2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 // Enable full math definitions
23 #define _USE_MATH_DEFINES
27 #include <sys/types.h>
39 #include "openal_wrapper.h"
42 #include "Animation.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern bool keyboardfrozen;
89 extern bool loadingstuff;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern float tintr, tintg, tintb;
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
129 extern TGAImageRec texture;
131 extern float hostiletime;
133 extern bool gamestarted;
135 extern int numhotspots;
136 extern int killhotspot;
137 extern XYZ hotspot[40];
138 extern int hotspottype[40];
139 extern float hotspotsize[40];
140 extern char hotspottext[40][256];
141 extern int currenthotspot;
145 extern bool stillloading;
146 extern bool winfreeze;
148 extern bool campaign;
152 void Loadlevel(int which);
153 void Loadlevel(const char *name);
166 std::string description;
169 0 = Immediately load next level at the end of this one.
170 1 = Go back to the world map.
171 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
173 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
174 std::vector<int> nextlevel;
176 CampaignLevel() : width(10) {
182 return 30 + 120 + location.x * 400 / 512;
185 return 30 + 30 + (512 - location.y) * 400 / 512;
188 return getStartX() + width;
191 return getStartY() + width;
195 center.x = getStartX() + width / 2;
196 center.y = getStartY() + width / 2;
202 istream& operator<< (istream& is) {
209 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
210 description.replace(pos, 1, 1, ' ');
217 for (int j = 0; j < numnext; j++) {
220 nextlevel.push_back(next - 1);
228 friend istream& operator>> (istream& is, CampaignLevel& cl) {
236 vector<CampaignLevel> campaignlevels;
239 bool winhotspot = false;
240 bool windialogue = false;
243 float cameradist = 0;
244 bool oldattackkey = 0;
246 float musicvolume[4] = {};
247 float oldmusicvolume[4] = {};
248 int musicselected = 0;
252 static const char *rabbitskin[] = {
253 ":Data:Textures:Fur3.jpg",
254 ":Data:Textures:Fur.jpg",
255 ":Data:Textures:Fur2.jpg",
256 ":Data:Textures:Lynx.jpg",
257 ":Data:Textures:Otter.jpg",
258 ":Data:Textures:Opal.jpg",
259 ":Data:Textures:Sable.jpg",
260 ":Data:Textures:Chocolate.jpg",
261 ":Data:Textures:BW2.jpg",
262 ":Data:Textures:WB2.jpg"
265 static const char *wolfskin[] = {
266 ":Data:Textures:Wolf.jpg",
267 ":Data:Textures:Darkwolf.jpg",
268 ":Data:Textures:Snowwolf.jpg"
271 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
272 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
274 static const char **creatureskin[] = {rabbitskin, wolfskin};
276 /* Return true if PFX is a prefix of STR (case-insensitive). */
277 static bool stripfx(const char *str, const char *pfx)
279 return !strncasecmp(str, pfx, strlen(pfx));
282 static const char *cmd_names[] = {
283 #define DECLARE_COMMAND(cmd) #cmd,
284 #include "ConsoleCmds.h"
285 #undef DECLARE_COMMAND
288 typedef void (*console_handler)(const char *args);
290 #define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
291 #include "ConsoleCmds.h"
292 #undef DECLARE_COMMAND
294 static console_handler cmd_handlers[] = {
295 #define DECLARE_COMMAND(cmd) ch_##cmd,
296 #include "ConsoleCmds.h"
297 #undef DECLARE_COMMAND
304 // TODO: this is slightly incorrect
305 inline float roughDirection(XYZ vec)
308 float angle = -asin(-vec.x) * 180 / M_PI;
313 inline float roughDirectionTo(XYZ start, XYZ end)
315 return roughDirection(end - start);
317 inline float pitchOf(XYZ vec)
320 return -asin(vec.y) * 180 / M_PI;
322 inline float pitchTo(XYZ start, XYZ end)
324 return pitchOf(end - start);
326 inline float sq(float n)
330 inline float stepTowardf(float from, float to, float by)
332 if (fabs(from - to) < by)
340 void playdialogueboxsound()
343 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
344 temppos = temppos - viewer;
349 switch (dialogueboxsound[whichdialogue][indialogue]) {
354 sound = consolefailsound;
357 sound = consolesuccesssound;
360 sound = firestartsound;
363 sound = fireendsound;
366 sound = rabbitchitter;
369 sound = rabbitchitter2;
372 sound = rabbitpainsound;
375 sound = rabbitpain1sound;
378 sound = rabbitattacksound;
381 sound = rabbitattack2sound;
384 sound = rabbitattack3sound;
387 sound = rabbitattack4sound;
411 sound = barkgrowlsound;
417 emit_sound_at(sound, temppos);
420 // ================================================================
422 bool AddClothes(const char *fileName, GLubyte *array)
426 unsigned char fileNamep[256];
427 CopyCStringToPascal(fileName, fileNamep);
429 opened = upload_image( fileNamep , 1);
434 if (tintr > 1) tintr = 1;
435 if (tintg > 1) tintg = 1;
436 if (tintb > 1) tintb = 1;
438 if (tintr < 0) tintr = 0;
439 if (tintg < 0) tintg = 0;
440 if (tintb < 0) tintb = 0;
442 int bytesPerPixel = texture.bpp / 8;
446 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
447 if (bytesPerPixel == 3)
449 else if ((i + 1) % 4 == 0)
450 alphanum = texture.data[i];
452 if ((i + 1) % 4 || bytesPerPixel == 3) {
454 texture.data[i] *= tintr;
456 texture.data[i] *= tintg;
458 texture.data[i] *= tintb;
459 array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
470 static void ch_quit(const char *args)
475 static void ch_map(const char *args)
482 static void ch_save(const char *args)
485 snprintf(buf, 63, ":Data:Maps:%s", args);
490 tfile = fopen( ConvertFileName(buf), "wb" );
491 fpackf(tfile, "Bi", mapvers);
492 fpackf(tfile, "Bi", maptype);
493 fpackf(tfile, "Bi", hostile);
494 fpackf(tfile, "Bf Bf", viewdistance, fadestart);
495 fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
496 fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
497 fpackf(tfile, "Bf Bf Bf Bf Bf Bi", Person::players[0]->coords.x, Person::players[0]->coords.y, Person::players[0]->coords.z,
498 Person::players[0]->yaw, Person::players[0]->targetyaw, Person::players[0]->num_weapons);
499 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
500 for (int j = 0; j < Person::players[0]->num_weapons; j++)
501 fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
503 fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
504 fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
505 fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
506 fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
508 fpackf(tfile, "Bi", Person::players[0]->numclothes);
510 fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[0]->creature);
512 fpackf(tfile, "Bi", numdialogues);
514 for (int k = 0; k < numdialogues; k++) {
515 fpackf(tfile, "Bi", numdialogueboxes[k]);
516 fpackf(tfile, "Bi", dialoguetype[k]);
517 for (int l = 0; l < 10; l++) {
518 fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
519 fpackf(tfile, "Bf", participantyaw[k][l]);
521 for (int l = 0; l < numdialogueboxes[k]; l++) {
522 fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
523 fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
524 fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
525 fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
526 fpackf(tfile, "Bi", dialogueboxsound[k][l]);
528 int templength = strlen(dialoguetext[k][l]);
529 fpackf(tfile, "Bi", (templength));
530 for (int m = 0; m < templength; m++) {
531 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
532 if (dialoguetext[k][l][m] == '\0')
536 templength = strlen(dialoguename[k][l]);
537 fpackf(tfile, "Bi", templength);
538 for (int m = 0; m < templength; m++) {
539 fpackf(tfile, "Bb", dialoguename[k][l][m]);
540 if (dialoguename[k][l][m] == '\0')
544 fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
545 fpackf(tfile, "Bi", participantfocus[k][l]);
546 fpackf(tfile, "Bi", participantaction[k][l]);
548 for (int m = 0; m < 10; m++)
549 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
551 fpackf(tfile, "Bf Bf", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
555 for (int k = 0; k < Person::players[0]->numclothes; k++) {
556 int templength = strlen(Person::players[0]->clothes[k]);
557 fpackf(tfile, "Bi", templength);
558 for (int l = 0; l < templength; l++)
559 fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
560 fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[0]->clothestintb[k]);
563 fpackf(tfile, "Bi", environment);
565 fpackf(tfile, "Bi", objects.numobjects);
567 for (int k = 0; k < objects.numobjects; k++)
568 fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
569 objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
571 fpackf(tfile, "Bi", numhotspots);
572 for (int i = 0; i < numhotspots; i++) {
573 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i], hotspotsize[i], hotspot[i].x, hotspot[i].y, hotspot[i].z);
574 int templength = strlen(hotspottext[i]);
575 fpackf(tfile, "Bi", templength);
576 for (int l = 0; l < templength; l++)
577 fpackf(tfile, "Bb", hotspottext[i][l]);
580 fpackf(tfile, "Bi", Person::players.size());
581 if (Person::players.size() > maxplayers) {
582 cout << "Warning: this level contains more players than allowed" << endl;
584 for (int j = 1; j < Person::players.size(); j++) {
585 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
586 Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
587 Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
588 if (Person::players[j]->num_weapons < 5)
589 for (int k = 0; k < Person::players[j]->num_weapons; k++)
590 fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
591 if (Person::players[j]->numwaypoints < 30) {
592 fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
593 for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
594 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
595 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
596 fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
597 fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
599 fpackf(tfile, "Bi", Person::players[j]->waypoint);
601 Person::players[j]->numwaypoints = 0;
602 Person::players[j]->waypoint = 0;
603 fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
606 fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
607 fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
608 fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
609 fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
611 float headprop, bodyprop, armprop, legprop;
612 if (Person::players[j]->creature == wolftype) {
613 headprop = Person::players[j]->proportionhead.x / 1.1;
614 bodyprop = Person::players[j]->proportionbody.x / 1.1;
615 armprop = Person::players[j]->proportionarms.x / 1.1;
616 legprop = Person::players[j]->proportionlegs.x / 1.1;
617 } else if (Person::players[j]->creature == rabbittype) {
618 headprop = Person::players[j]->proportionhead.x / 1.2;
619 bodyprop = Person::players[j]->proportionbody.x / 1.05;
620 armprop = Person::players[j]->proportionarms.x / 1.00;
621 legprop = Person::players[j]->proportionlegs.x / 1.1;
624 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
626 fpackf(tfile, "Bi", Person::players[j]->numclothes);
627 if (Person::players[j]->numclothes)
628 for (int k = 0; k < Person::players[j]->numclothes; k++) {
630 templength = strlen(Person::players[j]->clothes[k]);
631 fpackf(tfile, "Bi", templength);
632 for (int l = 0; l < templength; l++)
633 fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
634 fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
638 fpackf(tfile, "Bi", numpathpoints);
639 for (int j = 0; j < numpathpoints; j++) {
640 fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
641 for (int k = 0; k < numpathpointconnect[j]; k++)
642 fpackf(tfile, "Bi", pathpointconnect[j][k]);
645 fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
650 static void ch_cellar(const char *args)
652 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
655 static void ch_tint(const char *args)
657 sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
660 static void ch_tintr(const char *args)
665 static void ch_tintg(const char *args)
670 static void ch_tintb(const char *args)
675 static void ch_speed(const char *args)
677 Person::players[0]->speedmult = atof(args);
680 static void ch_strength(const char *args)
682 Person::players[0]->power = atof(args);
685 static void ch_power(const char *args)
687 Person::players[0]->power = atof(args);
690 static void ch_size(const char *args)
692 Person::players[0]->scale = atof(args) * .2;
695 static int findClosestPlayer()
698 float closestdist = std::numeric_limits<float>::max();
700 for (int i = 1; i < Person::players.size(); i++) {
701 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
702 if (distance < closestdist) {
703 closestdist = distance;
710 static int findClosestObject()
713 float closestdist = std::numeric_limits<float>::max();
715 for (int i = 0; i < objects.numobjects; i++) {
716 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
717 if (distance < closestdist) {
718 closestdist = distance;
725 static void ch_sizenear(const char *args)
727 int closest = findClosestPlayer();
729 Person::players[closest]->scale = atof(args) * .2;
732 static void set_proportion(int pnum, const char *args)
734 float headprop, bodyprop, armprop, legprop;
736 sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
738 if (Person::players[pnum]->creature == wolftype) {
739 Person::players[pnum]->proportionhead = 1.1 * headprop;
740 Person::players[pnum]->proportionbody = 1.1 * bodyprop;
741 Person::players[pnum]->proportionarms = 1.1 * armprop;
742 Person::players[pnum]->proportionlegs = 1.1 * legprop;
743 } else if (Person::players[pnum]->creature == rabbittype) {
744 Person::players[pnum]->proportionhead = 1.2 * headprop;
745 Person::players[pnum]->proportionbody = 1.05 * bodyprop;
746 Person::players[pnum]->proportionarms = 1.00 * armprop;
747 Person::players[pnum]->proportionlegs = 1.1 * legprop;
748 Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
752 static void ch_proportion(const char *args)
754 set_proportion(0, args);
757 static void ch_proportionnear(const char *args)
759 int closest = findClosestPlayer();
761 set_proportion(closest, args);
764 static void set_protection(int pnum, const char *args)
766 float head, high, low;
767 sscanf(args, "%f%f%f", &head, &high, &low);
769 Person::players[pnum]->protectionhead = head;
770 Person::players[pnum]->protectionhigh = high;
771 Person::players[pnum]->protectionlow = low;
774 static void ch_protection(const char *args)
776 set_protection(0, args);
779 static void ch_protectionnear(const char *args)
781 int closest = findClosestPlayer();
783 set_protection(closest, args);
786 static void set_armor(int pnum, const char *args)
788 float head, high, low;
789 sscanf(args, "%f%f%f", &head, &high, &low);
791 Person::players[pnum]->armorhead = head;
792 Person::players[pnum]->armorhigh = high;
793 Person::players[pnum]->armorlow = low;
796 static void ch_armor(const char *args)
801 static void ch_armornear(const char *args)
803 int closest = findClosestPlayer();
805 set_armor(closest, args);
808 static void ch_protectionreset(const char *args)
810 set_protection(0, "1 1 1");
811 set_armor(0, "1 1 1");
814 static void set_metal(int pnum, const char *args)
816 float head, high, low;
817 sscanf(args, "%f%f%f", &head, &high, &low);
819 Person::players[pnum]->metalhead = head;
820 Person::players[pnum]->metalhigh = high;
821 Person::players[pnum]->metallow = low;
824 static void ch_metal(const char *args)
829 static void set_noclothes(int pnum, const char *args)
831 Person::players[pnum]->numclothes = 0;
832 Person::players[pnum]->skeleton.drawmodel.textureptr.load(
833 creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
834 &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
837 static void ch_noclothes(const char *args)
839 set_noclothes(0, args);
842 static void ch_noclothesnear(const char *args)
844 int closest = findClosestPlayer();
846 set_noclothes(closest, args);
850 static void set_clothes(int pnum, const char *args)
853 snprintf(buf, 63, ":Data:Textures:%s.png", args);
855 if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
858 Person::players[pnum]->DoMipmaps();
859 strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
860 Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
861 Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
862 Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
863 Person::players[pnum]->numclothes++;
866 static void ch_clothes(const char *args)
868 set_clothes(0, args);
871 static void ch_clothesnear(const char *args)
873 int closest = findClosestPlayer();
875 set_clothes(closest, args);
878 static void ch_belt(const char *args)
880 Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
884 static void ch_cellophane(const char *args)
886 cellophane = !cellophane;
887 float mul = (cellophane ? 0 : 1);
889 for (auto player : Person::players) {
890 player->proportionhead.z = player->proportionhead.x * mul;
891 player->proportionbody.z = player->proportionbody.x * mul;
892 player->proportionarms.z = player->proportionarms.x * mul;
893 player->proportionlegs.z = player->proportionlegs.x * mul;
897 static void ch_funnybunny(const char *args)
899 Person::players[0]->skeleton.id = 0;
900 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure", ":Data:Skeleton:Basic Figurelow",
901 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Body.solid",
902 ":Data:Models:Body2.solid", ":Data:Models:Body3.solid",
903 ":Data:Models:Body4.solid", ":Data:Models:Body5.solid",
904 ":Data:Models:Body6.solid", ":Data:Models:Body7.solid",
905 ":Data:Models:Bodylow.solid", ":Data:Models:Belt.solid", 1);
906 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
907 Person::players[0]->creature = rabbittype;
908 Person::players[0]->scale = .2;
909 Person::players[0]->headless = 0;
910 Person::players[0]->damagetolerance = 200;
911 set_proportion(0, "1 1 1 1");
914 static void ch_wolfie(const char *args)
916 Person::players[0]->skeleton.id = 0;
917 Person::players[0]->skeleton.Load(":Data:Skeleton:Basic Figure Wolf", ":Data:Skeleton:Basic Figure Wolf Low",
918 ":Data:Skeleton:Rabbitbelt", ":Data:Models:Wolf.solid",
919 ":Data:Models:Wolf2.solid", ":Data:Models:Wolf3.solid",
920 ":Data:Models:Wolf4.solid", ":Data:Models:Wolf5.solid",
921 ":Data:Models:Wolf6.solid", ":Data:Models:Wolf7.solid",
922 ":Data:Models:Wolflow.solid", ":Data:Models:Belt.solid", 0);
923 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
924 Person::players[0]->creature = wolftype;
925 Person::players[0]->damagetolerance = 300;
926 set_proportion(0, "1 1 1 1");
929 static void ch_wolfieisgod(const char *args)
934 static void ch_wolf(const char *args)
936 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
939 static void ch_snowwolf(const char *args)
941 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
944 static void ch_darkwolf(const char *args)
946 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
949 static void ch_lizardwolf(const char *args)
951 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
954 static void ch_white(const char *args)
956 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
959 static void ch_brown(const char *args)
961 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
964 static void ch_black(const char *args)
966 Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
969 static void ch_sizemin(const char *args)
971 for (int i = 1; i < Person::players.size(); i++)
972 if (Person::players[i]->scale < 0.8 * 0.2)
973 Person::players[i]->scale = 0.8 * 0.2;
976 static void ch_tutorial(const char *args)
978 tutoriallevel = atoi(args);
981 static void ch_hostile(const char *args)
983 hostile = atoi(args);
986 static void ch_indemo(const char *args)
989 hotspot[numhotspots] = Person::players[0]->coords;
990 hotspotsize[numhotspots] = 0;
991 hotspottype[numhotspots] = -111;
992 strcpy(hotspottext[numhotspots], "mapname");
996 static void ch_notindemo(const char *args)
1002 static void ch_type(const char *args)
1004 int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
1005 for (int i = 0; i < n; i++)
1006 if (stripfx(args, editortypenames[i])) {
1012 static void ch_path(const char *args)
1014 int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
1015 for (int i = 0; i < n; i++)
1016 if (stripfx(args, pathtypenames[i])) {
1022 static void ch_hs(const char *args)
1024 hotspot[numhotspots] = Person::players[0]->coords;
1028 sscanf(args, "%f%d %n", &size, &type, &shift);
1030 hotspotsize[numhotspots] = size;
1031 hotspottype[numhotspots] = type;
1033 strcpy(hotspottext[numhotspots], args + shift);
1034 strcat(hotspottext[numhotspots], "\n");
1039 static void ch_dialogue(const char *args)
1042 char buf1[32], buf2[64];
1044 sscanf(args, "%d %31s", &dlg, buf1);
1045 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1047 dialoguetype[numdialogues] = dlg;
1049 memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
1050 memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
1052 ifstream ipstream(ConvertFileName(buf2));
1053 ipstream.ignore(256, ':');
1054 ipstream >> numdialogueboxes[numdialogues];
1055 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1056 ipstream.ignore(256, ':');
1057 ipstream.ignore(256, ':');
1058 ipstream.ignore(256, ' ');
1059 ipstream >> dialogueboxlocation[numdialogues][i];
1060 ipstream.ignore(256, ':');
1061 ipstream >> dialogueboxcolor[numdialogues][i][0];
1062 ipstream >> dialogueboxcolor[numdialogues][i][1];
1063 ipstream >> dialogueboxcolor[numdialogues][i][2];
1064 ipstream.ignore(256, ':');
1065 ipstream.getline(dialoguename[numdialogues][i], 64);
1066 ipstream.ignore(256, ':');
1067 ipstream.ignore(256, ' ');
1068 ipstream.getline(dialoguetext[numdialogues][i], 128);
1069 for (int j = 0; j < 128; j++) {
1070 if (dialoguetext[numdialogues][i][j] == '\\')
1071 dialoguetext[numdialogues][i][j] = '\n';
1073 ipstream.ignore(256, ':');
1074 ipstream >> dialogueboxsound[numdialogues][i];
1077 for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
1078 for (int j = 0; j < Person::players.size(); j++) {
1079 participantfacing[numdialogues][i][j] = Person::players[j]->facing;
1086 whichdialogue = numdialogues;
1091 static void ch_fixdialogue(const char *args)
1093 char buf1[32], buf2[64];
1096 sscanf(args, "%d %31s", &whichdi, buf1);
1097 snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
1099 memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
1100 memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
1102 ifstream ipstream(ConvertFileName(buf2));
1103 ipstream.ignore(256, ':');
1104 ipstream >> numdialogueboxes[whichdi];
1105 for (int i = 0; i < numdialogueboxes[whichdi]; i++) {
1106 ipstream.ignore(256, ':');
1107 ipstream.ignore(256, ':');
1108 ipstream.ignore(256, ' ');
1109 ipstream >> dialogueboxlocation[whichdi][i];
1110 ipstream.ignore(256, ':');
1111 ipstream >> dialogueboxcolor[whichdi][i][0];
1112 ipstream >> dialogueboxcolor[whichdi][i][1];
1113 ipstream >> dialogueboxcolor[whichdi][i][2];
1114 ipstream.ignore(256, ':');
1115 ipstream.getline(dialoguename[whichdi][i], 64);
1116 ipstream.ignore(256, ':');
1117 ipstream.ignore(256, ' ');
1118 ipstream.getline(dialoguetext[whichdi][i], 128);
