->collided = 0;
7173 Person::players[i]->avoidcollided = 1;
7174 if (Person::players[i]->avoidsomething == 0 ||
7175 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7176 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7177 Person::players[i]->avoidwhere = Person::players[j]->coords;
7178 Person::players[i]->avoidsomething = 1;
7182 if (Person::players[i]->collided > .8)
7183 Person::players[i]->avoidcollided = 0;
7187 if (animation[Person::players[i]->animTarget].attack == reversed) {
7188 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7189 Person::players[i]->forwardkeydown = 0;
7190 Person::players[i]->leftkeydown = 0;
7191 Person::players[i]->backkeydown = 0;
7192 Person::players[i]->rightkeydown = 0;
7193 Person::players[i]->jumpkeydown = 0;
7194 Person::players[i]->attackkeydown = 0;
7195 //Person::players[i]->crouchkeydown=0;
7196 Person::players[i]->throwkeydown = 0;
7199 if (indialogue != -1) {
7200 Person::players[i]->forwardkeydown = 0;
7201 Person::players[i]->leftkeydown = 0;
7202 Person::players[i]->backkeydown = 0;
7203 Person::players[i]->rightkeydown = 0;
7204 Person::players[i]->jumpkeydown = 0;
7205 Person::players[i]->crouchkeydown = 0;
7206 Person::players[i]->drawkeydown = 0;
7207 Person::players[i]->throwkeydown = 0;
7210 if (Person::players[i]->collided < -.3)
7211 Person::players[i]->collided = -.3;
7212 if (Person::players[i]->collided > 1)
7213 Person::players[i]->collided = 1;
7214 Person::players[i]->collided -= multiplier * 4;
7215 Person::players[i]->whichdirectiondelay -= multiplier;
7216 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7217 Person::players[i]->avoidcollided = -.3;
7218 Person::players[i]->whichdirection = abs(Random() % 2);
7219 Person::players[i]->whichdirectiondelay = .4;
7221 if (Person::players[i]->avoidcollided > 1)
7222 Person::players[i]->avoidcollided = 1;
7223 Person::players[i]->avoidcollided -= multiplier / 4;
7224 if (!Person::players[i]->skeleton.free) {
7225 Person::players[i]->stunned -= multiplier;
7226 Person::players[i]->surprised -= multiplier;
7228 if (i != 0 && Person::players[i]->surprised <= 0 &&
7229 Person::players[i]->aitype == attacktypecutoff &&
7230 !Person::players[i]->dead &&
7231 !Person::players[i]->skeleton.free &&
7232 animation[Person::players[i]->animTarget].attack == neutral)
7235 if (!Person::players[i]->throwkeydown)
7236 Person::players[i]->throwtogglekeydown = 0;
7239 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7240 if (Person::players[i]->weaponactive == -1 &&
7241 Person::players[i]->num_weapons < 2 &&
7242 (Person::players[i]->isIdle() ||
7243 Person::players[i]->isCrouch() ||
7244 Person::players[i]->animTarget == sneakanim ||
7245 Person::players[i]->animTarget == rollanim ||
7246 Person::players[i]->animTarget == backhandspringanim ||
7247 Person::players[i]->isFlip() ||
7248 Person::players[i]->isFlip() ||
7249 Person::players[i]->aitype != playercontrolled)) {
7250 for (int j = 0; j < weapons.size(); j++) {
7251 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7252 Person::players[i]->aitype == playercontrolled) &&
7253 weapons[j].owner == -1 &&
7254 Person::players[i]->weaponactive == -1)
7255 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7256 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7257 if (Person::players[i]->isCrouch() ||
7258 Person::players[i]->animTarget == sneakanim ||
7259 Person::players[i]->isRun() ||
7260 Person::players[i]->isIdle() ||
7261 Person::players[i]->aitype != playercontrolled) {
7262 Person::players[i]->throwtogglekeydown = 1;
7263 Person::players[i]->setAnimation(crouchremoveknifeanim);
7264 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7265 Person::players[i]->hasvictim = 0;
7267 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7268 Person::players[i]->throwtogglekeydown = 1;
7269 Person::players[i]->hasvictim = 0;
7271 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7272 Person::players[i]->aitype == playercontrolled) &&
7273 weapons[j].owner == -1 ||
7274 Person::players[i]->victim &&
7275 weapons[j].owner == Person::players[i]->victim->id)
7276 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7277 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7278 if (weapons[j].getType() != staff)
7279 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7281 Person::players[i]->weaponactive = 0;
7282 weapons[j].owner = Person::players[i]->id;
7283 if (Person::players[i]->num_weapons > 0)
7284 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7285 Person::players[i]->num_weapons++;
7286 Person::players[i]->weaponids[0] = j;
7289 } else if ((Person::players[i]->isIdle() ||
7290 Person::players[i]->isFlip() ||
7291 Person::players[i]->aitype != playercontrolled) &&
7292 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7293 Person::players[i]->coords.y < weapons[j].position.y) {
7294 if (!Person::players[i]->isFlip()) {
7295 Person::players[i]->throwtogglekeydown = 1;
7296 Person::players[i]->setAnimation(removeknifeanim);
7297 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7299 if (Person::players[i]->isFlip()) {
7300 Person::players[i]->throwtogglekeydown = 1;
7301 Person::players[i]->hasvictim = 0;