1119 for (int j = 0; j < 128; j++) {
1120 if (dialoguetext[whichdi][i][j] == '\\')
1121 dialoguetext[whichdi][i][j] = '\n';
1123 ipstream.ignore(256, ':');
1124 ipstream >> dialogueboxsound[whichdi][i];
1130 static void ch_fixtype(const char *args)
1133 sscanf(args, "%d", &dlg);
1134 dialoguetype[0] = dlg;
1137 static void ch_fixrotation(const char *args)
1139 participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
1142 static void ch_ddialogue(const char *args)
1148 static void ch_dhs(const char *args)
1154 static void ch_immobile(const char *args)
1156 Person::players[0]->immobile = 1;
1159 static void ch_allimmobile(const char *args)
1161 for (int i = 1; i < Person::players.size(); i++)
1162 Person::players[i]->immobile = 1;
1165 static void ch_mobile(const char *args)
1167 Person::players[0]->immobile = 0;
1170 static void ch_default(const char *args)
1172 Person::players[0]->armorhead = 1;
1173 Person::players[0]->armorhigh = 1;
1174 Person::players[0]->armorlow = 1;
1175 Person::players[0]->protectionhead = 1;
1176 Person::players[0]->protectionhigh = 1;
1177 Person::players[0]->protectionlow = 1;
1178 Person::players[0]->metalhead = 1;
1179 Person::players[0]->metalhigh = 1;
1180 Person::players[0]->metallow = 1;
1181 Person::players[0]->power = 1;
1182 Person::players[0]->speedmult = 1;
1183 Person::players[0]->scale = 1;
1185 if (Person::players[0]->creature == wolftype) {
1186 Person::players[0]->proportionhead = 1.1;
1187 Person::players[0]->proportionbody = 1.1;
1188 Person::players[0]->proportionarms = 1.1;
1189 Person::players[0]->proportionlegs = 1.1;
1190 } else if (Person::players[0]->creature == rabbittype) {
1191 Person::players[0]->proportionhead = 1.2;
1192 Person::players[0]->proportionbody = 1.05;
1193 Person::players[0]->proportionarms = 1.00;
1194 Person::players[0]->proportionlegs = 1.1;
1195 Person::players[0]->proportionlegs.y = 1.05;
1198 Person::players[0]->numclothes = 0;
1199 Person::players[0]->skeleton.drawmodel.textureptr.load(
1200 creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
1201 &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
1203 editoractive = typeactive;
1204 Person::players[0]->immobile = 0;
1207 static void ch_play(const char *args)
1210 sscanf(args, "%d", &dlg);
1211 whichdialogue = dlg;
1213 if (whichdialogue >= numdialogues)
1216 for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
1217 Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1218 Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1219 Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
1220 Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
1221 Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
1222 Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
1228 playdialogueboxsound();
1231 static void ch_mapkilleveryone(const char *args)
1233 maptype = mapkilleveryone;
1236 static void ch_mapkillmost(const char *args)
1238 maptype = mapkillmost;
1241 static void ch_mapkillsomeone(const char *args)
1243 maptype = mapkillsomeone;
1246 static void ch_mapgosomewhere(const char *args)
1248 maptype = mapgosomewhere;
1251 static void ch_viewdistance(const char *args)
1253 viewdistance = atof(args) * 100;
1256 static void ch_fadestart(const char *args)
1258 fadestart = atof(args);
1261 static void ch_slomo(const char *args)
1263 slomospeed = atof(args);
1268 static void ch_slofreq(const char *args)
1270 slomofreq = atof(args);
1273 static void ch_skytint(const char *args)
1275 sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1277 skyboxlightr = skyboxr;
1278 skyboxlightg = skyboxg;
1279 skyboxlightb = skyboxb;
1283 terrain.DoShadows();
1284 objects.DoShadows();
1287 static void ch_skylight(const char *args)
1289 sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1293 terrain.DoShadows();
1294 objects.DoShadows();
1297 static void ch_skybox(const char *args)
1299 skyboxtexture = !skyboxtexture;
1303 terrain.DoShadows();
1304 objects.DoShadows();
1307 static void cmd_dispatch(const string cmd)
1309 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1311 for (i = 0; i < n_cmds; i++)
1312 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
1313 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
1314 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
1317 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1320 /********************> Tick() <*****/
1321 extern bool save_image(const char * fname);
1322 void Screenshot (void)
1325 time_t t = time(NULL);
1326 struct tm *tme = localtime(&t);
1327 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);
1330 mkdir("Screenshots");
1332 mkdir("Screenshots", S_IRWXU);
1338 void Game::SetUpLighting()
1340 if (environment == snowyenvironment)
1341 light.setColors(.65, .65, .7, .4, .4, .44);
1342 if (environment == desertenvironment)
1343 light.setColors(.95, .95, .95, .4, .35, .3);
1344 if (environment == grassyenvironment)
1345 light.setColors(.95, .95, 1, .4, .4, .44);
1347 light.setColors(1, 1, 1, .4, .4, .4);
1349 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
1350 light.color[0] *= (skyboxlightr + average) / 2;
1351 light.color[1] *= (skyboxlightg + average) / 2;
1352 light.color[2] *= (skyboxlightb + average) / 2;
1353 light.ambient[0] *= (skyboxlightr + average) / 2;
1354 light.ambient[1] *= (skyboxlightg + average) / 2;
1355 light.ambient[2] *= (skyboxlightb + average) / 2;
1358 int findPathDist(int start, int end)
1360 int smallestcount, count, connected;
1361 int last, last2, last3, last4;
1364 smallestcount = 1000;
1365 for (int i = 0; i < 50; i++) {
1371 while (last != end && count < 30) {
1373 for (int j = 0; j < numpathpoints; j++) {
1374 if (j != last && j != last2 && j != last3 && j != last4) {
1376 if (numpathpointconnect[j])
1377 for (int k = 0; k < numpathpointconnect[j]; k++) {
1378 if (pathpointconnect[j][k] == last)connected = 1;
1381 if (numpathpointconnect[last])
1382 for (int k = 0; k < numpathpointconnect[last]; k++) {
1383 if (pathpointconnect[last][k] == j)connected = 1;
1386 if (closest == -1 || Random() % 2 == 0) {
1397 if (count < smallestcount)
1398 smallestcount = count;
1400 return smallestcount;
1403 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
1405 static XYZ colpoint, colviewer, coltarget;
1406 static float minx, minz, maxx, maxz, miny, maxy;
1408 minx = min(startpoint.x, endpoint.x) - 1;
1409 miny = min(startpoint.y, endpoint.y) - 1;
1410 minz = min(startpoint.z, endpoint.z) - 1;
1411 maxx = max(startpoint.x, endpoint.x) + 1;
1412 maxy = max(startpoint.y, endpoint.y) + 1;
1413 maxz = max(startpoint.z, endpoint.z) + 1;
1415 for (int i = 0; i < objects.numobjects; i++) {
1416 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
1417 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
1418 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
1419 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
1420 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
1421 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
1422 if ( objects.type[i] != treeleavestype &&
1423 objects.type[i] != bushtype &&
1424 objects.type[i] != firetype) {
1425 colviewer = startpoint;
1426 coltarget = endpoint;
1427 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
1433 //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1438 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
1440 static XYZ colpoint, colviewer, coltarget;
1441 static float minx, minz, maxx, maxz, miny, maxy;
1442 static int i; //FIXME: see below
1444 minx = min(startpoint.x, endpoint.x) - 1;
1445 miny = min(startpoint.y, endpoint.y) - 1;
1446 minz = min(startpoint.z, endpoint.z) - 1;
1447 maxx = max(startpoint.x, endpoint.x) + 1;
1448 maxy = max(startpoint.y, endpoint.y) + 1;
1449 maxz = max(startpoint.z, endpoint.z) + 1;
1452 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
1453 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
1454 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
1455 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
1456 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
1457 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
1458 if ( objects.type[what] != treeleavestype &&
1459 objects.type[what] != bushtype &&
1460 objects.type[what] != firetype) {
1461 colviewer = startpoint;
1462 coltarget = endpoint;
1464 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
1471 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
1477 void Setenvironment(int which)
1481 LOG(" Setting environment...");
1483 float temptexdetail;
1484 environment = which;
1486 pause_sound(stream_snowtheme);
1487 pause_sound(stream_grasstheme);
1488 pause_sound(stream_deserttheme);
1489 pause_sound(stream_wind);
1490 pause_sound(stream_desertambient);
1493 if (environment == snowyenvironment) {
1497 emit_stream_np(stream_wind);
1499 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
1500 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
1501 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
1502 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
1504 footstepsound = footstepsn1;
1505 footstepsound2 = footstepsn2;
1506 footstepsound3 = footstepst1;
1507 footstepsound4 = footstepst2;
1509 terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
1510 terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
1512 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1517 temptexdetail = texdetail;
1520 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
1521 ":Data:Textures:Skybox(snow):Left.jpg",
1522 ":Data:Textures:Skybox(snow):Back.jpg",
1523 ":Data:Textures:Skybox(snow):Right.jpg",
1524 ":Data:Textures:Skybox(snow):Up.jpg",
1525 ":Data:Textures:Skybox(snow):Down.jpg");
1530 texdetail = temptexdetail;
1531 } else if (environment == desertenvironment) {
1534 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
1535 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
1536 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
1537 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
1541 emit_stream_np(stream_desertambient);
1543 footstepsound = footstepsn1;
1544 footstepsound2 = footstepsn2;
1545 footstepsound3 = footstepsn1;
1546 footstepsound4 = footstepsn2;
1548 terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
1549 terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
1551 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1555 temptexdetail = texdetail;
1558 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
1559 ":Data:Textures:Skybox(sand):Left.jpg",
1560 ":Data:Textures:Skybox(sand):Back.jpg",
1561 ":Data:Textures:Skybox(sand):Right.jpg",
1562 ":Data:Textures:Skybox(sand):Up.jpg",
1563 ":Data:Textures:Skybox(sand):Down.jpg");
1568 texdetail = temptexdetail;
1569 } else if (environment == grassyenvironment) {
1572 objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
1573 objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
1574 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
1575 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
1578 emit_stream_np(stream_wind, 100.);
1580 footstepsound = footstepgr1;
1581 footstepsound2 = footstepgr2;
1582 footstepsound3 = footstepst1;
1583 footstepsound4 = footstepst2;
1585 terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
1586 terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
1588 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1592 temptexdetail = texdetail;
1595 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
1596 ":Data:Textures:Skybox(grass):Left.jpg",
1597 ":Data:Textures:Skybox(grass):Back.jpg",
1598 ":Data:Textures:Skybox(grass):Right.jpg",
1599 ":Data:Textures:Skybox(grass):Up.jpg",
1600 ":Data:Textures:Skybox(grass):Down.jpg");
1604 texdetail = temptexdetail;
1606 temptexdetail = texdetail;
1608 terrain.load(":Data:Textures:heightmap.png");
1610 texdetail = temptexdetail;
1617 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
1618 if (!ipstream.good()) {
1619 if (accountactive->getCurrentCampaign() == "main") {
1620 cerr << "Could not found main campaign!" << endl;
1623 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
1624 accountactive->setCurrentCampaign("main");
1625 return LoadCampaign();
1627 ipstream.ignore(256, ':');
1629 ipstream >> numlevels;
1630 campaignlevels.clear();
1631 for (int i = 0; i < numlevels; i++) {
1634 campaignlevels.push_back(cl);
1638 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
1640 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
1642 Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
1645 if (accountactive->getCampaignChoicesMade() == 0) {
1646 accountactive->setCampaignScore(0);
1647 accountactive->resetFasttime();
1651 vector<string> ListCampaigns()
1653 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
1654 struct dirent *campaign = NULL;
1656 perror("Problem while loading campaigns");
1657 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
1660 vector<string> campaignNames;
1661 while ((campaign = readdir(campaigns)) != NULL) {
1662 string name(campaign->d_name);
1663 if (name.length() < 5)
1665 if (!name.compare(name.length() - 4, 4, ".txt")) {
1666 campaignNames.push_back(name.substr(0, name.length() - 4));
1669 closedir(campaigns);
1670 return campaignNames;
1673 void Loadlevel(int which)
1680 Loadlevel("tutorial");
1681 } else if (which >= 0 && which <= 15) {
1683 snprintf(buf, 32, "map%d", which + 1); // challenges
1686 Loadlevel("mapsave");
1689 void Loadlevel(const char *name)
1693 static const char *pfx = ":Data:Maps:";
1696 float headprop, legprop, armprop, bodyprop;
1700 LOG(std::string("Loading level...") + name);
1712 if (tutoriallevel != -1)
1717 if (tutoriallevel == 1)
1719 if (tutorialstage == 0) {
1720 tutorialstagetime = 0;
1721 tutorialmaxtime = 1;
1724 pause_sound(whooshsound);
1725 pause_sound(stream_firesound);
1727 // Change the map filename into something that is os specific
1728 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
1729 sprintf(buf, "%s%s", pfx, name);
1730 const char *FixedFN = ConvertFileName(buf);
1734 //~ char* buff=getcwd(NULL,0);
1735 //~ cout << buff << " " << FixedFN << endl;
1737 tfile = fopen( FixedFN, "rb" );
1739 pause_sound(stream_firesound);
1741 windialogue = false;
1745 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
1749 for (int i = 0; i < 20; i++)
1750 dialoguegonethrough[i] = 0;
1759 difficulty = accountactive->getDifficulty();
1762 currenthotspot = -1;
1773 for (int i = 0; i < 100; i++)
1782 numunarmedattack = 0;
1793 bonustotal = startbonustotal;
1798 emit_sound_np(consolesuccesssound);
1803 if (!stealthloading) {
1804 terrain.numdecals = 0;
1805 Sprite::deleteSprites();
1806 for (int i = 0; i < objects.numobjects; i++)
1807 objects.model[i].numdecals = 0;
1809 int j = objects.numobjects;
1810 for (int i = 0; i < j; i++) {
1811 objects.DeleteObject(0);
1816 for (int i = 0; i < subdivision; i++)
1817 for (int j = 0; j < subdivision; j++)
1818 terrain.patchobjectnum[i][j] = 0;
1825 funpackf(tfile, "Bi", &mapvers);
1827 funpackf(tfile, "Bi", &indemo);
1831 funpackf(tfile, "Bi", &maptype);
1833 maptype = mapkilleveryone;
1835 funpackf(tfile, "Bi", &hostile);
1839 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1845 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1853 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1855 skyboxlightr = skyboxr;
1856 skyboxlightg = skyboxg;
1857 skyboxlightb = skyboxb;
1859 if (!stealthloading)
1860 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);
1862 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
1863 Person::players[0]->originalcoords = Person::players[0]->coords;
1864 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
1865 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
1866 Person::players[0]->weaponids[j] = weapons.size();
1868 funpackf(tfile, "Bi", &type);
1869 weapons.push_back(Weapon(type, 0));
1875 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
1876 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
1877 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
1878 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
1880 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
1883 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
1885 Person::players[0]->whichskin = 0;
1886 Person::players[0]->creature = rabbittype;
1889 Person::players[0]->lastattack = -1;
1890 Person::players[0]->lastattack2 = -1;
1891 Person::players[0]->lastattack3 = -1;
1895 funpackf(tfile, "Bi", &numdialogues);
1896 for (int k = 0; k < numdialogues; k++) {
1897 funpackf(tfile, "Bi", &numdialogueboxes[k]);
1898 funpackf(tfile, "Bi", &dialoguetype[k]);
1899 for (int l = 0; l < 10; l++) {
1900 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1901 funpackf(tfile, "Bf", &participantyaw[k][l]);
1903 for (int l = 0; l < numdialogueboxes[k]; l++) {
1904 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1905 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1906 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1907 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1908 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1910 funpackf(tfile, "Bi", &templength);
1911 if (templength > 128 || templength <= 0)
1914 for (m = 0; m < templength; m++) {
1915 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1916 if (dialoguetext[k][l][m] == '\0')
1919 dialoguetext[k][l][m] = 0;
1921 funpackf(tfile, "Bi", &templength);
1922 if (templength > 64 || templength <= 0)
1924 for (m = 0; m < templength; m++) {
1925 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1926 if (dialoguename[k][l][m] == '\0')
1929 dialoguename[k][l][m] = 0;
1930 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1931 funpackf(tfile, "Bi", &participantfocus[k][l]);
1932 funpackf(tfile, "Bi", &participantaction[k][l]);
1934 for (m = 0; m < 10; m++)
1935 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1937 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1943 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1944 funpackf(tfile, "Bi", &templength);
1945 for (int l = 0; l < templength; l++)
1946 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1947 Person::players[0]->clothes[k][templength] = '\0';
1948 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1951 funpackf(tfile, "Bi", &environment);
1953 funpackf(tfile, "Bi", &objects.numobjects);
1954 for (int i = 0; i < objects.numobjects; i++) {
1955 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]);
1956 if (objects.type[i] == treeleavestype)
1957 objects.scale[i] = objects.scale[i - 1];
1961 funpackf(tfile, "Bi", &numhotspots);
1962 for (int i = 0; i < numhotspots; i++) {
1963 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1964 funpackf(tfile, "Bi", &templength);
1966 for (int l = 0; l < templength; l++)
1967 funpackf(tfile, "Bb", &hotspottext[i][l]);
1968 hotspottext[i][templength] = '\0';
1969 if (hotspottype[i] == -111)
1978 if (!stealthloading) {
1980 for (int i = 0; i < objects.numobjects; i++)
1981 objects.center += objects.position[i];
1982 objects.center /= objects.numobjects;
1988 float maxdistance = 0;
1990 //~ int whichclosest;
1991 for (int i = 0; i < objects.numobjects; i++) {
1992 tempdist = distsq(&objects.center, &objects.position[i]);
1993 if (tempdist > maxdistance) {
1995 maxdistance = tempdist;
1998 objects.radius = fast_sqrt(maxdistance);
2005 funpackf(tfile, "Bi", &numplayers);
2006 int howmanyremoved = 0;
2007 bool removeanother = 0;
2008 if (numplayers > maxplayers) {
2009 cout << "Warning: this level contains more players than allowed" << endl;
2011 if (numplayers > 1) {
2012 for (int i = 1; i < numplayers; i++) {
2013 Person::players.push_back(shared_ptr<Person>(new Person()));
2018 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);
2020 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
2022 Person::players[i - howmanyremoved]->howactive = typeactive;
2024 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
2026 Person::players[i - howmanyremoved]->scale = -1;
2028 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
2030 Person::players[i - howmanyremoved]->immobile = 0;
2032 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
2034 Person::players[i - howmanyremoved]->yaw = 0;
2035 Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
2036 if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
2040 if (!removeanother) {
2041 if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
2042 for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
2043 Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
2045 funpackf(tfile, "Bi", &type);
2046 weapons.push_back(Weapon(type, i));
2049 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
2050 //Person::players[i-howmanyremoved]->numwaypoints=10;
2051 for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
2052 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
2053 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
2054 funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
2056 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
2058 Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
2061 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
2062 if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
2063 Person::players[i - howmanyremoved]->waypoint = 0;
2065 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
2066 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
2067 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
2068 funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
2071 funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
2078 if (Person::players[i - howmanyremoved]->creature == wolftype) {
2079 Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
2080 Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
2081 Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
2082 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2085 if (Person::players[i - howmanyremoved]->creature == rabbittype) {
2086 Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
2087 Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
2088 Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
2089 Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
2090 Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
2093 funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
2094 if (Person::players[i - howmanyremoved]->numclothes) {
2095 for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
2097 funpackf(tfile, "Bi", &templength);
2098 for (int l = 0; l < templength; l++)
2099 funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
2100 Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
2101 funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
2110 numplayers -= howmanyremoved;
2111 Person::players.resize(numplayers);
2113 funpackf(tfile, "Bi", &numpathpoints);
2114 if (numpathpoints > 30 || numpathpoints < 0)
2116 for (int j = 0; j < numpathpoints; j++) {
2117 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
2118 for (int k = 0; k < numpathpointconnect[j]; k++) {
2119 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2125 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
2128 if (environment != oldenvironment)
2129 Setenvironment(environment);
2130 oldenvironment = environment;
2132 if (!stealthloading) {
2133 int j = objects.numobjects;
2134 objects.numobjects = 0;
2135 for (int i = 0; i < j; i++) {
2136 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
2141 terrain.DoShadows();
2144 objects.DoShadows();
2151 for (int i = 0; i < Person::players.size(); i++) {
2154 Person::players[i]->burnt = 0;
2155 Person::players[i]->bled = 0;
2156 Person::players[i]->onfire = 0;
2157 if (i == 0 || Person::players[i]->scale < 0)
2158 Person::players[i]->scale = .2;
2159 Person::players[i]->skeleton.free = 0;
2160 Person::players[i]->skeleton.id = i;
2161 if (i == 0 && mapvers < 9)
2162 Person::players[i]->creature = rabbittype;
2163 if (Person::players[i]->creature != wolftype) {
2164 Person::players[i]->skeleton.Load(
2165 (char *)":Data:Skeleton:Basic Figure",
2166 (char *)":Data:Skeleton:Basic Figurelow",
2167 (char *)":Data:Skeleton:Rabbitbelt",
2168 (char *)":Data:Models:Body.solid",
2169 (char *)":Data:Models:Body2.solid",
2170 (char *)":Data:Models:Body3.solid",
2171 (char *)":Data:Models:Body4.solid",
2172 (char *)":Data:Models:Body5.solid",
2173 (char *)":Data:Models:Body6.solid",
2174 (char *)":Data:Models:Body7.solid",
2175 (char *)":Data:Models:Bodylow.solid",
2176 (char *)":Data:Models:Belt.solid", 0);
2178 if (Person::players[i]->creature != wolftype) {
2179 Person::players[i]->skeleton.Load(
2180 (char *)":Data:Skeleton:Basic Figure",
2181 (char *)":Data:Skeleton:Basic Figurelow",
2182 (char *)":Data:Skeleton:Rabbitbelt",
2183 (char *)":Data:Models:Body.solid",
2184 (char *)":Data:Models:Body2.solid",
2185 (char *)":Data:Models:Body3.solid",
2186 (char *)":Data:Models:Body4.solid",
2187 (char *)":Data:Models:Body5.solid",
2188 (char *)":Data:Models:Body6.solid",
2189 (char *)":Data:Models:Body7.solid",
2190 (char *)":Data:Models:Bodylow.solid",
2191 (char *)":Data:Models:Belt.solid", 1);
2192 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
2194 if (Person::players[i]->creature == wolftype) {
2195 Person::players[i]->skeleton.Load(
2196 (char *)":Data:Skeleton:Basic Figure Wolf",
2197 (char *)":Data:Skeleton:Basic Figure Wolf Low",
2198 (char *)":Data:Skeleton:Rabbitbelt",
2199 (char *)":Data:Models:Wolf.solid",
2200 (char *)":Data:Models:Wolf2.solid",
2201 (char *)":Data:Models:Wolf3.solid",
2202 (char *)":Data:Models:Wolf4.solid",
2203 (char *)":Data:Models:Wolf5.solid",
2204 (char *)":Data:Models:Wolf6.solid",
2205 (char *)":Data:Models:Wolf7.solid",
2206 (char *)":Data:Models:Wolflow.solid",
2207 (char *)":Data:Models:Belt.solid", 0);
2211 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);
2213 if (Person::players[i]->numclothes) {
2214 for (int j = 0; j < Person::players[i]->numclothes; j++) {
2215 tintr = Person::players[i]->clothestintr[j];
2216 tintg = Person::players[i]->clothestintg[j];
2217 tintb = Person::players[i]->clothestintb[j];
2218 AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
2220 Person::players[i]->DoMipmaps();
2223 Person::players[i]->animCurrent = bounceidleanim;
2224 Person::players[i]->animTarget = bounceidleanim;
2225 Person::players[i]->frameCurrent = 0;
2226 Person::players[i]->frameTarget = 1;
2227 Person::players[i]->target = 0;
2228 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
2229 if (difficulty == 0)
2230 Person::players[i]->speed -= .2;
2231 if (difficulty == 1)
2232 Person::players[i]->speed -= .1;
2234 Person::players[i]->velocity = 0;
2235 Person::players[i]->oldcoords = Person::players[i]->coords;
2236 Person::players[i]->realoldcoords = Person::players[i]->coords;
2238 Person::players[i]->id = i;
2239 Person::players[i]->skeleton.id = i;
2240 Person::players[i]->updatedelay = 0;
2241 Person::players[i]->normalsupdatedelay = 0;
2243 Person::players[i]->aitype = passivetype;
2244 Person::players[i]->madskills = 0;
2247 Person::players[i]->proportionhead = 1.2;
2248 Person::players[i]->proportionbody = 1.05;
2249 Person::players[i]->proportionarms = 1.00;
2250 Person::players[i]->proportionlegs = 1.1;
2251 Person::players[i]->proportionlegs.y = 1.05;
2253 Person::players[i]->headless = 0;
2254 Person::players[i]->currentoffset = 0;
2255 Person::players[i]->targetoffset = 0;
2257 Person::players[i]->damagetolerance = 200;
2259 if (Person::players[i]->creature == wolftype) {
2260 if (i == 0 || Person::players[i]->scale < 0)
2261 Person::players[i]->scale = .23;
2262 Person::players[i]->damagetolerance = 300;
2268 Person::players[i]->proportionhead.z = 0;
2269 Person::players[i]->proportionbody.z = 0;
2270 Person::players[i]->proportionarms.z = 0;
2271 Person::players[i]->proportionlegs.z = 0;
2274 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
2276 Person::players[i]->headmorphness = 0;
2277 Person::players[i]->targetheadmorphness = 1;
2278 Person::players[i]->headmorphstart = 0;
2279 Person::players[i]->headmorphend = 0;
2281 Person::players[i]->pausetime = 0;
2283 Person::players[i]->dead = 0;
2284 Person::players[i]->jumppower = 5;
2285 Person::players[i]->damage = 0;
2286 Person::players[i]->permanentdamage = 0;
2287 Person::players[i]->superpermanentdamage = 0;
2289 Person::players[i]->forwardkeydown = 0;
2290 Person::players[i]->leftkeydown = 0;
2291 Person::players[i]->backkeydown = 0;
2292 Person::players[i]->rightkeydown = 0;
2293 Person::players[i]->jumpkeydown = 0;
2294 Person::players[i]->crouchkeydown = 0;
2295 Person::players[i]->throwkeydown = 0;
2297 Person::players[i]->collided = -10;
2298 Person::players[i]->loaded = 1;
2299 Person::players[i]->bloodloss = 0;
2300 Person::players[i]->weaponactive = -1;
2301 Person::players[i]->weaponstuck = -1;
2302 Person::players[i]->bleeding = 0;
2303 Person::players[i]->deathbleeding = 0;
2304 Person::players[i]->stunned = 0;
2305 Person::players[i]->hasvictim = 0;
2306 Person::players[i]->wentforweapon = 0;
2309 Person::players[0]->aitype = playercontrolled;
2310 Person::players[0]->weaponactive = -1;
2312 if (difficulty == 1) {
2313 Person::players[0]->power = 1 / .9;
2314 Person::players[0]->damagetolerance = 250;
2315 } else if (difficulty == 0) {
2316 Person::players[0]->power = 1 / .8;
2317 Person::players[0]->damagetolerance = 300;
2318 Person::players[0]->armorhead *= 1.5;
2319 Person::players[0]->armorhigh *= 1.5;
2320 Person::players[0]->armorlow *= 1.5;
2323 cameraloc = Person::players[0]->coords;
2325 yaw = Person::players[0]->yaw;
2327 hawkcoords = Person::players[0]->coords;
2333 LOG("Starting background music...");
2335 OPENAL_StopSound(OPENAL_ALL);
2337 if (environment == snowyenvironment) {
2338 emit_stream_np(stream_wind);
2339 } else if (environment == desertenvironment) {
2340 emit_stream_np(stream_desertambient);
2341 } else if (environment == grassyenvironment) {
2342 emit_stream_np(stream_wind, 100.);
2345 oldmusicvolume[0] = 0;
2346 oldmusicvolume[1] = 0;
2347 oldmusicvolume[2] = 0;
2348 oldmusicvolume[3] = 0;
2362 if (tutorialstagetime > tutorialmaxtime) {
2364 tutorialsuccess = 0;
2365 if (tutorialstage <= 1) {
2370 switch (tutorialstage) {
2372 tutorialmaxtime = 5;
2375 tutorialmaxtime = 2;
2378 tutorialmaxtime = 600;
2381 tutorialmaxtime = 1000;
2384 tutorialmaxtime = 600;
2387 tutorialmaxtime = 600;
2390 tutorialmaxtime = 600;
2393 tutorialmaxtime = 600;
2396 tutorialmaxtime = 600;
2399 tutorialmaxtime = 2;
2402 tutorialmaxtime = 1000;
2405 tutorialmaxtime = 1000;
2408 tutorialmaxtime = 2;
2411 tutorialmaxtime = 3;
2422 Person::players[1]->coords = (temp + temp2) / 2;
2424 emit_sound_at(fireendsound, Person::players[1]->coords);
2426 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2427 if (Random() % 2 == 0) {
2428 if (!Person::players[1]->skeleton.free)
2429 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2430 if (Person::players[1]->skeleton.free)
2431 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2432 if (!Person::players[1]->skeleton.free)
2433 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;
2434 if (Person::players[1]->skeleton.free)
2435 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2436 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2442 tutorialmaxtime = 500;
2445 tutorialmaxtime = 500;
2448 tutorialmaxtime = 500;
2451 tutorialmaxtime = 500;
2455 //tutorialmaxtime=500;
2458 tutorialmaxtime = 500;
2461 tutorialmaxtime = 500;
2462 if (bonus == cannon) {
2469 tutorialmaxtime = 500;
2472 tutorialmaxtime = 500;
2475 tutorialmaxtime = 500;
2478 tutorialmaxtime = 500;
2481 tutorialmaxtime = 2;
2484 tutorialmaxtime = 4;
2487 Person::players[1]->aitype = attacktypecutoff;
2490 tutorialmaxtime = 400;
2493 tutorialmaxtime = 400;
2494 Person::players[0]->escapednum = 0;
2497 tutorialmaxtime = 4;
2500 Person::players[1]->aitype = passivetype;
2503 tutorialmaxtime = 13;
2506 tutorialmaxtime = 8;
2509 tutorialmaxtime = 400;
2512 Person::players[1]->aitype = attacktypecutoff;
2515 tutorialmaxtime = 400;
2518 tutorialmaxtime = 400;
2521 tutorialmaxtime = 2;
2524 Person::players[1]->aitype = passivetype;
2529 tutorialmaxtime = 50;
2532 Person::players[1]->aitype = attacktypecutoff;
2535 tutorialmaxtime = 4;
2538 Person::players[1]->aitype = passivetype;
2550 Weapon w(knife, -1);
2551 w.position = (temp + temp2) / 2;
2552 w.tippoint = (temp + temp2) / 2;
2555 w.tipvelocity = 0.1;
2562 weapons.push_back(w);
2566 tutorialmaxtime = 300;
2569 tutorialmaxtime = 300;
2572 tutorialmaxtime = 8;
2575 tutorialmaxtime = 300;
2578 weapons[0].owner = 1;
2579 Person::players[0]->weaponactive = -1;
2580 Person::players[0]->num_weapons = 0;
2581 Person::players[1]->weaponactive = 0;
2582 Person::players[1]->num_weapons = 1;
2583 Person::players[1]->weaponids[0] = 0;
2587 Person::players[1]->aitype = attacktypecutoff;
2589 tutorialmaxtime = 300;
2592 weapons[0].owner = 1;
2593 Person::players[0]->weaponactive = -1;
2594 Person::players[0]->num_weapons = 0;
2595 Person::players[1]->weaponactive = 0;
2596 Person::players[1]->num_weapons = 1;
2597 Person::players[1]->weaponids[0] = 0;
2599 tutorialmaxtime = 300;
2602 weapons[0].owner = 1;
2603 Person::players[0]->weaponactive = -1;
2604 Person::players[0]->num_weapons = 0;
2605 Person::players[1]->weaponactive = 0;
2606 Person::players[1]->num_weapons = 1;
2607 Person::players[1]->weaponids[0] = 0;
2609 weapons[0].setType(sword);
2611 tutorialmaxtime = 300;
2614 tutorialmaxtime = 10;
2625 Weapon w(sword, -1);
2626 w.position = (temp + temp2) / 2;
2627 w.tippoint = (temp + temp2) / 2;
2630 w.tipvelocity = 0.1;
2637 weapons.push_back(w);
2639 weapons[0].owner = 1;
2640 weapons[1].owner = 0;
2641 Person::players[0]->weaponactive = 0;
2642 Person::players[0]->num_weapons = 1;
2643 Person::players[0]->weaponids[0] = 1;
2644 Person::players[1]->weaponactive = 0;
2645 Person::players[1]->num_weapons = 1;
2646 Person::players[1]->weaponids[0] = 0;
2653 Person::players[1]->aitype = passivetype;
2655 tutorialmaxtime = 15;
2657 weapons[0].owner = 1;
2658 weapons[1].owner = 0;
2659 Person::players[0]->weaponactive = 0;
2660 Person::players[0]->num_weapons = 1;
2661 Person::players[0]->weaponids[0] = 1;
2662 Person::players[1]->weaponactive = 0;
2663 Person::players[1]->num_weapons = 1;
2664 Person::players[1]->weaponids[0] = 0;
2666 if (Person::players[0]->weaponactive != -1)
2667 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
2669 weapons[0].setType(staff);
2674 Person::players[1]->aitype = passivetype;
2676 tutorialmaxtime = 200;
2678 weapons[1].position = 1000;
2679 weapons[1].tippoint = 1000;
2681 weapons[0].setType(knife);
2683 weapons[0].owner = 0;
2684 Person::players[1]->weaponactive = -1;
2685 Person::players[1]->num_weapons = 0;
2686 Person::players[0]->weaponactive = 0;
2687 Person::players[0]->num_weapons = 1;
2688 Person::players[0]->weaponids[0] = 0;
2692 tutorialmaxtime = 8;
2695 emit_sound_at(fireendsound, Person::players[1]->coords);
2697 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
2698 if (Random() % 2 == 0) {
2699 if (!Person::players[1]->skeleton.free)
2700 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
2701 if (Person::players[1]->skeleton.free)
2702 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
2703 if (!Person::players[1]->skeleton.free)
2704 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;
2705 if (Person::players[1]->skeleton.free)
2706 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
2707 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
2711 Person::players[1]->num_weapons = 0;
2712 Person::players[1]->weaponstuck = -1;
2713 Person::players[1]->weaponactive = -1;
2719 tutorialmaxtime = 80000;
2724 if (tutorialstage <= 51)
2725 tutorialstagetime = 0;
2729 if (tutorialstagetime < tutorialmaxtime - 3) {
2730 switch (tutorialstage) {
2732 if (deltah || deltav)
2733 tutorialsuccess += multiplier;
2736 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
2737 tutorialsuccess += multiplier;
2740 if (Person::players[0]->jumpkeydown)
2741 tutorialsuccess = 1;
2744 if (Person::players[0]->isCrouch())
2745 tutorialsuccess = 1;
2748 if (Person::players[0]->animTarget == rollanim)
2749 tutorialsuccess = 1;
2752 if (Person::players[0]->animTarget == sneakanim)
2753 tutorialsuccess += multiplier;
2756 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
2757 tutorialsuccess += multiplier;
2760 if (Person::players[0]->isWallJump())
2761 tutorialsuccess = 1;
2764 if (Person::players[0]->animTarget == flipanim)
2765 tutorialsuccess = 1;
2768 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
2769 tutorialsuccess = 1;
2772 if (Person::players[0]->animTarget == winduppunchanim)
2773 tutorialsuccess = 1;
2776 if (Person::players[0]->animTarget == spinkickanim)
2777 tutorialsuccess = 1;
2780 if (Person::players[0]->animTarget == sweepanim)
2781 tutorialsuccess = 1;
2784 if (Person::players[0]->animTarget == dropkickanim)
2785 tutorialsuccess = 1;
2788 if (Person::players[0]->animTarget == rabbitkickanim)
2789 tutorialsuccess = 1;
2792 if (bonus == cannon)
2793 tutorialsuccess = 1;
2796 if (bonus == spinecrusher)
2797 tutorialsuccess = 1;
2800 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
2801 tutorialsuccess = 1;
2804 if (Person::players[0]->animTarget == rabbittacklinganim)
2805 tutorialsuccess = 1;
2808 if (Person::players[0]->animTarget == backhandspringanim)
2809 tutorialsuccess = 1;
2812 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
2813 tutorialsuccess = 1;
2816 if (Person::players[0]->escapednum == 2) {
2817 tutorialsuccess = 1;
2820 Person::players[1]->aitype = passivetype;
2824 if (animation[Person::players[0]->animTarget].attack == reversal)
2825 tutorialsuccess = 1;
2828 if (animation[Person::players[0]->animTarget].attack == reversal)
2829 tutorialsuccess = 1;
2832 if (animation[Person::players[0]->animTarget].attack == reversal) {
2833 tutorialsuccess = 1;
2836 Person::players[1]->aitype = passivetype;
2840 if (Person::players[0]->num_weapons > 0)
2841 tutorialsuccess = 1;
2844 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
2845 tutorialsuccess = 1;
2848 if (Person::players[0]->animTarget == knifeslashstartanim)
2849 tutorialsuccess = 1;
2852 if (animation[Person::players[0]->animTarget].attack == reversal)
2853 tutorialsuccess = 1;
2856 if (animation[Person::players[0]->animTarget].attack == reversal)
2857 tutorialsuccess = 1;
2860 if (animation[Person::players[0]->animTarget].attack == reversal)
2861 tutorialsuccess = 1;
2864 if (Person::players[1]->weaponstuck != -1)
2865 tutorialsuccess = 1;
2870 if (tutorialsuccess >= 1)
2871 tutorialstagetime = tutorialmaxtime - 3;
2874 if (tutorialstagetime == tutorialmaxtime - 3) {
2875 emit_sound_np(consolesuccesssound);
2878 if (tutorialsuccess >= 1) {
2879 if (tutorialstage == 34 || tutorialstage == 35)
2880 tutorialstagetime = tutorialmaxtime - 1;
2884 if (tutorialstage < 14 || tutorialstage >= 50) {
2885 Person::players[1]->coords.y = 300;
2886 Person::players[1]->velocity = 0;
2892 float headprop, bodyprop, armprop, legprop;
2894 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
2895 Person::players[0]->damagetolerance = 200000;
2896 Person::players[0]->damage = 0;
2897 Person::players[0]->burnt = 0;
2898 Person::players[0]->permanentdamage = 0;
2899 Person::players[0]->superpermanentdamage = 0;
2902 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
2904 if (environment > 2)
2906 Setenvironment(environment);
2909 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
2910 cameramode = 1 - cameramode;
2913 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2914 if (Person::players[0]->num_weapons > 0) {
2915 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
2916 weapons[Person::players[0]->weaponids[0]].setType(staff);
2917 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
2918 weapons[Person::players[0]->weaponids[0]].setType(knife);
2920 weapons[Person::players[0]->weaponids[0]].setType(sword);
2924 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2925 int closest = findClosestPlayer();
2927 if (Person::players[closest]->num_weapons) {
2928 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
2929 weapons[Person::players[closest]->weaponids[0]].setType(staff);
2930 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
2931 weapons[Person::players[closest]->weaponids[0]].setType(knife);
2933 weapons[Person::players[closest]->weaponids[0]].setType(sword);
2935 if (!Person::players[closest]->num_weapons) {
2936 Person::players[closest]->weaponids[0] = weapons.size();
2938 weapons.push_back(Weapon(knife, closest));
2940 Person::players[closest]->num_weapons = 1;
2945 if (Input::isKeyDown(SDL_SCANCODE_U)) {
2946 int closest = findClosestPlayer();
2948 Person::players[closest]->yaw += multiplier * 50;
2949 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
2954 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2955 int closest = findClosestPlayer();
2956 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
2960 Person::players[closest]->whichskin++;
2961 if (Person::players[closest]->whichskin > 9)
2962 Person::players[closest]->whichskin = 0;
2963 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
2964 Person::players[closest]->whichskin = 0;
2966 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
2967 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
2970 if (Person::players[closest]->numclothes) {
2971 for (int i = 0; i < Person::players[closest]->numclothes; i++) {
2972 tintr = Person::players[closest]->clothestintr[i];
2973 tintg = Person::players[closest]->clothestintg[i];
2974 tintb = Person::players[closest]->clothestintb[i];
2975 AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
2977 Person::players[closest]->DoMipmaps();
2981 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2982 int closest = findClosestPlayer();
2984 if (Person::players[closest]->creature == wolftype) {
2985 headprop = Person::players[closest]->proportionhead.x / 1.1;
2986 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
2987 armprop = Person::players[closest]->proportionarms.x / 1.1;
2988 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2991 if (Person::players[closest]->creature == rabbittype) {
2992 headprop = Person::players[closest]->proportionhead.x / 1.2;
2993 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
2994 armprop = Person::players[closest]->proportionarms.x / 1.00;
2995 legprop = Person::players[closest]->proportionlegs.x / 1.1;
2999 if (Person::players[closest]->creature == rabbittype) {
3000 Person::players[closest]->skeleton.id = closest;
3001 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);
3002 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
3003 Person::players[closest]->whichskin = 0;
3004 Person::players[closest]->creature = wolftype;
3006 Person::players[closest]->proportionhead = 1.1;
3007 Person::players[closest]->proportionbody = 1.1;
3008 Person::players[closest]->proportionarms = 1.1;
3009 Person::players[closest]->proportionlegs = 1.1;
3010 Person::players[closest]->proportionlegs.y = 1.1;
3011 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
3013 Person::players[closest]->damagetolerance = 300;
3015 Person::players[closest]->skeleton.id = closest;
3016 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);
3017 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
3018 Person::players[closest]->whichskin = 0;
3019 Person::players[closest]->creature = rabbittype;
3021 Person::players[closest]->proportionhead = 1.2;
3022 Person::players[closest]->proportionbody = 1.05;
3023 Person::players[closest]->proportionarms = 1.00;
3024 Person::players[closest]->proportionlegs = 1.1;
3025 Person::players[closest]->proportionlegs.y = 1.05;
3026 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
3028 Person::players[closest]->damagetolerance = 200;
3031 if (Person::players[closest]->creature == wolftype) {
3032 Person::players[closest]->proportionhead = 1.1 * headprop;
3033 Person::players[closest]->proportionbody = 1.1 * bodyprop;
3034 Person::players[closest]->proportionarms = 1.1 * armprop;
3035 Person::players[closest]->proportionlegs = 1.1 * legprop;
3038 if (Person::players[closest]->creature == rabbittype) {
3039 Person::players[closest]->proportionhead = 1.2 * headprop;
3040 Person::players[closest]->proportionbody = 1.05 * bodyprop;
3041 Person::players[closest]->proportionarms = 1.00 * armprop;
3042 Person::players[closest]->proportionlegs = 1.1 * legprop;
3043 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
3049 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3055 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3057 float closestdist = std::numeric_limits<float>::max();
3059 for (int i = 1; i < Person::players.size(); i++) {
3060 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
3061 if (!Person::players[i]->headless)
3062 if (distance < closestdist) {
3063 closestdist = distance;
3068 XYZ flatfacing2, flatvelocity2;
3070 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3071 blah = Person::players[closest]->coords;
3072 XYZ headspurtdirection;
3073 //int i = Person::players[closest]->skeleton.jointlabels[head];
3074 Joint& headjoint = Person::players[closest]->joint(head);
3075 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
3076 if (!Person::players[closest]->skeleton.free)
3077 flatvelocity2 = Person::players[closest]->velocity;
3078 if (Person::players[closest]->skeleton.free)
3079 flatvelocity2 = headjoint.velocity;
3080 if (!Person::players[closest]->skeleton.free)
3081 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;
3082 if (Person::players[closest]->skeleton.free)
3083 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
3084 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3085 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3086 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3087 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
3088 Normalise(&headspurtdirection);
3089 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
3090 flatvelocity2 += headspurtdirection * 8;
3091 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