7303 for (int k = 0; k < weapons.size(); k++) {
7304 if (Person::players[i]->weaponactive == -1)
7305 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7306 Person::players[i]->aitype == playercontrolled) &&
7307 weapons[k].owner == -1 ||
7308 Person::players[i]->victim &&
7309 weapons[k].owner == Person::players[i]->victim->id)
7310 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7311 Person::players[i]->weaponactive == -1) {
7312 if (weapons[k].getType() != staff)
7313 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7315 Person::players[i]->weaponactive = 0;
7316 weapons[k].owner = Person::players[i]->id;
7317 if (Person::players[i]->num_weapons > 0)
7318 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7319 Person::players[i]->num_weapons++;
7320 Person::players[i]->weaponids[0] = k;
7327 if (Person::players[i]->isCrouch() ||
7328 Person::players[i]->animTarget == sneakanim ||
7329 Person::players[i]->isRun() ||
7330 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7331 Person::players[i]->animTarget == backhandspringanim) {
7332 if (Person::players.size() > 1)
7333 for (int j = 0; j < Person::players.size(); j++) {
7334 if (Person::players[i]->weaponactive == -1)
7336 if (Person::players[j]->num_weapons &&
7337 Person::players[j]->skeleton.free &&
7338 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7339 (((Person::players[j]->skeleton.forward.y < 0 &&
7340 Person::players[j]->weaponstuckwhere == 0) ||
7341 (Person::players[j]->skeleton.forward.y > 0 &&
7342 Person::players[j]->weaponstuckwhere == 1)) ||
7343 Person::players[j]->weaponstuck == -1 ||
7344 Person::players[j]->num_weapons > 1)) {
7345 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7346 Person::players[i]->throwtogglekeydown = 1;
7347 Person::players[i]->victim = Person::players[j];
7348 Person::players[i]->hasvictim = 1;
7349 Person::players[i]->setAnimation(crouchremoveknifeanim);
7350 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7352 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7353 Person::players[i]->throwtogglekeydown = 1;
7354 Person::players[i]->victim = Person::players[j];
7355 Person::players[i]->hasvictim = 1;
7356 int k = Person::players[j]->weaponids[0];
7357 if (Person::players[i]->hasvictim) {
7360 if (Person::players[i]->victim->weaponstuck != -1) {
7361 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7366 if (weapons[k].getType() != staff)
7367 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7370 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7372 Person::players[i]->weaponactive = 0;
7373 if (weapons[k].owner != -1) {
7374 if (Person::players[i]->victim->num_weapons == 1)
7375 Person::players[i]->victim->num_weapons = 0;
7377 Person::players[i]->victim->num_weapons = 1;
7379 Person::players[i]->victim->skeleton.longdead = 0;
7380 Person::players[i]->victim->skeleton.free = 1;
7381 Person::players[i]->victim->skeleton.broken = 0;
7383 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7384 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7385 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7391 Normalise(&relative);
7392 XYZ footvel, footpoint;
7394 footpoint = weapons[k].position;
7395 if (Person::players[i]->victim->weaponstuck != -1) {
7396 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7398 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7399 weapons[k].bloody = 2;
7400 weapons[k].blooddrip = 5;
7401 Person::players[i]->victim->weaponstuck = -1;
7402 Person::players[i]->victim->bloodloss += 2000;
7403 Person::players[i]->victim->DoDamage(2000);
7406 if (Person::players[i]->victim->num_weapons > 0) {
7407 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7408 Person::players[i]->victim->weaponstuck = 0;
7409 if (Person::players[i]->victim->weaponids[0] == k)
7410 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7413 Person::players[i]->victim->weaponactive = -1;
7415 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7416 Person::players[i]->victim->jointVel(neck) += relative * 6;
7417 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7418 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7420 weapons[k].owner = i;
7421 if (Person::players[i]->num_weapons > 0) {
7422 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7424 Person::players[i]->num_weapons++;
7425 Person::players[i]->weaponids[0] = k;
7432 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7433 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7434 if (Person::players[i]->isIdle() ||
7435 Person::players[i]->isRun() ||
7436 Person::players[i]->isCrouch() ||
7437 Person::players[i]->animTarget == sneakanim ||
7438 Person::players[i]->isFlip())
7439 if (Person::players.size() > 1)
7440 for (int j = 0; j < Person::players.size(); j++) {
7442 if (tutoriallevel != 1 || tutorialstage == 49)
7444 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7445 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7446 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7447 !Person::players[j]->skeleton.free &&
7448 -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)) {
7449 if (!Person::players[i]->isFlip()) {
7450 Person::players[i]->throwtogglekeydown = 1;