3093 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3095 emit_sound_at(splattersound, blah);
3096 emit_sound_at(breaksound2, blah, 100.);
3098 if (Person::players[closest]->skeleton.free == 2)
3099 Person::players[closest]->skeleton.free = 0;
3100 Person::players[closest]->RagDoll(0);
3101 Person::players[closest]->dead = 2;
3102 Person::players[closest]->headless = 1;
3103 Person::players[closest]->DoBloodBig(3, 165);
3109 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
3110 int closest = findClosestPlayer();
3111 XYZ flatfacing2, flatvelocity2;
3113 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
3114 blah = Person::players[closest]->coords;
3115 emit_sound_at(splattersound, blah);
3116 emit_sound_at(breaksound2, blah);
3118 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3119 if (!Person::players[closest]->skeleton.free)
3120 flatvelocity2 = Person::players[closest]->velocity;
3121 if (Person::players[closest]->skeleton.free)
3122 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3123 if (!Person::players[closest]->skeleton.free)
3124 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;
3125 if (Person::players[closest]->skeleton.free)
3126 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3127 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3128 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3129 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3130 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3131 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
3132 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
3135 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3136 if (!Person::players[closest]->skeleton.free)
3137 flatvelocity2 = Person::players[closest]->velocity;
3138 if (Person::players[closest]->skeleton.free)
3139 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3140 if (!Person::players[closest]->skeleton.free)
3141 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;
3142 if (Person::players[closest]->skeleton.free)
3143 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3144 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3145 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3146 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3147 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
3148 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
3151 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3152 if (!Person::players[closest]->skeleton.free)
3153 flatvelocity2 = Person::players[closest]->velocity;
3154 if (Person::players[closest]->skeleton.free)
3155 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3156 if (!Person::players[closest]->skeleton.free)
3157 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;
3158 if (Person::players[closest]->skeleton.free)
3159 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3160 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3161 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3162 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3163 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3164 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3167 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
3168 if (!Person::players[closest]->skeleton.free)
3169 flatvelocity2 = Person::players[closest]->velocity;
3170 if (Person::players[closest]->skeleton.free)
3171 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
3172 if (!Person::players[closest]->skeleton.free)
3173 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;
3174 if (Person::players[closest]->skeleton.free)
3175 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
3176 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
3177 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
3178 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
3179 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
3180 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
3184 for (int j = 0; j < Person::players.size(); j++) {
3186 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
3187 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
3188 if (Person::players[j]->skeleton.free == 2)
3189 Person::players[j]->skeleton.free = 1;
3190 Person::players[j]->skeleton.longdead = 0;
3191 Person::players[j]->RagDoll(0);
3192 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
3193 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
3194 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
3195 flatvelocity2 = temppos - Person::players[closest]->coords;
3196 Normalise(&flatvelocity2);
3197 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
3204 Person::players[closest]->DoDamage(10000);
3205 Person::players[closest]->RagDoll(0);
3206 Person::players[closest]->dead = 2;
3207 Person::players[closest]->coords = 20;
3208 Person::players[closest]->skeleton.free = 2;
3215 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
3216 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
3217 if (Person::players[0]->onfire) {
3218 Person::players[0]->CatchFire();
3220 if (!Person::players[0]->onfire) {
3221 emit_sound_at(fireendsound, Person::players[0]->coords);
3222 pause_sound(stream_firesound);
3226 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3227 //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
3228 Person::players[0]->RagDoll(0);
3229 //Person::players[0]->spurt=1;
3230 //Person::players[0]->DoDamage(1000);
3232 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
3235 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3236 for (int i = 0; i < objects.numobjects; i++) {
3237 if (objects.type[i] == treeleavestype) {
3238 objects.scale[i] *= .9;
3243 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3244 editorenabled = 1 - editorenabled;
3245 if (editorenabled) {
3246 Person::players[0]->damagetolerance = 100000;
3248 Person::players[0]->damagetolerance = 200;
3250 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
3251 Person::players[0]->permanentdamage = 0;
3252 Person::players[0]->superpermanentdamage = 0;
3253 Person::players[0]->bloodloss = 0;
3254 Person::players[0]->deathbleeding = 0;
3258 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
3260 if (targetlevel > numchallengelevels - 1)
3266 if (editorenabled) {
3267 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3268 int closest = findClosestPlayer();
3270 Person::players.erase(Person::players.begin()+closest);
3274 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3275 int closest = findClosestObject();
3277 objects.position[closest].y -= 500;
3280 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3282 //if(drawmode>2)drawmode=0;
3283 if (objects.numobjects < max_objects - 1) {
3285 boxcoords.x = Person::players[0]->coords.x;
3286 boxcoords.z = Person::players[0]->coords.z;
3287 boxcoords.y = Person::players[0]->coords.y - 3;
3288 if (editortype == bushtype)
3289 boxcoords.y = Person::players[0]->coords.y - .5;
3290 if (editortype == firetype)
3291 boxcoords.y = Person::players[0]->coords.y - .5;
3292 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
3293 float temprotat, temprotat2;
3294 temprotat = editoryaw;
3295 temprotat2 = editorpitch;
3296 if (temprotat < 0 || editortype == bushtype)
3297 temprotat = Random() % 360;
3299 temprotat2 = Random() % 360;
3301 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
3302 if (editortype == treetrunktype)
3303 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
3307 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3308 Person::players.push_back(shared_ptr<Person>(new Person()));
3310 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
3311 Person::players.back()->creature = rabbittype;
3312 Person::players.back()->howactive = editoractive;
3313 Person::players.back()->skeleton.id = Person::players.size()-1;
3314 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);
3316 int k = abs(Random() % 2) + 1;
3318 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3319 Person::players.back()->whichskin = 0;
3320 } else if (k == 1) {
3321 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3322 Person::players.back()->whichskin = 1;
3324 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
3325 Person::players.back()->whichskin = 2;
3328 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
3329 Person::players.back()->power = 1;
3330 Person::players.back()->speedmult = 1;
3331 Person::players.back()->animCurrent = bounceidleanim;
3332 Person::players.back()->animTarget = bounceidleanim;
3333 Person::players.back()->frameCurrent = 0;
3334 Person::players.back()->frameTarget = 1;
3335 Person::players.back()->target = 0;
3336 Person::players.back()->bled = 0;
3337 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
3339 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
3340 Person::players.back()->yaw = Person::players[0]->yaw;
3342 Person::players.back()->velocity = 0;
3343 Person::players.back()->coords = Person::players[0]->coords;
3344 Person::players.back()->oldcoords = Person::players.back()->coords;
3345 Person::players.back()->realoldcoords = Person::players.back()->coords;
3347 Person::players.back()->id = Person::players.size()-1;
3348 Person::players.back()->updatedelay = 0;
3349 Person::players.back()->normalsupdatedelay = 0;
3351 Person::players.back()->aitype = passivetype;
3353 if (Person::players[0]->creature == wolftype) {
3354 headprop = Person::players[0]->proportionhead.x / 1.1;
3355 bodyprop = Person::players[0]->proportionbody.x / 1.1;
3356 armprop = Person::players[0]->proportionarms.x / 1.1;
3357 legprop = Person::players[0]->proportionlegs.x / 1.1;
3360 if (Person::players[0]->creature == rabbittype) {
3361 headprop = Person::players[0]->proportionhead.x / 1.2;
3362 bodyprop = Person::players[0]->proportionbody.x / 1.05;
3363 armprop = Person::players[0]->proportionarms.x / 1.00;
3364 legprop = Person::players[0]->proportionlegs.x / 1.1;
3367 if (Person::players.back()->creature == wolftype) {
3368 Person::players.back()->proportionhead = 1.1 * headprop;
3369 Person::players.back()->proportionbody = 1.1 * bodyprop;
3370 Person::players.back()->proportionarms = 1.1 * armprop;
3371 Person::players.back()->proportionlegs = 1.1 * legprop;
3374 if (Person::players.back()->creature == rabbittype) {
3375 Person::players.back()->proportionhead = 1.2 * headprop;
3376 Person::players.back()->proportionbody = 1.05 * bodyprop;
3377 Person::players.back()->proportionarms = 1.00 * armprop;
3378 Person::players.back()->proportionlegs = 1.1 * legprop;
3379 Person::players.back()->proportionlegs.y = 1.05 * legprop;
3382 Person::players.back()->headless = 0;
3383 Person::players.back()->onfire = 0;
3386 Person::players.back()->proportionhead.z = 0;
3387 Person::players.back()->proportionbody.z = 0;
3388 Person::players.back()->proportionarms.z = 0;
3389 Person::players.back()->proportionlegs.z = 0;
3392 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
3394 Person::players.back()->damagetolerance = 200;
3396 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
3397 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
3398 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
3399 Person::players.back()->armorhead = Person::players[0]->armorhead;
3400 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
3401 Person::players.back()->armorlow = Person::players[0]->armorlow;
3402 Person::players.back()->metalhead = Person::players[0]->metalhead;
3403 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
3404 Person::players.back()->metallow = Person::players[0]->metallow;
3406 Person::players.back()->immobile = Person::players[0]->immobile;
3408 Person::players.back()->numclothes = Person::players[0]->numclothes;
3409 if (Person::players.back()->numclothes)
3410 for (int i = 0; i < Person::players.back()->numclothes; i++) {
3411 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
3412 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
3413 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
3414 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
3415 tintr = Person::players.back()->clothestintr[i];
3416 tintg = Person::players.back()->clothestintg[i];
3417 tintb = Person::players.back()->clothestintb[i];
3418 AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
3420 if (Person::players.back()->numclothes) {
3421 Person::players.back()->DoMipmaps();
3424 Person::players.back()->power = Person::players[0]->power;
3425 Person::players.back()->speedmult = Person::players[0]->speedmult;
3427 Person::players.back()->damage = 0;
3428 Person::players.back()->permanentdamage = 0;
3429 Person::players.back()->superpermanentdamage = 0;
3430 Person::players.back()->deathbleeding = 0;
3431 Person::players.back()->bleeding = 0;
3432 Person::players.back()->numwaypoints = 0;
3433 Person::players.back()->waypoint = 0;
3434 Person::players.back()->jumppath = 0;
3435 Person::players.back()->weaponstuck = -1;
3436 Person::players.back()->weaponactive = -1;
3437 Person::players.back()->num_weapons = 0;
3438 Person::players.back()->bloodloss = 0;
3439 Person::players.back()->dead = 0;
3441 Person::players.back()->loaded = 1;
3444 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3445 if (Person::players.back()->numwaypoints < 90) {
3446 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
3447 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
3448 Person::players.back()->numwaypoints++;
3452 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3453 if (numpathpoints < 30) {
3454 bool connected, alreadyconnected;
3456 if (numpathpoints > 1)
3457 for (int i = 0; i < numpathpoints; i++) {
3458 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
3459 alreadyconnected = 0;
3460 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
3461 if (pathpointconnect[pathpointselected][j] == i)
3462 alreadyconnected = 1;
3464 if (!alreadyconnected) {
3465 numpathpointconnect[pathpointselected]++;
3467 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
3473 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
3474 numpathpointconnect[numpathpoints - 1] = 0;
3475 if (numpathpoints > 1 && pathpointselected != -1) {
3476 numpathpointconnect[pathpointselected]++;
3477 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
3479 pathpointselected = numpathpoints - 1;
3484 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
3485 pathpointselected++;
3486 if (pathpointselected >= numpathpoints)
3487 pathpointselected = -1;
3489 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3490 pathpointselected--;
3491 if (pathpointselected <= -2)
3492 pathpointselected = numpathpoints - 1;
3494 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3495 if (pathpointselected != -1) {
3497 pathpoint[pathpointselected] = pathpoint[numpathpoints];
3498 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
3499 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
3500 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
3502 for (int i = 0; i < numpathpoints; i++) {
3503 for (int j = 0; j < numpathpointconnect[i]; j++) {
3504 if (pathpointconnect[i][j] == pathpointselected) {
3505 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
3506 numpathpointconnect[i]--;
3508 if (pathpointconnect[i][j] == numpathpoints) {
3509 pathpointconnect[i][j] = pathpointselected;
3513 pathpointselected = numpathpoints - 1;
3517 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3519 if (editortype == treeleavestype || editortype == 10)
3522 editortype = firetype;
3525 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3527 if (editortype == treeleavestype || editortype == 10)
3529 if (editortype > firetype)
3533 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3534 editoryaw -= multiplier * 100;
3535 if (editoryaw < -.01)
3539 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3540 editoryaw += multiplier * 100;
3543 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3544 editorsize += multiplier;
3547 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3548 editorsize -= multiplier;
3549 if (editorsize < .1)
3554 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3555 mapradius -= multiplier * 10;
3558 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3559 mapradius += multiplier * 10;
3561 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3562 editorpitch += multiplier * 100;
3565 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
3566 editorpitch -= multiplier * 100;
3567 if (editorpitch < -.01)
3570 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
3571 int closest = findClosestObject();
3573 objects.DeleteObject(closest);
3579 void doJumpReversals()
3581 for (int k = 0; k < Person::players.size(); k++)
3582 for (int i = k; i < Person::players.size(); i++) {
3585 if ( Person::players[k]->skeleton.free == 0 &&
3586 Person::players[i]->skeleton.oldfree == 0 &&
3587 (Person::players[i]->animTarget == jumpupanim ||
3588 Person::players[k]->animTarget == jumpupanim) &&
3589 (Person::players[i]->aitype == playercontrolled ||
3590 Person::players[k]->aitype == playercontrolled) &&
3591 (Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0 ||
3592 Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0)) {
3593 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
3594 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3595 //TODO: refactor two huge similar ifs
3596 if (Person::players[i]->animTarget == jumpupanim &&
3597 Person::players[k]->animTarget != getupfrombackanim &&
3598 Person::players[k]->animTarget != getupfromfrontanim &&
3599 animation[Person::players[k]->animTarget].height == middleheight &&
3600 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
3601 (Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown ||
3602 Person::players[k]->aitype != playercontrolled)) {
3603 Person::players[i]->victim = Person::players[k];
3604 Person::players[i]->velocity = 0;
3605 Person::players[i]->animCurrent = jumpreversedanim;
3606 Person::players[i]->animTarget = jumpreversedanim;
3607 Person::players[i]->frameCurrent = 0;
3608 Person::players[i]->frameTarget = 1;
3609 Person::players[i]->targettilt2 = 0;
3610 Person::players[k]->victim = Person::players[i];
3611 Person::players[k]->velocity = 0;
3612 Person::players[k]->animCurrent = jumpreversalanim;
3613 Person::players[k]->animTarget = jumpreversalanim;
3614 Person::players[k]->frameCurrent = 0;
3615 Person::players[k]->frameTarget = 1;
3616 Person::players[k]->targettilt2 = 0;
3617 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
3618 Person::players[i]->animCurrent = rabbitkickreversedanim;
3619 Person::players[i]->animTarget = rabbitkickreversedanim;
3620 Person::players[i]->frameCurrent = 1;
3621 Person::players[i]->frameTarget = 2;
3622 Person::players[k]->animCurrent = rabbitkickreversalanim;
3623 Person::players[k]->animTarget = rabbitkickreversalanim;
3624 Person::players[k]->frameCurrent = 1;
3625 Person::players[k]->frameTarget = 2;
3627 Person::players[i]->target = 0;
3628 Person::players[k]->oldcoords = Person::players[k]->coords;
3629 Person::players[i]->coords = Person::players[k]->coords;
3630 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
3631 Person::players[k]->yaw = Person::players[i]->targetyaw;
3632 if (Person::players[k]->aitype == attacktypecutoff)
3633 Person::players[k]->stunned = .5;
3635 if (Person::players[k]->animTarget == jumpupanim &&
3636 Person::players[i]->animTarget != getupfrombackanim &&
3637 Person::players[i]->animTarget != getupfromfrontanim &&
3638 animation[Person::players[i]->animTarget].height == middleheight &&
3639 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
3640 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
3641 Person::players[i]->aitype != playercontrolled)) {
3642 Person::players[k]->victim = Person::players[i];
3643 Person::players[k]->velocity = 0;
3644 Person::players[k]->animCurrent = jumpreversedanim;
3645 Person::players[k]->animTarget = jumpreversedanim;
3646 Person::players[k]->frameCurrent = 0;
3647 Person::players[k]->frameTarget = 1;
3648 Person::players[k]->targettilt2 = 0;
3649 Person::players[i]->victim = Person::players[k];
3650 Person::players[i]->velocity = 0;
3651 Person::players[i]->animCurrent = jumpreversalanim;
3652 Person::players[i]->animTarget = jumpreversalanim;
3653 Person::players[i]->frameCurrent = 0;
3654 Person::players[i]->frameTarget = 1;
3655 Person::players[i]->targettilt2 = 0;
3656 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
3657 Person::players[k]->animTarget = rabbitkickreversedanim;
3658 Person::players[k]->animCurrent = rabbitkickreversedanim;
3659 Person::players[i]->animCurrent = rabbitkickreversalanim;
3660 Person::players[i]->animTarget = rabbitkickreversalanim;
3661 Person::players[k]->frameCurrent = 1;
3662 Person::players[k]->frameTarget = 2;
3663 Person::players[i]->frameCurrent = 1;
3664 Person::players[i]->frameTarget = 2;
3666 Person::players[k]->target = 0;
3667 Person::players[i]->oldcoords = Person::players[i]->coords;
3668 Person::players[k]->coords = Person::players[i]->coords;
3669 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3670 Person::players[i]->yaw = Person::players[k]->targetyaw;
3671 if (Person::players[i]->aitype == attacktypecutoff)
3672 Person::players[i]->stunned = .5;
3679 void doAerialAcrobatics()
3681 static XYZ facing, flatfacing;
3682 for (int k = 0; k < Person::players.size(); k++) {
3683 Person::players[k]->turnspeed = 500;
3685 if ((Person::players[k]->isRun() &&
3686 ((Person::players[k]->targetyaw != rabbitrunninganim &&
3687 Person::players[k]->targetyaw != wolfrunninganim) ||
3688 Person::players[k]->frameTarget == 4)) ||
3689 Person::players[k]->animTarget == removeknifeanim ||
3690 Person::players[k]->animTarget == crouchremoveknifeanim ||
3691 Person::players[k]->animTarget == flipanim ||
3692 Person::players[k]->animTarget == fightsidestep ||
3693 Person::players[k]->animTarget == walkanim) {
3694 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
3698 if (Person::players[k]->isStop() ||
3699 Person::players[k]->isLanding() ||
3700 Person::players[k]->animTarget == staggerbackhighanim ||
3701 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
3702 Person::players[k]->animTarget == staggerbackhardanim ||
3703 Person::players[k]->animTarget == backhandspringanim ||
3704 Person::players[k]->animTarget == dodgebackanim ||
3705 Person::players[k]->animTarget == rollanim ||
3706 (animation[Person::players[k]->animTarget].attack &&
3707 Person::players[k]->animTarget != rabbitkickanim &&
3708 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
3709 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
3710 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
3713 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
3714 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
3717 /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
3718 Person::players[k]->DoStuff();
3719 if (Person::players[k]->immobile && k != 0)
3720 Person::players[k]->coords = Person::players[k]->realoldcoords;
3722 //if player's position has changed (?)