7451 Person::players[i]->victim = Person::players[j];
7452 Person::players[i]->setAnimation(knifethrowanim);
7453 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7454 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7456 if (Person::players[i]->isFlip()) {
7457 if (Person::players[i]->weaponactive != -1) {
7458 Person::players[i]->throwtogglekeydown = 1;
7459 Person::players[i]->victim = Person::players[j];
7461 weapons[Person::players[i]->weaponids[0]].owner = -1;
7462 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);
7465 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7467 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7468 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7469 weapons[Person::players[i]->weaponids[0]].missed = 0;
7470 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7471 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7472 weapons[Person::players[i]->weaponids[0]].physics = 0;
7473 Person::players[i]->num_weapons--;
7474 if (Person::players[i]->num_weapons) {
7475 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7477 Person::players[i]->weaponactive = -1;
7484 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7485 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7486 Person::players[i]->throwtogglekeydown = 1;
7487 weapons[Person::players[i]->weaponids[0]].owner = -1;
7488 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7489 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7490 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7491 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7492 weapons[Person::players[i]->weaponids[0]].missed = 1;
7493 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7494 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7495 weapons[Person::players[i]->weaponids[0]].physics = 1;
7496 Person::players[i]->num_weapons--;
7497 if (Person::players[i]->num_weapons) {
7498 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7499 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7500 Person::players[i]->weaponstuck = 0;
7503 Person::players[i]->weaponactive = -1;
7504 for (int j = 0; j < Person::players.size(); j++) {
7505 Person::players[j]->wentforweapon = 0;
7513 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7514 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7515 (Person::players[i]->num_weapons == 2) &&
7516 (Person::players[i]->weaponactive == -1) &&
7517 Person::players[i]->isIdle() ||
7518 Person::players[0]->dead &&
7519 (Person::players[i]->weaponactive != -1) &&
7522 if (Person::players[i]->weaponactive != -1)
7523 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7525 if (isgood && Person::players[i]->creature != wolftype) {
7526 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7527 Person::players[i]->setAnimation(drawrightanim);
7528 Person::players[i]->drawtogglekeydown = 1;
7530 if ((Person::players[i]->isIdle() ||
7531 (Person::players[i]->aitype != playercontrolled &&
7532 Person::players[0]->weaponactive != -1 &&
7533 Person::players[i]->isRun())) &&
7534 Person::players[i]->num_weapons &&
7535 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7536 Person::players[i]->setAnimation(drawleftanim);
7537 Person::players[i]->drawtogglekeydown = 1;
7539 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7540 Person::players[i]->setAnimation(crouchdrawrightanim);
7541 Person::players[i]->drawtogglekeydown = 1;
7548 if (Person::players[i]->weaponactive != -1) {
7549 if (Person::players[i]->isCrouch() &&
7550 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7552 Person::players[i]->onterrain &&
7553 Person::players[i]->num_weapons &&
7554 Person::players[i]->attackkeydown &&
7555 musictype != stream_fighttheme) {
7556 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7557 Person::players[i]->setAnimation(crouchstabanim);
7558 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7559 Person::players[i]->setAnimation(swordgroundstabanim);
7560 Person::players[i]->hasvictim = 0;
7564 if (!Person::players[i]->drawkeydown)
7565 Person::players[i]->drawtogglekeydown = 0;
7570 absflatfacing.z = -1;
7572 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7574 absflatfacing = flatfacing;
7576 if (indialogue != -1) {
7577 Person::players[i]->forwardkeydown = 0;
7578 Person::players[i]->leftkeydown = 0;
7579 Person::players[i]->backkeydown = 0;
7580 Person::players[i]->rightkeydown = 0;
7581 Person::players[i]->jumpkeydown = 0;
7582 Person::players[i]->crouchkeydown = 0;
7583 Person::players[i]->drawkeydown = 0;
7584 Person::players[i]->throwkeydown = 0;
7588 if (!animation[Person::players[i]->animTarget].attack &&
7589 Person::players[i]->animTarget != staggerbackhighanim &&
7590 Person::players[i]->animTarget != staggerbackhardanim &&
7591 Person::players[i]->animTarget != backhandspringanim &&
7592 Person::players[i]->animTarget != dodgebackanim) {
7593 if (!Person::players[i]->forwardkeydown)
7594 Person::players[i]->forwardstogglekeydown = 0;
7595 if (Person::players[i]->crouchkeydown) {
7599 Person::players[i]->superruntoggle = 1;
7600 if (Person::players.size() > 1)
7601 for (int j = 0; j < Person::players.size(); j++)