3723 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
3724 !Person::players[k]->skeleton.free &&
3725 Person::players[k]->animTarget != climbanim &&
3726 Person::players[k]->animTarget != hanganim) {
3727 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
3729 bool tempcollide = 0;
3731 if (Person::players[k]->collide < -.3)
3732 Person::players[k]->collide = -.3;
3733 if (Person::players[k]->collide > 1)
3734 Person::players[k]->collide = 1;
3735 Person::players[k]->collide -= multiplier * 30;
3738 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
3740 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3741 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3742 if (objects.type[i] != rocktype ||
3743 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
3744 objects.position[i].y > Person::players[k]->coords.y) {
3745 lowpoint = Person::players[k]->coords;
3746 if (Person::players[k]->animTarget != jumpupanim &&
3747 Person::players[k]->animTarget != jumpdownanim &&
3748 !Person::players[k]->isFlip())
3752 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
3753 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
3754 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
3755 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3756 flatfacing = lowpoint - Person::players[k]->coords;
3757 Person::players[k]->coords = lowpoint;
3758 Person::players[k]->coords.y -= 1.3;
3759 Person::players[k]->collide = 1;
3762 //TODO: refactor four similar blocks
3763 if (Person::players[k]->aitype == playercontrolled &&
3764 (Person::players[k]->animTarget == jumpupanim ||
3765 Person::players[k]->animTarget == jumpdownanim ||
3766 Person::players[k]->isFlip()) &&
3767 !Person::players[k]->jumptogglekeydown &&
3768 Person::players[k]->jumpkeydown) {
3769 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
3770 XYZ tempcoords1 = lowpoint;
3771 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3772 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3773 Person::players[k]->setAnimation(walljumpleftanim);
3774 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3776 pause_sound(whooshsound);
3778 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3779 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3780 if (lowpointtarget.z < 0)
3781 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3782 Person::players[k]->targetyaw = Person::players[k]->yaw;
3783 Person::players[k]->lowyaw = Person::players[k]->yaw;
3787 lowpoint = tempcoords1;
3788 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
3789 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3790 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3791 Person::players[k]->setAnimation(walljumprightanim);
3792 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3794 pause_sound(whooshsound);
3796 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3797 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3798 if (lowpointtarget.z < 0)
3799 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3800 Person::players[k]->targetyaw = Person::players[k]->yaw;
3801 Person::players[k]->lowyaw = Person::players[k]->yaw;
3805 lowpoint = tempcoords1;
3806 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
3807 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3808 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3809 Person::players[k]->setAnimation(walljumpbackanim);
3810 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3812 pause_sound(whooshsound);
3814 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3815 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3816 if (lowpointtarget.z < 0)
3817 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3818 Person::players[k]->targetyaw = Person::players[k]->yaw;
3819 Person::players[k]->lowyaw = Person::players[k]->yaw;
3823 lowpoint = tempcoords1;
3824 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
3825 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3826 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
3827 Person::players[k]->setAnimation(walljumpfrontanim);
3828 emit_sound_at(movewhooshsound, Person::players[k]->coords);
3830 pause_sound(whooshsound);
3832 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3833 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3834 if (lowpointtarget.z < 0)
3835 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3836 Person::players[k]->yaw += 180;
3837 Person::players[k]->targetyaw = Person::players[k]->yaw;
3838 Person::players[k]->lowyaw = Person::players[k]->yaw;
3847 } else if (objects.type[i] == rocktype) {
3848 lowpoint2 = Person::players[k]->coords;
3849 lowpoint = Person::players[k]->coords;
3851 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
3852 Person::players[k]->coords = colpoint;
3853 Person::players[k]->collide = 1;
3856 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
3857 //flipped into a rock
3858 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
3859 Person::players[k]->RagDoll(0);
3861 if (Person::players[k]->animTarget == jumpupanim) {
3862 Person::players[k]->jumppower = -4;
3863 Person::players[k]->animTarget = Person::players[k]->getIdle();
3865 Person::players[k]->target = 0;
3866 Person::players[k]->frameTarget = 0;
3867 Person::players[k]->onterrain = 1;
3869 if (Person::players[k]->id == 0) {
3870 pause_sound(whooshsound);
3871 OPENAL_SetVolume(channels[whooshsound], 0);
3875 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
3876 if (Person::players[k]->isFlip())
3877 Person::players[k]->jumppower = -4;
3878 Person::players[k]->animTarget = Person::players[k]->getLanding();
3879 emit_sound_at(landsound, Person::players[k]->coords, 128.);
3881 envsound[numenvsounds] = Person::players[k]->coords;
3882 envsoundvol[numenvsounds] = 16;
3883 envsoundlife[numenvsounds] = .4;
3893 if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
3894 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
3895 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
3896 lowpoint = Person::players[k]->coords;
3898 if (objects.type[i] != rocktype)
3899 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
3900 if (Person::players[k]->animTarget != jumpupanim &&
3901 Person::players[k]->animTarget != jumpdownanim &&
3902 Person::players[k]->onterrain)
3903 Person::players[k]->avoidcollided = 1;
3904 Person::players[k]->coords = lowpoint;
3905 Person::players[k]->coords.y -= 1.35;
3906 Person::players[k]->collide = 1;
3908 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
3909 (Person::players[k]->animCurrent != climbanim &&
3910 Person::players[k]->animCurrent != hanganim &&
3911 !Person::players[k]->isWallJump() ||
3912 Person::players[k]->animTarget == jumpupanim ||
3913 Person::players[k]->animTarget == jumpdownanim)) {
3914 lowpoint = Person::players[k]->coords;
3915 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
3916 lowpoint = Person::players[k]->coords;
3920 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
3921 lowpointtarget = lowpoint + facing * 1.4;
3922 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3923 if (whichhit != -1) {
3924 lowpoint = Person::players[k]->coords;
3926 lowpointtarget = lowpoint + facing * 1.4;
3927 lowpoint2 = lowpoint;
3928 lowpointtarget2 = lowpointtarget;
3929 lowpoint3 = lowpoint;
3930 lowpointtarget3 = lowpointtarget;
3931 lowpoint4 = lowpoint;
3932 lowpointtarget4 = lowpointtarget;
3933 lowpoint5 = lowpoint;
3934 lowpointtarget5 = lowpointtarget;
3935 lowpoint6 = lowpoint;
3936 lowpointtarget6 = lowpointtarget;
3937 lowpoint7 = lowpoint;
3938 lowpointtarget7 = lowpoint;
3940 lowpointtarget2.x += .1;
3942 lowpointtarget3.z += .1;
3944 lowpointtarget4.x -= .1;
3946 lowpointtarget5.z -= .1;
3947 lowpoint6.y += 45 / 13;
3948 lowpointtarget6.y += 45 / 13;
3949 lowpointtarget6 += facing * .6;
3950 lowpointtarget7.y += 90 / 13;
3951 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
3952 if (objects.friction[i] > .5)
3953 if (whichhit != -1) {
3954 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
3955 Person::players[k]->collided = 1;
3956 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
3957 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
3958 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
3959 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3960 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
3961 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3962 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
3963 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
3964 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
3965 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
3966 for (int j = 0; j < 45; j++) {
3967 lowpoint = Person::players[k]->coords;
3968 lowpoint.y += (float)j / 13;
3969 lowpointtarget = lowpoint + facing * 1.4;
3970 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
3971 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
3972 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
3974 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
3975 lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
3976 lowpoint = Person::players[k]->coords;
3977 lowpoint.y += (float)j / 13;
3978 lowpointtarget = lowpoint + facing * 1.3;
3979 flatfacing = Person::players[k]->coords;
3980 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
3981 Person::players[k]->coords.y = lowpointtarget.y - .07;
3982 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
3984 if (j > 10 || !Person::players[k]->isRun()) {
3985 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
3987 pause_sound(whooshsound);
3989 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
3991 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
3992 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
3993 if (lowpointtarget.z < 0)
3994 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
3995 Person::players[k]->targetyaw = Person::players[k]->yaw;
3996 Person::players[k]->lowyaw = Person::players[k]->yaw;
3998 //Person::players[k]->velocity=lowpointtarget*.03;
3999 Person::players[k]->velocity = 0;
4002 if (Person::players[k]->animTarget == jumpupanim) {
4003 Person::players[k]->animTarget = climbanim;
4004 Person::players[k]->jumppower = 0;
4005 Person::players[k]->jumpclimb = 1;
4007 Person::players[k]->transspeed = 6;
4008 Person::players[k]->target = 0;
4009 Person::players[k]->frameTarget = 1;
4012 Person::players[k]->setAnimation(hanganim);
4013 Person::players[k]->jumppower = 0;
4025 if (Person::players[k]->collide <= 0) {
4027 if (!Person::players[k]->onterrain &&
4028 Person::players[k]->animTarget != jumpupanim &&
4029 Person::players[k]->animTarget != jumpdownanim &&
4030 Person::players[k]->animTarget != climbanim &&
4031 Person::players[k]->animTarget != hanganim &&
4032 !Person::players[k]->isWallJump() &&
4033 !Person::players[k]->isFlip()) {
4034 if (Person::players[k]->animCurrent != climbanim &&
4035 Person::players[k]->animCurrent != tempanim &&
4036 Person::players[k]->animTarget != backhandspringanim &&
4037 (Person::players[k]->animTarget != rollanim ||
4038 Person::players[k]->frameTarget < 2 ||
4039 Person::players[k]->frameTarget > 6)) {
4040 //stagger off ledge (?)
4041 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
4042 Person::players[k]->RagDoll(0);
4043 Person::players[k]->setAnimation(jumpdownanim);
4046 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
4049 Person::players[k]->velocity.y += gravity;
4053 Person::players[k]->realoldcoords = Person::players[k]->coords;
4059 static XYZ relative;
4060 static int randattack;
4061 static bool playerrealattackkeydown = 0;
4063 if (!Input::isKeyDown(attackkey))
4066 Person::players[0]->attackkeydown = 0;
4068 playerrealattackkeydown = 0;
4070 playerrealattackkeydown = Input::isKeyDown(attackkey);
4071 if ((Person::players[0]->parriedrecently <= 0 ||
4072 Person::players[0]->weaponactive == -1) &&
4075 Person::players[0]->lastattack != swordslashanim &&
4076 Person::players[0]->lastattack != knifeslashstartanim &&
4077 Person::players[0]->lastattack != staffhitanim &&
4078 Person::players[0]->lastattack != staffspinhitanim)))
4079 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
4080 if (Input::isKeyDown(attackkey) &&
4082 !Person::players[0]->backkeydown) {
4083 for (int k = 0; k < Person::players.size(); k++) {
4084 if ((Person::players[k]->animTarget == swordslashanim ||
4085 Person::players[k]->animTarget == staffhitanim ||
4086 Person::players[k]->animTarget == staffspinhitanim) &&
4087 Person::players[0]->animCurrent != dodgebackanim &&
4088 !Person::players[k]->skeleton.free)
4089 Person::players[k]->Reverse();
4093 if (!hostile || indialogue != -1)
4094 Person::players[0]->attackkeydown = 0;
4096 for (int k = 0; k < Person::players.size(); k++) {
4097 if (indialogue != -1)
4098 Person::players[k]->attackkeydown = 0;
4099 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
4100 if (Person::players[k]->aitype != playercontrolled)
4101 Person::players[k]->victim = Person::players[0];
4102 //attack key pressed
4103 if (Person::players[k]->attackkeydown) {
4105 if (Person::players[k]->backkeydown &&
4106 Person::players[k]->animTarget != backhandspringanim &&
4107 (Person::players[k]->isIdle() ||
4108 Person::players[k]->isStop() ||
4109 Person::players[k]->isRun() ||
4110 Person::players[k]->animTarget == walkanim)) {
4111 if (Person::players[k]->jumppower <= 1) {
4112 Person::players[k]->jumppower -= 2;
4114 for (int i = 0; i < Person::players.size(); i++) {
4117 if (Person::players[i]->animTarget == swordslashanim ||
4118 Person::players[i]->animTarget == knifeslashstartanim ||
4119 Person::players[i]->animTarget == staffhitanim ||
4120 Person::players[i]->animTarget == staffspinhitanim)
4121 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
4122 Person::players[k]->setAnimation(dodgebackanim);
4123 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4124 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4127 if (Person::players[k]->animTarget != dodgebackanim) {
4130 Person::players[k]->setAnimation(backhandspringanim);
4131 Person::players[k]->targetyaw = -yaw + 180;
4132 if (Person::players[k]->leftkeydown)
4133 Person::players[k]->targetyaw -= 45;
4134 if (Person::players[k]->rightkeydown)
4135 Person::players[k]->targetyaw += 45;
4136 Person::players[k]->yaw = Person::players[k]->targetyaw;
4137 Person::players[k]->jumppower -= 2;
4142 if (!animation[Person::players[k]->animTarget].attack &&
4143 !Person::players[k]->backkeydown &&
4144 (Person::players[k]->isIdle() ||
4145 Person::players[k]->isRun() ||
4146 Person::players[k]->animTarget == walkanim ||
4147 Person::players[k]->animTarget == sneakanim ||
4148 Person::players[k]->isCrouch())) {
4149 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
4150 //normal attacks (?)