7602 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7603 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7604 Person::players[i]->superruntoggle = 0;
7607 if (Person::players.size() > 1)
7608 for (int j = 0; j < Person::players.size(); j++) {
7609 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7610 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7611 Person::players[j]->victim == Person::players[i] &&
7612 (Person::players[j]->animTarget == sweepanim ||
7613 Person::players[j]->animTarget == upunchanim ||
7614 Person::players[j]->animTarget == wolfslapanim ||
7615 ((Person::players[j]->animTarget == swordslashanim ||
7616 Person::players[j]->animTarget == knifeslashstartanim ||
7617 Person::players[j]->animTarget == staffhitanim ||
7618 Person::players[j]->animTarget == staffspinhitanim) &&
7619 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7628 Person::players[target]->Reverse();
7629 Person::players[i]->lowreversaldelay = .5;
7631 if (Person::players[i]->isIdle()) {
7632 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7633 Person::players[i]->transspeed = 10;
7635 if (Person::players[i]->isRun() ||
7636 (Person::players[i]->isStop() &&
7637 (Person::players[i]->leftkeydown ||
7638 Person::players[i]->rightkeydown ||
7639 Person::players[i]->forwardkeydown ||
7640 Person::players[i]->backkeydown))) {
7641 Person::players[i]->setAnimation(rollanim);
7642 Person::players[i]->transspeed = 20;
7645 if (!Person::players[i]->crouchkeydown) {
7647 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7648 Person::players[i]->superruntoggle = 0;
7650 if (Person::players[i]->isCrouch()) {
7651 if (Person::players.size() > 1)
7652 for (int j = 0; j < Person::players.size(); j++) {
7654 !Person::players[j]->skeleton.free &&
7655 Person::players[j]->victim &&
7656 Person::players[i]->highreversaldelay <= 0) {
7657 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7658 Person::players[j]->victim == Person::players[i] &&
7659 (Person::players[j]->animTarget == spinkickanim) &&
7660 Person::players[i]->isCrouch()) {
7669 Person::players[target]->Reverse();
7670 Person::players[i]->highreversaldelay = .5;
7672 if (Person::players[i]->isCrouch()) {
7673 if (!Person::players[i]->wasCrouch()) {
7674 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7675 Person::players[i]->frameCurrent = 0;
7677 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7678 Person::players[i]->transspeed = 10;
7681 if (Person::players[i]->animTarget == sneakanim) {
7682 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7683 Person::players[i]->transspeed = 10;
7686 if (Person::players[i]->forwardkeydown) {
7687 if (Person::players[i]->isIdle() ||
7688 (Person::players[i]->isStop() &&
7689 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7690 (Person::players[i]->isLanding() &&
7691 Person::players[i]->frameTarget > 0 &&
7692 !Person::players[i]->jumpkeydown) ||
7693 (Person::players[i]->isLandhard() &&
7694 Person::players[i]->frameTarget > 0 &&
7695 !Person::players[i]->jumpkeydown &&
7696 Person::players[i]->crouchkeydown)) {
7697 if (Person::players[i]->aitype == passivetype)
7698 Person::players[i]->setAnimation(walkanim);
7700 Person::players[i]->setAnimation(Person::players[i]->getRun());
7702 if (Person::players[i]->isCrouch()) {
7703 Person::players[i]->animTarget = sneakanim;
7704 if (Person::players[i]->wasCrouch())
7705 Person::players[i]->target = 0;
7706 Person::players[i]->frameTarget = 0;
7708 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7709 Person::players[i]->setAnimation(climbanim);
7710 Person::players[i]->frameTarget = 1;
7711 Person::players[i]->jumpclimb = 1;
7713 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7714 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7716 Person::players[i]->forwardstogglekeydown = 1;
7719 if (Person::players[i]->rightkeydown) {
7720 if (Person::players[i]->isIdle() ||
7721 (Person::players[i]->isStop() &&
7722 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7723 (Person::players[i]->isLanding() &&
7724 Person::players[i]->frameTarget > 0 &&
7725 !Person::players[i]->jumpkeydown) ||
7726 (Person::players[i]->isLandhard() &&
7727 Person::players[i]->frameTarget > 0 &&
7728 !Person::players[i]->jumpkeydown &&
7729 Person::players[i]->crouchkeydown)) {
7730 Person::players[i]->setAnimation(Person::players[i]->getRun());
7732 if (Person::players[i]->isCrouch()) {
7733 Person::players[i]->animTarget = sneakanim;
7734 if (Person::players[i]->wasCrouch())
7735 Person::players[i]->target = 0;
7736 Person::players[i]->frameTarget = 0;
7738 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7739 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7741 Person::players[i]->targetyaw -= 90;
7742 if (Person::players[i]->forwardkeydown)
7743 Person::players[i]->targetyaw += 45;
7744 if (Person::players[i]->backkeydown)
7745 Person::players[i]->targetyaw -= 45;
7748 if ( Person::players[i]->leftkeydown) {
7749 if (Person::players[i]->isIdle() ||
7750 (Person::players[i]->isStop() &&
7751 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7752 (Person::players[i]->isLanding() &&
7753 Person::players[i]->frameTarget > 0 &&