4151 Person::players[k]->hasvictim = 0;
4152 if (Person::players.size() > 1)
4153 for (int i = 0; i < Person::players.size(); i++) {
4154 if (i == k || !(k == 0 || i == 0))
4156 if (!Person::players[k]->hasvictim)
4157 if (animation[Person::players[k]->animTarget].attack != reversal) {
4159 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4160 if (distance < 4.5 &&
4161 !Person::players[i]->skeleton.free &&
4162 Person::players[i]->howactive < typedead1 &&
4163 Person::players[i]->animTarget != jumpreversedanim &&
4164 Person::players[i]->animTarget != rabbitkickreversedanim &&
4165 Person::players[i]->animTarget != rabbitkickanim &&
4166 Person::players[k]->animTarget != rabbitkickanim &&
4167 Person::players[i]->animTarget != getupfrombackanim &&
4168 (Person::players[i]->animTarget != staggerbackhighanim &&
4169 (Person::players[i]->animTarget != staggerbackhardanim ||
4170 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
4171 Person::players[i]->animTarget != jumpdownanim &&
4172 Person::players[i]->animTarget != jumpupanim &&
4173 Person::players[i]->animTarget != getupfromfrontanim) {
4174 Person::players[k]->victim = Person::players[i];
4175 Person::players[k]->hasvictim = 1;
4176 if (Person::players[k]->aitype == playercontrolled) { //human player
4178 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4179 Person::players[k]->crouchkeydown &&
4180 animation[Person::players[i]->animTarget].height != lowheight)
4181 Person::players[k]->animTarget = sweepanim;
4183 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4184 animation[Person::players[i]->animTarget].height != lowheight &&
4185 !Person::players[k]->forwardkeydown &&
4186 !Person::players[k]->leftkeydown &&
4187 !Person::players[k]->rightkeydown &&
4188 !Person::players[k]->crouchkeydown &&
4191 Person::players[k]->animTarget = winduppunchanim;
4193 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4194 animation[Person::players[i]->animTarget].height != lowheight &&
4195 !Person::players[k]->forwardkeydown &&
4196 !Person::players[k]->leftkeydown &&
4197 !Person::players[k]->rightkeydown &&
4198 !Person::players[k]->crouchkeydown &&
4200 Person::players[k]->animTarget = upunchanim;
4202 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4203 Person::players[i]->staggerdelay > 0 &&
4204 attackweapon == knife &&
4205 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
4206 Person::players[k]->animTarget = knifefollowanim;
4208 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4209 animation[Person::players[i]->animTarget].height != lowheight &&
4210 !Person::players[k]->forwardkeydown &&
4211 !Person::players[k]->leftkeydown &&
4212 !Person::players[k]->rightkeydown &&
4213 !Person::players[k]->crouchkeydown &&
4214 attackweapon == knife &&
4215 Person::players[k]->weaponmissdelay <= 0)
4216 Person::players[k]->animTarget = knifeslashstartanim;
4218 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4219 animation[Person::players[i]->animTarget].height != lowheight &&
4220 !Person::players[k]->crouchkeydown &&
4221 attackweapon == sword &&
4222 Person::players[k]->weaponmissdelay <= 0)
4223 Person::players[k]->animTarget = swordslashanim;
4225 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4226 animation[Person::players[i]->animTarget].height != lowheight &&
4227 !Person::players[k]->crouchkeydown &&
4228 attackweapon == staff &&
4229 Person::players[k]->weaponmissdelay <= 0 &&
4230 !Person::players[k]->leftkeydown &&
4231 !Person::players[k]->rightkeydown &&
4232 !Person::players[k]->forwardkeydown)
4233 Person::players[k]->animTarget = staffhitanim;
4235 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
4236 animation[Person::players[i]->animTarget].height != lowheight &&
4237 !Person::players[k]->crouchkeydown &&
4238 attackweapon == staff &&
4239 Person::players[k]->weaponmissdelay <= 0)
4240 Person::players[k]->animTarget = staffspinhitanim;
4242 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4243 animation[Person::players[i]->animTarget].height != lowheight)
4244 Person::players[k]->animTarget = spinkickanim;
4246 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4247 animation[Person::players[i]->animTarget].height == lowheight &&
4248 animation[Person::players[k]->animTarget].attack != normalattack)
4249 Person::players[k]->animTarget = lowkickanim;
4250 } else { //AI player
4251 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
4252 randattack = abs(Random() % 5);
4253 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
4255 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
4256 Person::players[k]->animTarget = sweepanim;
4258 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
4260 Person::players[k]->animTarget = upunchanim;
4262 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
4263 Person::players[k]->animTarget = spinkickanim;
4265 else if (animation[Person::players[i]->animTarget].height == lowheight)
4266 Person::players[k]->animTarget = lowkickanim;
4270 if ((tutoriallevel != 1 || !attackweapon) &&
4271 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4273 animation[Person::players[i]->animTarget].height != lowheight)
4274 Person::players[k]->animTarget = sweepanim;
4276 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4277 attackweapon == knife &&
4278 Person::players[k]->weaponmissdelay <= 0)
4279 Person::players[k]->animTarget = knifeslashstartanim;
4281 else if (!(Person::players[0]->victim == Person::players[i] &&
4282 Person::players[0]->hasvictim &&
4283 Person::players[0]->animTarget == swordslashanim) &&
4284 attackweapon == sword &&
4285 Person::players[k]->weaponmissdelay <= 0)
4286 Person::players[k]->animTarget = swordslashanim;
4288 else if (!(Person::players[0]->victim == Person::players[i] &&
4289 Person::players[0]->hasvictim &&
4290 Person::players[0]->animTarget == swordslashanim) &&
4291 attackweapon == staff &&
4292 Person::players[k]->weaponmissdelay <= 0 &&
4294 Person::players[k]->animTarget = staffhitanim;
4296 else if (!(Person::players[0]->victim == Person::players[i] &&
4297 Person::players[0]->hasvictim &&
4298 Person::players[0]->animTarget == swordslashanim) &&
4299 attackweapon == staff &&
4300 Person::players[k]->weaponmissdelay <= 0 &&
4302 Person::players[k]->animTarget = staffspinhitanim;
4304 else if ((tutoriallevel != 1 || !attackweapon) &&
4305 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4307 animation[Person::players[i]->animTarget].height != lowheight)
4308 Person::players[k]->animTarget = spinkickanim;
4310 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
4311 animation[Person::players[i]->animTarget].height == lowheight &&
4312 animation[Person::players[k]->animTarget].attack != normalattack)
4313 Person::players[k]->animTarget = lowkickanim;
4317 //upunch becomes wolfslap
4318 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
4319 Person::players[k]->animTarget = wolfslapanim;
4322 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
4323 Person::players[i]->howactive < typedead1 &&
4324 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
4325 !Person::players[i]->skeleton.free &&
4326 Person::players[i]->animTarget != getupfrombackanim &&
4327 Person::players[i]->animTarget != getupfromfrontanim &&
4328 (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
4329 Person::players[i]->surprised > 0 ||
4330 Person::players[i]->aitype == passivetype ||
4331 attackweapon && Person::players[i]->stunned > 0) &&
4332 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
4334 if (!attackweapon) {
4335 Person::players[k]->animCurrent = sneakattackanim;
4336 Person::players[k]->animTarget = sneakattackanim;
4337 Person::players[i]->animCurrent = sneakattackedanim;
4338 Person::players[i]->animTarget = sneakattackedanim;
4339 Person::players[k]->oldcoords = Person::players[k]->coords;
4340 Person::players[k]->coords = Person::players[i]->coords;
4343 if (attackweapon == knife) {
4344 Person::players[k]->animCurrent = knifesneakattackanim;
4345 Person::players[k]->animTarget = knifesneakattackanim;
4346 Person::players[i]->animCurrent = knifesneakattackedanim;
4347 Person::players[i]->animTarget = knifesneakattackedanim;
4348 Person::players[i]->oldcoords = Person::players[i]->coords;
4349 Person::players[i]->coords = Person::players[k]->coords;
4352 if (attackweapon == sword) {
4353 Person::players[k]->animCurrent = swordsneakattackanim;
4354 Person::players[k]->animTarget = swordsneakattackanim;
4355 Person::players[i]->animCurrent = swordsneakattackedanim;
4356 Person::players[i]->animTarget = swordsneakattackedanim;
4357 Person::players[i]->oldcoords = Person::players[i]->coords;
4358 Person::players[i]->coords = Person::players[k]->coords;
4360 if (attackweapon != staff) {
4361 Person::players[k]->victim = Person::players[i];
4362 Person::players[k]->hasvictim = 1;
4363 Person::players[i]->targettilt2 = 0;
4364 Person::players[i]->frameTarget = 1;
4365 Person::players[i]->frameCurrent = 0;
4366 Person::players[i]->target = 0;
4367 Person::players[i]->velocity = 0;
4368 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4369 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4370 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4371 Person::players[k]->target = Person::players[i]->target;
4372 Person::players[k]->velocity = 0;
4373 Person::players[k]->targetyaw = Person::players[i]->yaw;
4374 Person::players[k]->yaw = Person::players[i]->yaw;
4375 Person::players[i]->targetyaw = Person::players[i]->yaw;
4378 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4379 Person::players[k]->victim == Person::players[i] &&
4380 (!Person::players[i]->skeleton.free)) {
4382 Person::players[k]->frameTarget = 0;
4383 Person::players[k]->target = 0;
4385 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4386 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4387 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4388 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4389 Person::players[k]->lastattack = Person::players[k]->animTarget;
4391 if (Person::players[k]->animTarget == knifefollowanim &&
4392 Person::players[k]->victim == Person::players[i]) {
4394 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
4395 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
4396 Person::players[k]->victim = Person::players[i];
4397 Person::players[k]->hasvictim = 1;
4398 Person::players[i]->animTarget = knifefollowedanim;
4399 Person::players[i]->animCurrent = knifefollowedanim;
4400 Person::players[i]->targettilt2 = 0;
4401 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
4402 Person::players[i]->frameTarget = 1;
4403 Person::players[i]->frameCurrent = 0;
4404 Person::players[i]->target = 0;
4405 Person::players[i]->velocity = 0;
4406 Person::players[k]->animCurrent = knifefollowanim;
4407 Person::players[k]->animTarget = knifefollowanim;
4408 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
4409 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
4410 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
4411 Person::players[k]->target = Person::players[i]->target;
4412 Person::players[k]->velocity = 0;
4413 Person::players[k]->oldcoords = Person::players[k]->coords;
4414 Person::players[i]->coords = Person::players[k]->coords;
4415 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
4416 Person::players[i]->yaw = Person::players[k]->targetyaw;
4417 Person::players[k]->yaw = Person::players[k]->targetyaw;
4418 Person::players[i]->yaw = Person::players[k]->targetyaw;
4422 const bool hasstaff = attackweapon == staff;
4423 if (k == 0 && Person::players.size() > 1)
4424 for (int i = 0; i < Person::players.size(); i++) {
4427 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
4428 animation[Person::players[k]->animTarget].attack == neutral) {
4429 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
4430 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
4431 if (Person::players[i]->skeleton.free)
4432 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
4433 (Person::players[i]->dead ||
4434 Person::players[i]->skeleton.longdead > 1000 ||
4435 Person::players[k]->isRun() ||
4438 (Person::players[i]->skeleton.longdead > 2000 ||
4439 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
4440 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
4441 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
4442 Person::players[k]->victim = Person::players[i];
4443 Person::players[k]->hasvictim = 1;
4444 if (attackweapon && tutoriallevel != 1) {
4446 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
4447 Person::players[k]->animTarget = crouchstabanim;
4449 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
4450 Person::players[k]->animTarget = swordgroundstabanim;
4452 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
4453 Person::players[k]->animTarget = staffgroundsmashanim;
4455 if (distance < 2.5 &&
4456 Person::players[k]->crouchkeydown &&
4457 Person::players[k]->animTarget != crouchstabanim &&
4459 Person::players[i]->dead &&
4460 Person::players[i]->skeleton.free &&
4461 Person::players[i]->skeleton.longdead > 1000) {
4462 Person::players[k]->animTarget = killanim;
4463 //TODO: refactor this out, what does it do?
4464 for (int j = 0; j < terrain.numdecals; j++) {
4465 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4466 terrain.decalalivetime[j] < 2)
4467 terrain.DeleteDecal(j);
4469 for (int l = 0; l < objects.numobjects; l++) {
4470 if (objects.model[l].type == decalstype)
4471 for (int j = 0; j < objects.model[l].numdecals; j++) {
4472 if ((objects.model[l].decaltype[j] == blooddecal ||
4473 objects.model[l].decaltype[j] == blooddecalslow) &&
4474 objects.model[l].decalalivetime[j] < 2)
4475 objects.model[l].DeleteDecal(j);
4479 if (!Person::players[i]->dead || musictype != 2)
4480 if (distance < 3.5 &&
4481 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
4482 Person::players[k]->staggerdelay <= 0 &&
4483 (Person::players[i]->dead ||
4484 Person::players[i]->skeleton.longdead < 300 &&
4485 Person::players[k]->lastattack != spinkickanim &&
4486 Person::players[i]->skeleton.free) &&
4487 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
4488 Person::players[k]->animTarget = dropkickanim;
4489 for (int j = 0; j < terrain.numdecals; j++) {
4490 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
4491 terrain.decalalivetime[j] < 2) {
4492 terrain.DeleteDecal(j);
4495 for (int l = 0; l < objects.numobjects; l++) {
4496 if (objects.model[l].type == decalstype)
4497 for (int j = 0; j < objects.model[l].numdecals; j++) {
4498 if ((objects.model[l].decaltype[j] == blooddecal ||
4499 objects.model[l].decaltype[j] == blooddecalslow) &&
4500 objects.model[l].decalalivetime[j] < 2) {
4501 objects.model[l].DeleteDecal(j);
4507 if (animation[Person::players[k]->animTarget].attack == normalattack &&
4508 Person::players[k]->victim == Person::players[i] &&
4509 (!Person::players[i]->skeleton.free ||
4510 Person::players[k]->animTarget == killanim ||
4511 Person::players[k]->animTarget == crouchstabanim ||
4512 Person::players[k]->animTarget == swordgroundstabanim ||
4513 Person::players[k]->animTarget == staffgroundsmashanim ||
4514 Person::players[k]->animTarget == dropkickanim)) {
4516 Person::players[k]->frameTarget = 0;
4517 Person::players[k]->target = 0;
4519 XYZ targetpoint = Person::players[i]->coords;
4520 if (Person::players[k]->animTarget == crouchstabanim ||
4521 Person::players[k]->animTarget == swordgroundstabanim ||
4522 Person::players[k]->animTarget == staffgroundsmashanim) {
4523 targetpoint += (Person::players[i]->jointPos(abdomen) +
4524 Person::players[i]->jointPos(neck)) / 2 *
4525 Person::players[i]->scale;
4527 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
4528 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
4530 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
4531 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
4534 if (Person::players[k]->animTarget == staffgroundsmashanim)
4535 Person::players[k]->targettilt2 += 10;
4537 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
4538 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
4539 Person::players[k]->lastattack = Person::players[k]->animTarget;
4541 if (Person::players[k]->animTarget == swordgroundstabanim) {
4542 Person::players[k]->targetyaw += 30;
4547 if (!Person::players[k]->hasvictim) {
4549 for (int i = 0; i < Person::players.size(); i++) {
4550 if (i == k || !(i == 0 || k == 0))
4552 if (!Person::players[i]->skeleton.free) {
4553 if (Person::players[k]->hasvictim) {
4554 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
4555 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
4556 Person::players[k]->victim = Person::players[i];
4558 Person::players[k]->victim = Person::players[i];
4559 Person::players[k]->hasvictim = 1;
4564 if (Person::players[k]->aitype == playercontrolled)
4566 if (Person::players[k]->attackkeydown &&
4567 Person::players[k]->isRun() &&
4568 Person::players[k]->wasRun() &&
4569 ((Person::players[k]->hasvictim &&
4570 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
4571 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
4572 !Person::players[k]->victim->skeleton.free &&
4573 Person::players[k]->victim->animTarget != getupfrombackanim &&
4574 Person::players[k]->victim->animTarget != getupfromfrontanim &&
4575 animation[Person::players[k]->victim->animTarget].height != lowheight &&
4576 Person::players[k]->aitype != playercontrolled && //wat???
4577 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
4578 Person::players[k]->rabbitkickenabled) ||
4579 Person::players[k]->jumpkeydown)) {
4581 Person::players[k]->setAnimation(rabbitkickanim);
4584 if (animation[Person::players[k]->animTarget].attack && k == 0) {
4586 switch (attackweapon) {
4607 void doPlayerCollisions()
4609 static XYZ rotatetarget;
4610 static float collisionradius;
4611 if (Person::players.size() > 1)
4612 for (int k = 0; k < Person::players.size(); k++)
4613 for (int i = k + 1; i < Person::players.size(); i++) {
4614 //neither player is part of a reversal
4615 if ((animation[Person::players[i]->animTarget].attack != reversed &&
4616 animation[Person::players[i]->animTarget].attack != reversal &&
4617 animation[Person::players[k]->animTarget].attack != reversed &&
4618 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
4619 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
4620 animation[Person::players[i]->animCurrent].attack != reversal &&
4621 animation[Person::players[k]->animCurrent].attack != reversed &&
4622 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
4623 //neither is sleeping
4624 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
4625 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
4626 //in same patch, neither is climbing
4627 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
4628 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
4629 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
4630 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
4631 Person::players[i]->animTarget != climbanim &&
4632 Person::players[i]->animTarget != hanganim &&
4633 Person::players[k]->animTarget != climbanim &&
4634 Person::players[k]->animTarget != hanganim)
4635 //players are close (bounding box test)
4636 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
4637 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
4638 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
4639 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
4640 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
4641 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
4642 //spread fire from player to player
4643 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
4644 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4645 if (Person::players[i]->onfire || Person::players[k]->onfire) {
4646 if (!Person::players[i]->onfire)
4647 Person::players[i]->CatchFire();
4648 if (!Person::players[k]->onfire)
4649 Person::players[k]->CatchFire();
4653 XYZ tempcoords1 = Person::players[i]->coords;
4654 XYZ tempcoords2 = Person::players[k]->coords;
4655 if (!Person::players[i]->skeleton.oldfree)
4656 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
4657 if (!Person::players[k]->skeleton.oldfree)
4658 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
4659 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4660 if (Person::players[0]->hasvictim)
4661 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
4662 collisionradius = 3;
4663 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
4664 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
4665 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
4666 //jump down on a dead body
4667 if (k == 0 || i == 0) {
4669 if (Person::players[0]->animTarget == jumpdownanim &&
4670 !Person::players[0]->skeleton.oldfree &&
4671 !Person::players[0]->skeleton.free &&
4672 Person::players[l]->skeleton.oldfree &&
4673 Person::players[l]->skeleton.free &&
4674 Person::players[l]->dead &&
4675 Person::players[0]->lastcollide <= 0 &&
4676 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
4677 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
4678 Person::players[0]->coords.y = Person::players[l]->coords.y;
4679 Person::players[l]->velocity = Person::players[0]->velocity;
4680 Person::players[l]->skeleton.free = 0;
4681 Person::players[l]->yaw = 0;
4682 Person::players[l]->RagDoll(0);
4683 Person::players[l]->DoDamage(20);
4685 Person::players[l]->skeleton.longdead = 0;
4686 Person::players[0]->lastcollide = 1;
4690 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
4691 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
4692 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
4693 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
4694 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
4695 Person::players[i]->skeleton.free) &&
4696 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
4697 Person::players[k]->skeleton.free))
4698 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
4699 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
4700 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
4702 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
4703 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
4704 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
4705 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
4706 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
4708 if ( (i != 0 || Person::players[i]->skeleton.free) &&
4709 (k != 0 || Person::players[k]->skeleton.free) ||
4710 (animation[Person::players[i]->animTarget].height == highheight &&
4711 animation[Person::players[k]->animTarget].height == highheight)) {
4712 if (tutoriallevel != 1) {
4713 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
4716 Person::players[i]->RagDoll(0);
4717 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
4718 award_bonus(0, aimbonus);
4720 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
4721 Person::players[k]->RagDoll(0);
4722 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
4723 award_bonus(0, aimbonus); // Huh, again?
4725 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
4727 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
4728 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
4730 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
4731 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
4736 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
4737 animation[Person::players[i]->animTarget].attack == normalattack) &&
4738 (animation[Person::players[k]->animTarget].attack == neutral ||
4739 animation[Person::players[k]->animTarget].attack == normalattack)) {
4741 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
4742 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
4743 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
4744 Normalise(&rotatetarget);
4745 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
4746 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
4747 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4748 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
4749 if (Person::players[k]->howactive == typeactive || hostile)
4750 if (Person::players[k]->isIdle()) {
4751 if (Person::players[k]->howactive < typesleeping)
4752 Person::players[k]->setAnimation(Person::players[k]->getStop());
4753 else if (Person::players[k]->howactive == typesleeping)
4754 Person::players[k]->setAnimation(getupfromfrontanim);
4756 Person::players[k]->howactive = typeactive;
4758 if (Person::players[i]->howactive == typeactive || hostile)
4759 if (Person::players[i]->isIdle()) {
4760 if (Person::players[i]->howactive < typesleeping)
4761 Person::players[i]->setAnimation(Person::players[k]->getStop());
4763 Person::players[i]->setAnimation(getupfromfrontanim);
4765 Person::players[i]->howactive = typeactive;
4768 //jump down on player
4770 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
4771 !Person::players[i]->isCrouch() &&
4772 Person::players[i]->animTarget != rollanim &&
4773 !Person::players[k]->skeleton.oldfree && !