7754 !Person::players[i]->jumpkeydown) ||
7755 (Person::players[i]->isLandhard() &&
7756 Person::players[i]->frameTarget > 0 &&
7757 !Person::players[i]->jumpkeydown &&
7758 Person::players[i]->crouchkeydown)) {
7759 Person::players[i]->setAnimation(Person::players[i]->getRun());
7761 if (Person::players[i]->isCrouch()) {
7762 Person::players[i]->animTarget = sneakanim;
7763 if (Person::players[i]->wasCrouch())
7764 Person::players[i]->target = 0;
7765 Person::players[i]->frameTarget = 0;
7767 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7768 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7770 Person::players[i]->targetyaw += 90;
7771 if (Person::players[i]->forwardkeydown)
7772 Person::players[i]->targetyaw -= 45;
7773 if (Person::players[i]->backkeydown)
7774 Person::players[i]->targetyaw += 45;
7777 if (Person::players[i]->backkeydown) {
7778 if (Person::players[i]->isIdle() ||
7779 (Person::players[i]->isStop() &&
7780 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7781 (Person::players[i]->isLanding() &&
7782 Person::players[i]->frameTarget > 0 &&
7783 !Person::players[i]->jumpkeydown) ||
7784 (Person::players[i]->isLandhard() &&
7785 Person::players[i]->frameTarget > 0 &&
7786 !Person::players[i]->jumpkeydown &&
7787 Person::players[i]->crouchkeydown)) {
7788 Person::players[i]->setAnimation(Person::players[i]->getRun());
7790 if (Person::players[i]->isCrouch()) {
7791 Person::players[i]->animTarget = sneakanim;
7792 if (Person::players[i]->wasCrouch())
7793 Person::players[i]->target = 0;
7794 Person::players[i]->frameTarget = 0;
7796 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7797 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7799 if (Person::players[i]->animTarget == hanganim) {
7800 Person::players[i]->animCurrent = jumpdownanim;
7801 Person::players[i]->animTarget = jumpdownanim;
7802 Person::players[i]->target = 0;
7803 Person::players[i]->frameCurrent = 0;
7804 Person::players[i]->frameTarget = 1;
7805 Person::players[i]->velocity = 0;
7806 Person::players[i]->velocity.y += gravity;
7807 Person::players[i]->coords.y -= 1.4;
7808 Person::players[i]->grabdelay = 1;
7810 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7811 Person::players[i]->targetyaw += 180;
7814 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7815 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7816 Person::players[i]->isRun() ||
7817 Person::players[i]->animTarget == walkanim ||
7818 Person::players[i]->isCrouch() ||
7819 Person::players[i]->animTarget == sneakanim) &&
7820 Person::players[i]->jumppower > 1) &&
7821 ((Person::players[i]->animTarget != rabbitrunninganim &&
7822 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7823 Person::players[i]->jumpstart = 0;
7824 Person::players[i]->setAnimation(jumpupanim);
7825 Person::players[i]->yaw = Person::players[i]->targetyaw;
7826 Person::players[i]->transspeed = 20;
7827 Person::players[i]->FootLand(0, 1);
7828 Person::players[i]->FootLand(1, 1);
7832 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7835 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7837 Person::players[i]->velocity = 0;
7841 if (Person::players.size() > 1)
7842 for (int j = 0; j < Person::players.size(); j++) {
7843 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7844 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7845 (Person::players[j]->victim == Person::players[i]) &&
7846 (Person::players[j]->animTarget == sweepanim)) {
7855 Person::players[i]->velocity.y = 1;
7857 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7858 Person::players[i]->velocity.y = 7;
7859 Person::players[i]->crouchtogglekeydown = 1;
7860 } else Person::players[i]->velocity.y = 5;
7862 if (mousejump && i == 0 && debugmode) {
7863 if (!Person::players[i]->isLanding())
7864 Person::players[i]->tempdeltav = deltav;
7865 if (Person::players[i]->tempdeltav < 0)
7866 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7869 Person::players[i]->coords.y += .2;
7870 Person::players[i]->jumppower -= 1;
7873 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7875 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7877 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7878 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7879 Person::players[i]->frameTarget = 2;
7880 Person::players[i]->landhard = 0;
7881 Person::players[i]->jumpstart = 1;
7882 Person::players[i]->tempdeltav = deltav;
7884 if (Person::players[i]->animTarget == jumpupanim &&
7888 Person::players[i]->aitype != playercontrolled)) {
7889 if (Person::players[i]->jumppower > multiplier * 6) {
7890 Person::players[i]->velocity.y += multiplier * 6;
7891 Person::players[i]->jumppower -= multiplier * 6;
7893 if (Person::players[i]->jumppower <= multiplier * 6) {
7894 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7895 Person::players[i]->jumppower = 0;
7898 if (((floatjump || editorenabled) && debugmode) && i == 0)
7899 Person::players[i]->velocity.y += multiplier * 30;
7903 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7904 Person::players[i]->setAnimation(Person::players[i]->getStop());
7905 if (Person::players[i]->animTarget == sneakanim) {