4774 Person::players[k]->skeleton.free &&
4775 Person::players[k]->lastcollide <= 0 &&
4776 Person::players[k]->velocity.y < -10) {
4777 Person::players[i]->velocity = Person::players[k]->velocity;
4778 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
4779 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
4780 Person::players[i]->DoDamage(20);
4781 Person::players[i]->RagDoll(0);
4782 Person::players[k]->lastcollide = 1;
4783 award_bonus(k, AboveBonus);
4785 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
4786 !Person::players[k]->isCrouch() &&
4787 Person::players[k]->animTarget != rollanim &&
4788 !Person::players[i]->skeleton.oldfree &&
4789 !Person::players[i]->skeleton.free &&
4790 Person::players[i]->lastcollide <= 0 &&
4791 Person::players[i]->velocity.y < -10) {
4792 Person::players[k]->velocity = Person::players[i]->velocity;
4793 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
4794 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
4795 Person::players[k]->DoDamage(20);
4796 Person::players[k]->RagDoll(0);
4797 Person::players[i]->lastcollide = 1;
4798 award_bonus(i, AboveBonus);
4804 Person::players[i]->CheckKick();
4805 Person::players[k]->CheckKick();
4813 static bool connected;
4814 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
4815 Person::players[i]->jumpclimb = 0;
4816 //disable movement in editor
4818 Person::players[i]->stunned = 1;
4820 Person::players[i]->pause = 0;
4821 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
4822 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
4823 !Person::players[0]->onterrain)
4824 Person::players[i]->pause = 1;
4827 if (Person::players[i]->aitype == pathfindtype) {
4828 if (Person::players[i]->finalpathfindpoint == -1) {
4829 float closestdistance;
4834 closestdistance = -1;
4835 for (int j = 0; j < numpathpoints; j++)
4836 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
4837 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
4839 Person::players[i]->finaltarget = pathpoint[j];
4841 Person::players[i]->finalpathfindpoint = closest;
4842 for (int j = 0; j < numpathpoints; j++)
4843 for (int k = 0; k < numpathpointconnect[j]; k++) {
4844 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4845 if (sq(tempdist) < closestdistance)
4846 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4847 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4848 closestdistance = sq(tempdist);
4850 Person::players[i]->finaltarget = colpoint;
4853 Person::players[i]->finalpathfindpoint = closest;
4856 if (Person::players[i]->targetpathfindpoint == -1) {
4857 float closestdistance;
4862 closestdistance = -1;
4863 if (Person::players[i]->lastpathfindpoint == -1) {
4864 for (int j = 0; j < numpathpoints; j++) {
4865 if (j != Person::players[i]->lastpathfindpoint)
4866 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
4867 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
4871 Person::players[i]->targetpathfindpoint = closest;
4872 for (int j = 0; j < numpathpoints; j++)
4873 if (j != Person::players[i]->lastpathfindpoint)
4874 for (int k = 0; k < numpathpointconnect[j]; k++) {
4875 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
4876 if (sq(tempdist) < closestdistance) {
4877 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
4878 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
4879 closestdistance = sq(tempdist);
4884 Person::players[i]->targetpathfindpoint = closest;
4886 for (int j = 0; j < numpathpoints; j++)
4887 if (j != Person::players[i]->lastpathfindpoint &&
4888 j != Person::players[i]->lastpathfindpoint2 &&
4889 j != Person::players[i]->lastpathfindpoint3 &&
4890 j != Person::players[i]->lastpathfindpoint4) {
4892 if (numpathpointconnect[j])
4893 for (int k = 0; k < numpathpointconnect[j]; k++)
4894 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
4897 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
4898 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
4899 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
4902 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
4903 if (closest == -1 || tempdist < closestdistance) {
4904 closestdistance = tempdist;
4909 Person::players[i]->targetpathfindpoint = closest;
4912 Person::players[i]->losupdatedelay -= multiplier;
4914 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
4915 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4917 //reached target point
4918 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
4919 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4920 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4921 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4922 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
4923 if (Person::players[i]->lastpathfindpoint2 == -1)
4924 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
4925 if (Person::players[i]->lastpathfindpoint3 == -1)
4926 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
4927 if (Person::players[i]->lastpathfindpoint4 == -1)
4928 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
4929 Person::players[i]->targetpathfindpoint = -1;
4931 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
4932 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
4933 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
4934 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
4935 Person::players[i]->aitype = passivetype;
4938 Person::players[i]->forwardkeydown = 1;
4939 Person::players[i]->leftkeydown = 0;
4940 Person::players[i]->backkeydown = 0;
4941 Person::players[i]->rightkeydown = 0;
4942 Person::players[i]->crouchkeydown = 0;
4943 Person::players[i]->attackkeydown = 0;
4944 Person::players[i]->throwkeydown = 0;
4946 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4947 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4949 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4950 Person::players[i]->jumpkeydown = 0;
4951 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4952 Person::players[i]->jumpkeydown = 1;
4954 if ((tutoriallevel != 1 || cananger) &&
4956 !Person::players[0]->dead &&
4957 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4958 Person::players[i]->occluded < 25) {
4959 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4960 animation[Person::players[0]->animTarget].height != lowheight &&
4962 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
4963 Person::players[i]->aitype = attacktypecutoff;
4964 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4965 animation[Person::players[0]->animTarget].height == highheight &&
4967 Person::players[i]->aitype = attacktypecutoff;
4969 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4970 Person::players[i]->losupdatedelay = .2;
4971 for (int j = 0; j < Person::players.size(); j++)
4972 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
4973 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4974 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4975 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4976 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
4977 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
4978 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
4979 *Person::players[i]->scale + Person::players[i]->coords,
4980 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
4981 *Person::players[j]->scale + Person::players[j]->coords) ||
4982 (Person::players[j]->animTarget == hanganim &&
4983 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4984 Person::players[i]->aitype = searchtype;
4985 Person::players[i]->lastchecktime = 12;
4986 Person::players[i]->lastseen = Person::players[j]->coords;
4987 Person::players[i]->lastseentime = 12;
4991 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
4992 if (Person::players[i]->creature != wolftype) {
4993 Person::players[i]->stunned = .6;
4994 Person::players[i]->surprised = .6;
4998 if (Person::players[i]->aitype != passivetype && leveltime > .5)
4999 Person::players[i]->howactive = typeactive;
5001 if (Person::players[i]->aitype == passivetype) {
5002 Person::players[i]->aiupdatedelay -= multiplier;
5003 Person::players[i]->losupdatedelay -= multiplier;
5004 Person::players[i]->lastseentime += multiplier;
5005 Person::players[i]->pausetime -= multiplier;
5006 if (Person::players[i]->lastseentime > 1)
5007 Person::players[i]->lastseentime = 1;
5009 if (Person::players[i]->aiupdatedelay < 0) {
5010 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
5011 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
5012 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5013 Person::players[i]->aiupdatedelay = .05;
5015 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
5016 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
5017 Person::players[i]->pausetime = 4;
5018 Person::players[i]->waypoint++;
5019 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
5020 Person::players[i]->waypoint = 0;
5025 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
5026 Person::players[i]->forwardkeydown = 1;
5028 Person::players[i]->forwardkeydown = 0;
5029 Person::players[i]->leftkeydown = 0;
5030 Person::players[i]->backkeydown = 0;
5031 Person::players[i]->rightkeydown = 0;
5032 Person::players[i]->crouchkeydown = 0;
5033 Person::players[i]->attackkeydown = 0;
5034 Person::players[i]->throwkeydown = 0;
5036 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5037 if (!Person::players[i]->avoidsomething)
5038 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5040 XYZ leftpos, rightpos;
5041 float leftdist, rightdist;
5042 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5043 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5044 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5045 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5046 if (leftdist < rightdist)
5047 Person::players[i]->targetyaw += 90;
5049 Person::players[i]->targetyaw -= 90;
5053 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5054 Person::players[i]->jumpkeydown = 0;
5055 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5056 Person::players[i]->jumpkeydown = 1;
5060 if (!editorenabled) {
5061 if (Person::players[i]->howactive <= typesleeping)
5062 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
5063 for (int j = 0; j < numenvsounds; j++) {
5064 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
5065 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
5066 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
5067 Person::players[i]->aitype = attacktypecutoff;
5070 if (Person::players[i]->aitype != passivetype) {
5071 if (Person::players[i]->howactive == typesleeping)
5072 Person::players[i]->setAnimation(getupfromfrontanim);
5073 Person::players[i]->howactive = typeactive;
5077 if (Person::players[i]->howactive < typesleeping &&
5078 ((tutoriallevel != 1 || cananger) && hostile) &&
5079 !Person::players[0]->dead &&
5080 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
5081 Person::players[i]->occluded < 25) {
5082 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
5083 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
5084 Person::players[i]->aitype = attacktypecutoff;
5085 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
5086 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
5087 Person::players[i]->aitype = attacktypecutoff;
5090 if (Person::players[i]->creature == wolftype) {
5092 for (int j = 0; j < Person::players.size(); j++) {
5093 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
5094 float smelldistance = 50;
5095 if (j == 0 && Person::players[j]->num_weapons > 0) {
5096 if (weapons[Person::players[j]->weaponids[0]].bloody)
5097 smelldistance = 100;
5098 if (Person::players[j]->num_weapons == 2)
5099 if (weapons[Person::players[j]->weaponids[1]].bloody)
5100 smelldistance = 100;
5103 smelldistance = 100;
5104 windsmell = windvector;
5105 Normalise(&windsmell);
5106 windsmell = windsmell * 2 + Person::players[j]->coords;
5107 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
5108 Person::players[i]->aitype = attacktypecutoff;
5113 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
5114 Person::players[i]->losupdatedelay = .2;
5115 for (int j = 0; j < Person::players.size(); j++) {
5116 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
5117 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
5118 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
5119 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
5120 if ((-1 == checkcollide(
5121 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5122 Person::players[i]->scale + Person::players[i]->coords,
5123 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
5124 Person::players[j]->scale + Person::players[j]->coords) &&
5125 !Person::players[j]->isWallJump()) ||
5126 (Person::players[j]->animTarget == hanganim &&
5127 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
5128 Person::players[i]->lastseentime -= .2;
5129 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
5130 Person::players[i]->lastseentime -= .4;
5132 Person::players[i]->lastseentime -= .6;
5134 if (Person::players[i]->lastseentime <= 0) {
5135 Person::players[i]->aitype = searchtype;
5136 Person::players[i]->lastchecktime = 12;
5137 Person::players[i]->lastseen = Person::players[j]->coords;
5138 Person::players[i]->lastseentime = 12;
5145 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
5146 if (Person::players[i]->creature != wolftype) {
5147 Person::players[i]->stunned = .6;
5148 Person::players[i]->surprised = .6;
5150 if (Person::players[i]->creature == wolftype) {
5151 Person::players[i]->stunned = .47;
5152 Person::players[i]->surprised = .47;
5160 if (Person::players[i]->aitype == searchtype) {
5161 Person::players[i]->aiupdatedelay -= multiplier;
5162 Person::players[i]->losupdatedelay -= multiplier;
5163 if (!Person::players[i]->pause)
5164 Person::players[i]->lastseentime -= multiplier;
5165 Person::players[i]->lastchecktime -= multiplier;
5167 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
5168 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5169 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5171 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5173 j = checkcollide(test2, test, Person::players[i]->laststanding);
5175 j = checkcollide(test2, test);
5177 Person::players[i]->velocity = 0;
5178 Person::players[i]->setAnimation(Person::players[i]->getStop());
5179 Person::players[i]->targetyaw += 180;
5180 Person::players[i]->stunned = .5;
5181 //Person::players[i]->aitype=passivetype;
5182 Person::players[i]->aitype = pathfindtype;
5183 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5184 Person::players[i]->finalpathfindpoint = -1;
5185 Person::players[i]->targetpathfindpoint = -1;
5186 Person::players[i]->lastpathfindpoint = -1;
5187 Person::players[i]->lastpathfindpoint2 = -1;
5188 Person::players[i]->lastpathfindpoint3 = -1;
5189 Person::players[i]->lastpathfindpoint4 = -1;
5191 Person::players[i]->laststanding = j;
5194 //check out last seen location
5195 if (Person::players[i]->aiupdatedelay < 0) {
5196 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
5197 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5198 Person::players[i]->aiupdatedelay = .05;
5199 Person::players[i]->forwardkeydown = 1;
5201 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
5202 Person::players[i]->forwardkeydown = 0;
5203 Person::players[i]->aiupdatedelay = 1;
5204 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
5205 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
5206 Person::players[i]->lastchecktime = 3;
5209 Person::players[i]->leftkeydown = 0;
5210 Person::players[i]->backkeydown = 0;
5211 Person::players[i]->rightkeydown = 0;
5212 Person::players[i]->crouchkeydown = 0;
5213 Person::players[i]->attackkeydown = 0;
5214 Person::players[i]->throwkeydown = 0;
5216 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5217 if (!Person::players[i]->avoidsomething)
5218 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5220 XYZ leftpos, rightpos;
5221 float leftdist, rightdist;
5222 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5223 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5224 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5225 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5226 if (leftdist < rightdist)
5227 Person::players[i]->targetyaw += 90;
5229 Person::players[i]->targetyaw -= 90;
5233 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5234 Person::players[i]->jumpkeydown = 0;
5235 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5236 Person::players[i]->jumpkeydown = 1;
5238 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
5239 for (int k = 0; k < numenvsounds; k++) {
5240 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
5241 Person::players[i]->aitype = attacktypecutoff;
5245 if (!Person::players[0]->dead &&
5246 Person::players[i]->losupdatedelay < 0 &&
5248 Person::players[i]->occluded < 2 &&
5249 ((tutoriallevel != 1 || cananger) && hostile)) {
5250 Person::players[i]->losupdatedelay = .2;
5251 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
5252 Person::players[i]->aitype = attacktypecutoff;
5253 Person::players[i]->lastseentime = 1;
5255 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
5256 //TODO: factor out canSeePlayer()
5257 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
5258 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5260 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
5261 Person::players[i]->scale + Person::players[i]->coords,
5262 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
5263 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
5264 (Person::players[0]->animTarget == hanganim && normaldotproduct(
5265 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
5266 /* //TODO: changed j to 0 on a whim, make sure this is correct
5267 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
5268 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
5270 Person::players[i]->aitype = attacktypecutoff;
5271 Person::players[i]->lastseentime = 1;
5275 if (Person::players[i]->lastseentime < 0) {
5276 //Person::players[i]->aitype=passivetype;
5278 Person::players[i]->aitype = pathfindtype;
5279 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5280 Person::players[i]->finalpathfindpoint = -1;
5281 Person::players[i]->targetpathfindpoint = -1;
5282 Person::players[i]->lastpathfindpoint = -1;
5283 Person::players[i]->lastpathfindpoint2 = -1;
5284 Person::players[i]->lastpathfindpoint3 = -1;
5285 Person::players[i]->lastpathfindpoint4 = -1;
5289 if (Person::players[i]->aitype != gethelptype)
5290 Person::players[i]->runninghowlong = 0;
5292 //get help from buddies
5293 if (Person::players[i]->aitype == gethelptype) {
5294 Person::players[i]->runninghowlong += multiplier;
5295 Person::players[i]->aiupdatedelay -= multiplier;
5297 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
5298 Person::players[i]->aiupdatedelay = .2;
5301 //TODO: factor out closest search somehow
5302 if (!Person::players[i]->ally) {
5304 float closestdist = -1;
5305 for (int k = 0; k < Person::players.size(); k++) {
5306 if (k != i && k != 0 && !Person::players[k]->dead &&
5307 Person::players[k]->howactive < typedead1 &&
5308 !Person::players[k]->skeleton.free &&
5309 Person::players[k]->aitype == passivetype) {
5310 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
5311 if (closestdist == -1 || distance < closestdist) {
5312 closestdist = distance;
5319 Person::players[i]->ally = closest;
5321 Person::players[i]->ally = 0;
5322 Person::players[i]->lastseen = Person::players[0]->coords;
5323 Person::players[i]->lastseentime = 12;
5327 Person::players[i]->lastchecktime = 12;
5329 XYZ facing = Person::players[i]->coords;
5330 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
5331 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5332 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
5333 if (-1 != checkcollide(facing, flatfacing))
5334 Person::players[i]->lastseentime -= .1;
5336 //no available ally, run back to player
5337 if (Person::players[i]->ally <= 0 ||
5338 Person::players[Person::players[i]->ally]->skeleton.free ||
5339 Person::players[Person::players[i]->ally]->aitype != passivetype ||
5340 Person::players[i]->lastseentime <= 0) {
5341 Person::players[i]->aitype = searchtype;
5342 Person::players[i]->lastseentime = 12;
5346 if (Person::players[i]->ally > 0) {
5347 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
5348 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5349 Person::players[i]->aiupdatedelay = .05;
5350 Person::players[i]->forwardkeydown = 1;
5352 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
5353 Person::players[i]->aitype = searchtype;
5354 Person::players[i]->lastseentime = 12;
5355 Person::players[Person::players[i]->ally]->aitype = searchtype;
5356 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
5357 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
5358 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
5359 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
5363 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5364 if (!Person::players[i]->avoidsomething)
5365 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5367 XYZ leftpos, rightpos;
5368 float leftdist, rightdist;
5369 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5370 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5371 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5372 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5373 if (leftdist < rightdist)
5374 Person::players[i]->targetyaw += 90;
5376 Person::players[i]->targetyaw -= 90;
5381 Person::players[i]->leftkeydown = 0;
5382 Person::players[i]->backkeydown = 0;
5383 Person::players[i]->rightkeydown = 0;
5384 Person::players[i]->crouchkeydown = 0;
5385 Person::players[i]->attackkeydown = 0;
5387 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5388 Person::players[i]->jumpkeydown = 0;
5389 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
5390 Person::players[i]->jumpkeydown = 1;
5393 //retreiving a weapon on the ground
5394 if (Person::players[i]->aitype == getweapontype) {
5395 Person::players[i]->aiupdatedelay -= multiplier;
5396 Person::players[i]->lastchecktime -= multiplier;
5398 if (Person::players[i]->aiupdatedelay < 0) {
5399 Person::players[i]->aiupdatedelay = .2;
5402 if (Person::players[i]->ally < 0) {
5404 float closestdist = -1;
5405 for (int k = 0; k < weapons.size(); k++)
5406 if (weapons[k].owner == -1) {
5407 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
5408 if (closestdist == -1 || distance < closestdist) {
5409 closestdist = distance;
5415 Person::players[i]->ally = closest;
5417 Person::players[i]->ally = -1;
5420 Person::players[i]->lastseentime = 12;
5422 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
5423 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
5424 Person::players[i]->aitype = attacktypecutoff;
5425 Person::players[i]->lastseentime = 1;
5427 if (!Person::players[0]->dead)
5428 if (Person::players[i]->ally >= 0) {
5429 if (weapons[Person::players[i]->ally].owner != -1 ||
5430 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
5431 Person::players[i]->aitype = attacktypecutoff;
5432 Person::players[i]->lastseentime = 1;
5434 //TODO: factor these out as moveToward()
5435 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
5436 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5437 Person::players[i]->aiupdatedelay = .05;
5438 Person::players[i]->forwardkeydown = 1;
5441 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
5442 if (!Person::players[i]->avoidsomething)
5443 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5445 XYZ leftpos, rightpos;
5446 float leftdist, rightdist;
5447 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
5448 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
5449 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
5450 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
5451 if (leftdist < rightdist)
5452 Person::players[i]->targetyaw += 90;
5454 Person::players[i]->targetyaw -= 90;
5459 Person::players[i]->leftkeydown = 0;
5460 Person::players[i]->backkeydown = 0;
5461 Person::players[i]->rightkeydown = 0;
5462 Person::players[i]->attackkeydown = 0;
5463 Person::players[i]->throwkeydown = 1;
5464 Person::players[i]->crouchkeydown = 0;
5465 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
5466 Person::players[i]->animTarget != removeknifeanim)
5467 Person::players[i]->throwtogglekeydown = 0;
5468 Person::players[i]->drawkeydown = 0;
5470 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
5471 Person::players[i]->jumpkeydown = 0;
5472 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
5473 Person::players[i]->jumpkeydown = 1;
5476 if (Person::players[i]->aitype == attacktypecutoff) {
5477 Person::players[i]->aiupdatedelay -= multiplier;
5478 //dodge or reverse rabbit kicks, knife throws, flips
5479 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
5480 if ((Person::players[0]->animTarget == rabbitkickanim ||
5481 Person::players[0]->animTarget == knifethrowanim ||
5482 (Person::players[0]->isFlip() &&
5483 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
5484 !Person::players[0]->skeleton.free &&
5485 (Person::players[i]->aiupdatedelay < .1)) {
5486 Person::players[i]->attackkeydown = 0;
5487 if (Person::players[i]->isIdle())
5488 Person::players[i]->crouchkeydown = 1;
5489 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
5490 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
5491 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
5492 if (abs(Random() % 2 == 0))
5493 Person::players[i]->setAnimation(backhandspringanim);
5495 Person::players[i]->setAnimation(rollanim);
5496 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
5497 Person::players[i]->wentforweapon = 0;
5499 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
5500 Person::players[i]->setAnimation(flipanim);
5503 Person::players[i]->forwardkeydown = 0;
5504 Person::players[i]->aiupdatedelay = .02;
5506 //get confused by flips
5507 if (Person::players[0]->isFlip() &&
5508 !Person::players[0]->skeleton.free &&
5509 Person::players[0]->animTarget != walljumprightkickanim &&
5510 Person::players[0]->animTarget != walljumpleftkickanim) {
5511 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
5512 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
5513 Person::players[i]->stunned = 1;
5515 //go for weapon on the ground
5516 if (Person::players[i]->wentforweapon < 3)
5517 for (int k = 0; k < weapons.size(); k++)
5518 if (Person::players[i]->creature != wolftype)
5519 if (Person::players[i]->num_weapons == 0 &&
5520 weapons[k].owner == -1 &&
5521 weapons[i].velocity.x == 0 &&
5522 weapons[i].velocity.z == 0 &&
5523 weapons[i].velocity.y == 0) {
5524 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
5525 Person::players[i]->wentforweapon++;
5526 Person::players[i]->lastchecktime = 6;
5527 Person::players[i]->aitype = getweapontype;
5528 Person::players[i]->ally = -1;
5531 //dodge/reverse walljump kicks
5532 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
5533 if (animation[Person::players[i]->animTarget].height != highheight)
5534 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
5535 ((Person::players[0]->animTarget == walljumprightkickanim ||
5536 Person::players[0]->animTarget == walljumpleftkickanim) &&
5537 ((Person::players[i]->aiupdatedelay < .15 &&
5539 (Person::players[i]->aiupdatedelay < .08 &&
5540 difficulty != 2)))) {
5541 Person::players[i]->crouchkeydown = 1;
5543 //walked off a ledge (?)
5544 if (Person::players[i]->isRun() && !Person::players[i]->onground)
5545 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
5546 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
5548 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
5550 j = checkcollide(test2, test, Person::players[i]->laststanding);
5552 j = checkcollide(test2, test);
5554 Person::players[i]->velocity = 0;
5555 Person::players[i]->setAnimation(Person::players[i]->getStop());
5556 Person::players[i]->targetyaw += 180;
5557 Person::players[i]->stunned = .5;
5558 Person::players[i]->aitype = pathfindtype;
5559 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5560 Person::players[i]->finalpathfindpoint = -1;
5561 Person::players[i]->targetpathfindpoint = -1;
5562 Person::players[i]->lastpathfindpoint = -1;
5563 Person::players[i]->lastpathfindpoint2 = -1;
5564 Person::players[i]->lastpathfindpoint3 = -1;
5565 Person::players[i]->lastpathfindpoint4 = -1;
5567 Person::players[i]->laststanding = j;
5569 //lose sight of player in the air (?)