7906 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7907 if (Person::players[i]->animCurrent == sneakanim)
7908 Person::players[i]->target = 0;
7909 Person::players[i]->frameTarget = 0;
7912 if (Person::players[i]->animTarget == walkanim &&
7913 (Person::players[i]->aitype == attacktypecutoff ||
7914 Person::players[i]->aitype == searchtype ||
7915 (Person::players[i]->aitype == passivetype &&
7916 Person::players[i]->numwaypoints <= 1)))
7917 Person::players[i]->setAnimation(Person::players[i]->getStop());
7918 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7919 Person::players[i]->setAnimation(Person::players[i]->getStop());
7922 if (Person::players[i]->animTarget == rollanim)
7923 Person::players[i]->targetyaw = oldtargetyaw;
7927 for (int k = 0; k < Person::players.size(); k++) {
7928 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7929 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7930 Person::players[k]->yaw -= 360;
7932 Person::players[k]->yaw += 360;
7935 //stop to turn in right direction
7936 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7937 Person::players[k]->setAnimation(Person::players[k]->getStop());
7939 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7940 Person::players[k]->targettilt = 0;
7942 if (Person::players[k]->animTarget != jumpupanim &&
7943 Person::players[k]->animTarget != backhandspringanim &&
7944 Person::players[k]->animTarget != jumpdownanim &&
7945 !Person::players[k]->isFlip()) {
7946 Person::players[k]->targettilt = 0;
7947 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7948 Person::players[k]->jumppower = 0;
7949 Person::players[k]->jumppower += multiplier * 7;
7950 if (Person::players[k]->isCrouch())
7951 Person::players[k]->jumppower += multiplier * 7;
7952 if (Person::players[k]->jumppower > 5)
7953 Person::players[k]->jumppower = 5;
7956 if (Person::players[k]->isRun())
7957 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7959 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7960 Person::players[k]->grabdelay -= multiplier;
7964 for (int k = 0; k < Person::players.size(); k++) {
7965 Person::players[k]->DoAnimations();
7966 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7967 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7973 for (int j = numenvsounds - 1; j >= 0; j--) {
7974 envsoundlife[j] -= multiplier;
7975 if (envsoundlife[j] < 0) {
7977 envsoundlife[j] = envsoundlife[numenvsounds];
7978 envsound[j] = envsound[numenvsounds];
7982 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7984 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7986 if (tutoriallevel == 1) {
8003 if (tutorialstage >= 51)
8004 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8005 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
8006 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
8008 emit_stream_np(stream_menutheme);
8017 if (tutorialstage < 51)
8018 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
8019 emit_sound_at(fireendsound, Person::players[0]->coords);
8021 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
8025 if (tutorialstage >= 14 && tutorialstage < 50)
8026 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
8027 emit_sound_at(fireendsound, Person::players[1]->coords);
8029 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8030 if (Random() % 2 == 0) {
8031 if (!Person::players[1]->skeleton.free)
8032 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8033 if (Person::players[1]->skeleton.free)
8034 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8035 if (!Person::players[1]->skeleton.free)
8036 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;
8037 if (Person::players[1]->skeleton.free)
8038 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8039 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8043 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
8044 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
8045 Person::players[1]->skeleton.joints[i].velocity = 0;
8046 if (Random() % 2 == 0) {
8047 if (!Person::players[1]->skeleton.free)
8048 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
8049 if (Person::players[1]->skeleton.free)
8050 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8051 if (!Person::players[1]->skeleton.free)
8052 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;
8053 if (Person::players[1]->skeleton.free)
8054 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8055 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8063 static float gLoc[3];
8067 static float vel[3];
8068 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8069 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8070 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8072 //Set orientation with forward and up vectors
8073 static XYZ upvector;
8077 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8078 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8083 facing = DoRotation(facing, -pitch, 0, 0);
8084 facing = DoRotation(facing, 0, 0 - yaw, 0);
8087 static float ori[6];
8091 ori[3] = -upvector.x;
8092 ori[4] = upvector.y;
8093 ori[5] = -upvector.z;
8095 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8102 if (Input::isKeyPressed(SDLK_F1))
8106 void Game::TickOnce()
8109 yaw += multiplier * 5;
8110 else if (directing || indialogue == -1) {
8113 pitch += deltav * .7;
8115 pitch -= deltav * .7;
8123 void Game::TickOnceAfter()
8125 static XYZ colviewer;
8126 static XYZ coltarget;
8130 static float changedelay;
8131 static bool alldead;
8132 static float unseendelay;
8133 static float cameraspeed;
8136 static int oldmusictype = musictype;
8138 if (environment == snowyenvironment)
8139 leveltheme = stream_snowtheme;
8140 if (environment == grassyenvironment)
8141 leveltheme = stream_grasstheme;
8142 if (environment == desertenvironment)
8143 leveltheme = stream_deserttheme;
8147 musictype = leveltheme;
8148 for (int i = 0; i < Person::players.size(); i++) {
8149 if ((Person::players[i]->aitype == attacktypecutoff ||
8150 Person::players[i]->aitype == getweapontype ||
8151 Person::players[i]->aitype == gethelptype ||
8152 Person::players[i]->aitype == searchtype) &&
8153 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8154 (Person::players[i]->animTarget != sneakattackedanim &&
8155 Person::players[i]->animTarget != knifesneakattackedanim &&
8156 Person::players[i]->animTarget != swordsneakattackedanim)) {
8157 musictype = stream_fighttheme;
8161 if (Person::players[0]->dead)
8162 musictype = stream_menutheme;
8165 if (musictype == stream_fighttheme)
8168 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8169 unseendelay -= multiplier;
8170 if (unseendelay > 0)
8171 musictype = stream_fighttheme;
8176 musictype = stream_menutheme;
8177 musicvolume[2] = 512;
8184 if (musictype != oldmusictype && musictype == stream_fighttheme)
8185 emit_sound_np(alarmsound);
8186 musicselected = musictype;
8188 if (musicselected == leveltheme)
8189 musicvolume[0] += multiplier * 450;
8191 musicvolume[0] -= multiplier * 450;
8192 if (musicselected == stream_fighttheme)
8193 musicvolume[1] += multiplier * 450;
8195 musicvolume[1] -= multiplier * 450;
8196 if (musicselected == stream_menutheme)
8197 musicvolume[2] += multiplier * 450;
8199 musicvolume[2] -= multiplier * 450;
8201 for (int i = 0; i < 3; i++) {
8202 if (musicvolume[i] < 0)
8204 if (musicvolume[i] > 512)
8205 musicvolume[i] = 512;
8208 if (musicvolume[2] > 128 && !loading && !mainmenu)
8209 musicvolume[2] = 128;
8212 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8213 emit_stream_np(leveltheme, musicvolume[0]);
8214 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8215 emit_stream_np(stream_fighttheme, musicvolume[1]);
8216 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8217 emit_stream_np(stream_menutheme, musicvolume[2]);
8218 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8219 pause_sound(leveltheme);
8220 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8221 pause_sound(stream_fighttheme);
8222 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8223 pause_sound(stream_menutheme);
8225 if (musicvolume[0] != oldmusicvolume[0])
8226 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8227 if (musicvolume[1] != oldmusicvolume[1])
8228 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8229 if (musicvolume[2] != oldmusicvolume[2])
8230 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8232 for (int i = 0; i < 3; i++)
8233 oldmusicvolume[i] = musicvolume[i];
8235 pause_sound(leveltheme);
8236 pause_sound(stream_fighttheme);
8237 pause_sound(stream_menutheme);
8239 for (int i = 0; i < 4; i++) {
8240 oldmusicvolume[i] = 0;
8246 for (int i = 0; i < numhotspots; i++) {
8247 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8248 if (Person::players[hotspottype[i] - 10]->dead == 0)
8250 else if (killhotspot == 2)
8254 if (killhotspot == 2)
8259 for (int i = 0; i < numhotspots; i++)
8260 if (hotspottype[i] == -1)
8261 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8265 for (int i = 1; i < Person::players.size(); i++)
8266 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8268 if (numalarmed > maxalarmed)
8269 maxalarmed = numalarmed;
8271 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8272 if (Person::players[0]->dead && changedelay <= 0) {
8274 targetlevel = whichlevel;
8277 for (int i = 1; i < Person::players.size(); i++) {
8278 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8285 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8287 targetlevel = whichlevel + 1;
8288 if (targetlevel > numchallengelevels - 1)
8291 if (winhotspot || windialogue) {
8293 targetlevel = whichlevel + 1;
8294 if (targetlevel > numchallengelevels - 1)
8301 targetlevel = whichlevel + 1;
8302 if (targetlevel > numchallengelevels - 1)
8306 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8307 //high scores, awards, win
8309 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8312 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8320 if (leveltime < 1) {
8328 if (!editorenabled && gameon && !mainmenu) {
8329 if (changedelay != -999)
8330 changedelay -= multiplier / 7;
8331 if (Person::players[0]->dead)
8332 targetlevel = whichlevel;
8333 if (loading == 2 && !campaign) {
8336 fireSound(firestartsound);
8338 if (!Person::players[0]->dead && targetlevel != whichlevel)
8339 startbonustotal = bonustotal;
8340 if (Person::players[0]->dead)
8341 Loadlevel(whichlevel);
8343 Loadlevel(targetlevel);
8349 if (loading == 2 && targetlevel == whichlevel) {
8353 fireSound(firestartsound);
8355 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8361 if (changedelay <= -999 &&
8364 (Person::players[0]->dead ||
8365 (alldead && maptype == mapkilleveryone) ||
8369 if ((Person::players[0]->dead ||
8370 (alldead && maptype == mapkilleveryone) ||
8375 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8379 if (Person::players[0]->dead)
8385 // campaignchoosenext determines what to do when the level is complete:
8386 // 0 = load next level
8387 // 1 = go back to level select screen
8388 // 2 = stealthload next level
8389 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8390 if (campaignlevels[actuallevel].nextlevel.empty())
8392 } else if (mainmenu == 0 && winfreeze) {
8393 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8395 if (!stealthloading) {
8396 fireSound(firestartsound);
8401 startbonustotal = 0;
8411 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8414 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8418 pause_sound(stream_menutheme);
8429 oldmusictype = musictype;
8435 facing = DoRotation(facing, -pitch, 0, 0);
8436 facing = DoRotation(facing, 0, 0 - yaw, 0);
8437 viewerfacing = facing;
8440 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8441 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;
8443 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;
8445 if (Person::players[0]->skeleton.free) {
8446 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8447 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8448 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8452 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8454 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8455 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8457 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8459 coltarget = target - cameraloc;
8460 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8463 Normalise(&coltarget);
8464 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8465 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8467 cameraloc = cameraloc + coltarget * multiplier * 8;
8471 cameradist += multiplier * 5;
8472 if (cameradist > 2.3)
8474 viewer = cameraloc - facing * cameradist;
8476 coltarget = cameraloc;
8477 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8478 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8479 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8480 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8482 coltarget = cameraloc;
8483 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8486 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8487 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8488 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8490 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8494 cameradist = findDistance(&viewer, &target);
8495 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8496 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8497 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8501 //what did autocam do?
8502 if(Person::players[0]->skeleton.free!=2&&autocam){
8504 if(findLengthfast(&Person::players[0]->velocity)>400){
8505 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8507 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8508 cameradist+=multiplier*5;
8509 if(cameradist>3.3)cameradist=3.3;
8510 coltarget=target-cameraloc;
8511 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8512 else if(findLengthfast(&coltarget)>1)
8514 Normalise(&coltarget);
8515 if(Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim&&Person::players[0]->animCurrent!=climbanim&&Person::players[0]->currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8516 else cameraloc=cameraloc+coltarget*multiplier*8;
8518 if(editorenabled)cameraloc=target;
8521 coltarget=cameraloc;
8522 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8523 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8524 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8525 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8527 coltarget=cameraloc;
8528 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8530 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8531 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8532 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8534 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8538 cameradist=findDistance(&viewer,&target);
8539 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8540 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8541 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8545 if (camerashake > .8)
8547 //if(woozy>10)woozy=10;
8548 //woozy+=multiplier;
8549 woozy += multiplier;
8550 if (Person::players[0]->dead)
8552 if (Person::players[0]->dead)
8554 camerashake -= multiplier * 2;
8555 blackout -= multiplier * 2;
8556 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8557 if (camerashake < 0)
8561 //if(woozy<0)woozy=0;
8563 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8564 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8565 viewer.z += (float)(Random() % 100) * .0005 * camerashake;