5570 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
5571 animation[Person::players[0]->animTarget].height != highheight &&
5572 !Person::players[0]->onterrain) {
5573 Person::players[i]->aitype = pathfindtype;
5574 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5575 Person::players[i]->finalpathfindpoint = -1;
5576 Person::players[i]->targetpathfindpoint = -1;
5577 Person::players[i]->lastpathfindpoint = -1;
5578 Person::players[i]->lastpathfindpoint2 = -1;
5579 Person::players[i]->lastpathfindpoint3 = -1;
5580 Person::players[i]->lastpathfindpoint4 = -1;
5582 //it's time to think (?)
5583 if (Person::players[i]->aiupdatedelay < 0 &&
5584 !animation[Person::players[i]->animTarget].attack &&
5585 Person::players[i]->animTarget != staggerbackhighanim &&
5586 Person::players[i]->animTarget != staggerbackhardanim &&
5587 Person::players[i]->animTarget != backhandspringanim &&
5588 Person::players[i]->animTarget != dodgebackanim) {
5590 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
5591 Person::players[i]->drawkeydown = Random() % 2;
5593 Person::players[i]->drawkeydown = 0;
5594 Person::players[i]->rabbitkickenabled = Random() % 2;
5596 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
5597 XYZ targetpoint = Person::players[0]->coords;
5598 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
5599 distsq(&rotatetarget, &Person::players[i]->coords))
5600 targetpoint += Person::players[0]->velocity *
5601 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
5602 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
5603 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
5604 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
5606 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
5607 Person::players[i]->forwardkeydown = 1;
5608 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
5609 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
5610 Person::players[0]->weaponactive != -1)
5611 Person::players[i]->forwardkeydown = 1;
5612 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
5613 Person::players[i]->forwardkeydown = 1;
5615 Person::players[i]->forwardkeydown = 0;
5616 //chill out around the corpse
5617 if (Person::players[0]->dead) {
5618 Person::players[i]->forwardkeydown = 0;
5619 if (Random() % 10 == 0)
5620 Person::players[i]->forwardkeydown = 1;
5621 if (Random() % 100 == 0) {
5622 Person::players[i]->aitype = pathfindtype;
5623 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
5624 Person::players[i]->finalpathfindpoint = -1;
5625 Person::players[i]->targetpathfindpoint = -1;
5626 Person::players[i]->lastpathfindpoint = -1;
5627 Person::players[i]->lastpathfindpoint2 = -1;
5628 Person::players[i]->lastpathfindpoint3 = -1;
5629 Person::players[i]->lastpathfindpoint4 = -1;
5632 Person::players[i]->leftkeydown = 0;
5633 Person::players[i]->backkeydown = 0;
5634 Person::players[i]->rightkeydown = 0;
5635 Person::players[i]->crouchkeydown = 0;
5636 Person::players[i]->throwkeydown = 0;
5638 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
5639 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
5641 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
5642 Person::players[i]->attackkeydown = 1;
5644 Person::players[i]->attackkeydown = 0;
5645 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
5646 Person::players[i]->attackkeydown = 0;
5649 if (Person::players[i]->aitype != playercontrolled &&
5650 (Person::players[i]->isIdle() ||
5651 Person::players[i]->isCrouch() ||
5652 Person::players[i]->isRun())) {
5654 for (int j = 0; j < Person::players.size(); j++)
5655 if (j != i && !Person::players[j]->skeleton.free &&
5656 Person::players[j]->hasvictim &&
5657 (tutoriallevel == 1 && reversaltrain ||
5658 Random() % 2 == 0 && difficulty == 2 ||
5659 Random() % 4 == 0 && difficulty == 1 ||
5660 Random() % 8 == 0 && difficulty == 0 ||
5661 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
5662 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
5663 (Random() % 2 == 0 || difficulty == 2) ||
5664 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
5665 Person::players[j]->weaponactive != -1 ||
5666 Person::players[j]->animTarget == swordslashanim &&
5667 Person::players[i]->weaponactive != -1 ||
5668 Person::players[j]->animTarget == staffhitanim ||
5669 Person::players[j]->animTarget == staffspinhitanim))
5670 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
5671 Person::players[j]->victim == Person::players[i] &&
5672 (Person::players[j]->animTarget == sweepanim ||
5673 Person::players[j]->animTarget == spinkickanim ||
5674 Person::players[j]->animTarget == staffhitanim ||
5675 Person::players[j]->animTarget == staffspinhitanim ||
5676 Person::players[j]->animTarget == winduppunchanim ||
5677 Person::players[j]->animTarget == upunchanim ||
5678 Person::players[j]->animTarget == wolfslapanim ||
5679 Person::players[j]->animTarget == knifeslashstartanim ||
5680 Person::players[j]->animTarget == swordslashanim &&
5681 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
5682 Person::players[i]->weaponactive != -1))) {
5689 Person::players[target]->Reverse();
5692 if (Person::players[i]->collided < 1)
5693 Person::players[i]->jumpkeydown = 0;
5694 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
5695 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
5696 Person::players[i]->onterrain &&
5697 Person::players[i]->creature == rabbittype)
5698 Person::players[i]->jumpkeydown = 1;
5699 //TODO: why are we controlling the human?
5700 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
5701 Person::players[0]->jumpkeydown = 0;
5702 if (Person::players[0]->animTarget == jumpdownanim &&
5703 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
5704 Person::players[i]->crouchkeydown = 1;
5705 if (Person::players[i]->jumpkeydown)
5706 Person::players[i]->attackkeydown = 0;
5708 if (tutoriallevel == 1)
5710 Person::players[i]->attackkeydown = 0;
5713 XYZ facing = Person::players[i]->coords;
5714 XYZ flatfacing = Person::players[0]->coords;
5715 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
5716 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
5717 if (Person::players[i]->occluded >= 2)
5718 if (-1 != checkcollide(facing, flatfacing)) {
5719 if (!Person::players[i]->pause)
5720 Person::players[i]->lastseentime -= .2;
5721 if (Person::players[i]->lastseentime <= 0 &&
5722 (Person::players[i]->creature != wolftype ||
5723 Person::players[i]->weaponstuck == -1)) {
5724 Person::players[i]->aitype = searchtype;
5725 Person::players[i]->lastchecktime = 12;
5726 Person::players[i]->lastseen = Person::players[0]->coords;
5727 Person::players[i]->lastseentime = 12;
5730 Person::players[i]->lastseentime = 1;
5733 if (animation[Person::players[0]->animTarget].height == highheight &&
5734 (Person::players[i]->aitype == attacktypecutoff ||
5735 Person::players[i]->aitype == searchtype))
5736 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
5737 XYZ test = Person::players[0]->coords;
5739 if (-1 == checkcollide(Person::players[0]->coords, test))
5740 Person::players[i]->stunned = 1;
5743 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
5744 Person::players[i]->stunned > 0 ||
5745 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
5746 if (Person::players[i]->pause)
5747 Person::players[i]->lastseentime = 1;
5748 Person::players[i]->targetyaw = Person::players[i]->yaw;
5749 Person::players[i]->forwardkeydown = 0;
5750 Person::players[i]->leftkeydown = 0;
5751 Person::players[i]->backkeydown = 0;
5752 Person::players[i]->rightkeydown = 0;
5753 Person::players[i]->jumpkeydown = 0;
5754 Person::players[i]->attackkeydown = 0;
5755 Person::players[i]->crouchkeydown = 0;
5756 Person::players[i]->throwkeydown = 0;
5764 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5765 facing = flatfacing;
5767 if (Person::players[i]->aitype == attacktypecutoff) {
5768 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
5769 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
5770 } else if (Person::players[i]->howactive >= typesleeping) {
5771 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
5772 Person::players[i]->targetheadpitch = 0;
5774 if (Person::players[i]->interestdelay <= 0) {
5775 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
5776 Person::players[i]->headtarget = Person::players[i]->coords;
5777 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
5778 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
5779 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
5780 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
5782 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
5783 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
5790 void updateSettingsMenu()
5793 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
5794 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
5796 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
5797 Menu::setText(0, sbuf);
5798 if (newdetail == 0) Menu::setText(1, "Detail: Low");
5799 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
5800 if (newdetail == 2) Menu::setText(1, "Detail: High");
5801 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
5802 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
5803 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
5804 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
5805 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
5806 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
5807 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
5808 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
5809 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
5810 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
5811 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
5812 Menu::setText(10, sbuf);
5813 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
5814 Menu::setText(11, sbuf);
5815 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
5816 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
5817 sprintf (sbuf, "Back");
5819 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
5820 Menu::setText(8, sbuf);
5823 void updateStereoConfigMenu()
5826 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
5827 Menu::setText(0, sbuf);
5828 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
5829 Menu::setText(1, sbuf);
5830 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
5831 Menu::setText(2, sbuf);
5834 void updateControlsMenu()
5836 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
5837 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
5838 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
5839 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
5840 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
5841 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
5842 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
5843 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
5844 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
5846 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
5850 Values of mainmenu :
5852 2 Menu pause (resume/end game)
5854 4 Controls configuration menu
5855 5 Main game menu (choose level or challenge)
5856 6 Deleting user menu
5857 7 User managment menu (select/add)
5858 8 Choose difficulty menu
5859 9 Challenge level selection menu
5860 10 End of the campaign congratulation (is that really a menu?)
5861 11 Same that 9 ??? => unused
5862 18 stereo configuration
5865 void Game::LoadMenu()
5871 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
5872 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
5873 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
5874 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
5877 Menu::addButton( 0, "", 10 + 20, 440);
5878 Menu::addButton( 1, "", 10 + 60, 405);
5879 Menu::addButton( 2, "", 10 + 70, 370);
5880 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
5881 Menu::addButton( 4, "", 10 , 335);
5882 Menu::addButton( 5, "", 10 + 60, 300);
5883 Menu::addButton( 6, "", 10 + 70, 265);
5884 Menu::addButton( 9, "", 10 , 230);
5885 Menu::addButton(10, "", 20 , 195);
5886 Menu::addButton(11, "", 10 + 60, 160);
5887 Menu::addButton(13, "", 30 , 125);
5888 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
5889 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
5890 Menu::addButton(8, "Back", 10, 10);
5891 updateSettingsMenu();
5894 Menu::addButton(0, "", 10 , 400);
5895 Menu::addButton(1, "", 10 + 40, 360);
5896 Menu::addButton(2, "", 10 + 40, 320);
5897 Menu::addButton(3, "", 10 + 30, 280);
5898 Menu::addButton(4, "", 10 + 20, 240);
5899 Menu::addButton(5, "", 10 + 40, 200);
5900 Menu::addButton(6, "", 10 + 40, 160);
5901 Menu::addButton(7, "", 10 + 30, 120);
5902 Menu::addButton(8, "", 10 + 20, 80);
5904 Menu::addButton(9, "", 10 + 10, 40);
5905 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
5906 updateControlsMenu();
5910 Menu::addLabel(-1, accountactive->getName(), 5, 400);
5911 Menu::addButton(1, "Tutorial", 5, 300);
5912 Menu::addButton(2, "Challenge", 5, 240);
5913 Menu::addButton(3, "Delete User", 400, 10);
5914 Menu::addButton(4, "Main Menu", 5, 10);
5915 Menu::addButton(5, "Change User", 5, 180);
5916 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
5919 //with (2,-5) offset from old code
5920 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
5922 int numlevels = accountactive->getCampaignChoicesMade();
5923 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
5924 for (int i = 0; i < numlevels; i++) {
5925 XYZ midpoint = campaignlevels[i].getCenter();
5926 float itemsize = campaignlevels[i].getWidth();
5927 const bool active = i >= accountactive->getCampaignChoicesMade();
5932 XYZ start = campaignlevels[i - 1].getCenter();
5933 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);
5935 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
5936 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
5939 Menu::addMapLabel(-2, campaignlevels[i].description,
5940 campaignlevels[i].getStartX() + 10,
5941 campaignlevels[i].getStartY() - 4);
5947 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
5948 Menu::addButton(1, "Yes", 10, 360);
5949 Menu::addButton(2, "No", 10, 320);
5952 if (Account::getNbAccounts() < 8)
5953 Menu::addButton(0, "New User", 10, 400);
5955 Menu::addLabel(0, "No More Users", 10, 400);
5956 Menu::addLabel(-2, "", 20, 400);
5957 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
5958 for (int i = 0; i < Account::getNbAccounts(); i++)
5959 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
5962 Menu::addButton(0, "Easier", 10, 400);
5963 Menu::addButton(1, "Difficult", 10, 360);
5964 Menu::addButton(2, "Insane", 10, 320);
5967 for (int i = 0; i < numchallengelevels; i++) {
5970 sprintf (temp, "Level %d", i + 1);
5971 for (int j = strlen(temp); j < 17; j++)
5974 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
5975 for (int j = strlen(temp); j < (32 - 17); j++)
5978 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
5979 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
5982 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
5985 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
5988 Menu::addButton(-1, " High Score Best Time", 10, 440);
5989 Menu::addButton(numchallengelevels, "Back", 10, 10);
5992 Menu::addLabel(0, "Congratulations!", 220, 330);
5993 Menu::addLabel(1, "You have avenged your family and", 140, 300);
5994 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
5995 Menu::addButton(3, "Back", 10, 10);
5997 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
5998 Menu::addLabel(4, sbuf, 190, 200);
5999 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
6000 Menu::addLabel(5, sbuf, 190, 180);
6004 Menu::addButton(0, "", 70, 400);
6005 Menu::addButton(1, "", 10, 360);
6006 Menu::addButton(2, "", 40, 320);
6007 Menu::addButton(3, "Back", 10, 10);
6008 updateStereoConfigMenu();
6013 extern set<pair<int,int>> resolutions;
6018 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
6020 // some specific case where we do something even if the left mouse button is not pressed.
6021 if ((mainmenu == 5) && (endgame == 2)) {
6022 accountactive->endGame();
6027 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
6028 stereoseparation -= 0.001;
6029 updateStereoConfigMenu();
6032 static int oldmainmenu = mainmenu;
6036 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
6037 set<pair<int,int>>::iterator newscreenresolution;
6043 if (gameon) { //resume
6045 pause_sound(stream_menutheme);
6046 resume_stream(leveltheme);
6048 fireSound(firestartsound);
6050 mainmenu = (accountactive ? 5 : 7);
6062 if (newscreenwidth > 3000)
6063 newscreenwidth = screenwidth;
6064 if (newscreenwidth < 0)
6065 newscreenwidth = screenwidth;
6066 if (newscreenheight > 3000)
6067 newscreenheight = screenheight;
6068 if (newscreenheight < 0)
6069 newscreenheight = screenheight;
6074 if (gameon) { //end game
6079 pause_sound(stream_menutheme);
6088 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
6089 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
6090 newscreenresolution++;
6091 if (newscreenresolution == resolutions.end()) {
6092 /* It was the last one (or not found), go back to the beginning */
6093 newscreenresolution = resolutions.begin();
6095 newscreenwidth = newscreenresolution->first;
6096 newscreenheight = newscreenresolution->second;
6105 if (bloodtoggle > 2)
6114 ismotionblur = !ismotionblur;
6120 musictoggle = !musictoggle;
6122 emit_stream_np(stream_menutheme);
6124 pause_sound(leveltheme);
6125 pause_sound(stream_fighttheme);
6126 pause_sound(stream_menutheme);
6128 for (int i = 0; i < 4; i++) {
6129 oldmusicvolume[i] = 0;
6143 mainmenu = gameon ? 2 : 1;
6146 invertmouse = !invertmouse;
6149 usermousesensitivity += .2;
6150 if (usermousesensitivity > 2)
6151 usermousesensitivity = .2;
6155 if (volume > 1.0001f)
6157 OPENAL_SetSFXMasterVolume((int)(volume * 255));
6161 newstereomode = stereomode;
6166 showdamagebar = !showdamagebar;
6169 updateSettingsMenu();
6174 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
6175 keyselect = selected;
6176 if (keyselect != -1)
6178 if (selected == (debugmode ? 10 : 9)) {
6183 updateControlsMenu();
6188 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
6189 startbonustotal = 0;
6198 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
6199 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
6202 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6206 pause_sound(stream_menutheme);
6210 startbonustotal = 0;
6223 pause_sound(stream_menutheme);
6232 mainmenu = (gameon ? 2 : 1);
6238 vector<string> campaigns = ListCampaigns();
6239 vector<string>::iterator c;
6240 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
6241 if (!campaigns.empty())
6242 accountactive->setCurrentCampaign(campaigns.front());
6245 if (c == campaigns.end())
6246 c = campaigns.begin();
6247 accountactive->setCurrentCampaign(*c);
6255 if (selected == 1) {
6257 accountactive = Account::destroy(accountactive);
6259 } else if (selected == 2) {
6266 if (selected == 0 && Account::getNbAccounts() < 8) {
6268 } else if (selected < Account::getNbAccounts() + 1) {
6271 accountactive = Account::get(selected - 1);
6272 } else if (selected == Account::getNbAccounts() + 1) {
6278 displaytext[0].clear();
6279 displayselected = 0;
6287 accountactive->setDifficulty(selected);
6291 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
6295 startbonustotal = 0;
6299 targetlevel = selected;
6304 Loadlevel(selected);
6309 pause_sound(stream_menutheme);
6311 if (selected == numchallengelevels) {
6318 if (selected == 3) {
6326 stereoseparation += 0.001;
6329 if (selected == 0) {
6330 newstereomode = (StereoMode)(newstereomode + 1);
6331 while (!CanInitStereo(newstereomode)) {
6332 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
6333 newstereomode = (StereoMode)(newstereomode + 1);
6334 if (newstereomode >= stereoCount)
6335 newstereomode = stereoNone;
6337 } else if (selected == 2) {
6338 stereoreverse = !stereoreverse;
6339 } else if (selected == 3) {
6343 stereomode = newstereomode;
6344 InitStereo(stereomode);
6347 updateStereoConfigMenu();
6352 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6354 if (mainmenu == 3) {
6359 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
6362 inputText(displaytext[0], &displayselected);
6363 if (!waiting) { // the input as finished
6364 if (!displaytext[0].empty()) { // with enter
6365 accountactive = Account::add(string(displaytext[0]));
6371 fireSound(firestartsound);
6373 displaytext[0].clear();
6375 displayselected = 0;
6381 displayblinkdelay -= multiplier;
6382 if (displayblinkdelay <= 0) {
6383 displayblinkdelay = .3;
6384 displayblink = 1 - displayblink;
6389 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
6390 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
6393 if (oldmainmenu != mainmenu)
6395 oldmainmenu = mainmenu;
6401 static XYZ facing, flatfacing;
6404 for (int i = 0; i < 15; i++) {
6405 displaytime[i] += multiplier;
6408 keyboardfrozen = false;
6411 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
6412 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6413 stereoreverse = true;
6415 stereoreverse = false;
6418 printf("Stereo reversed\n");
6420 printf("Stereo unreversed\n");
6423 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
6424 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6425 stereoseparation -= 0.001;
6427 stereoseparation -= 0.010;
6428 printf("Stereo decreased increased to %f\n", stereoseparation);
6431 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
6432 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
6433 stereoseparation += 0.001;
6435 stereoseparation += 0.010;
6436 printf("Stereo separation increased to %f\n", stereoseparation);
6440 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
6441 if (tutorialstage != 51)
6442 tutorialstagetime = tutorialmaxtime;
6443 emit_sound_np(consolefailsound, 128.);
6447 Values of mainmenu :
6449 2 Menu pause (resume/end game)
6451 4 Controls configuration menu
6452 5 Main game menu (choose level or challenge)
6453 6 Deleting user menu
6454 7 User managment menu (select/add)
6455 8 Choose difficulty menu
6456 9 Challenge level selection menu
6457 10 End of the campaign congratulation (is that really a menu?)
6458 11 Same that 9 ??? => unused
6459 18 stereo configuration
6464 if (mainmenu && endgame == 1)
6466 //go to level select after completing a campaign level
6467 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
6474 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6475 emit_stream_np(stream_menutheme);
6476 pause_sound(leveltheme);
6480 //escape key pressed
6481 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
6482 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
6484 if (mainmenu == 0 && !winfreeze)
6485 mainmenu = 2; //pause
6486 else if (mainmenu == 1 || mainmenu == 2) {
6487 mainmenu = 0; //unpause
6490 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
6491 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6492 emit_stream_np(stream_menutheme);
6493 pause_sound(leveltheme);
6495 //on resume, play level music
6497 pause_sound(stream_menutheme);
6498 resume_stream(leveltheme);
6500 //finished with settings menu
6501 if (mainmenu == 3) {
6505 if (mainmenu >= 3 && mainmenu != 8) {
6513 mainmenu = gameon ? 2 : 1;
6535 hostiletime += multiplier;
6539 leveltime += multiplier;
6542 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
6543 freeze = 1 - freeze;
6545 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6549 if (Input::isKeyPressed(consolekey) && debugmode) {
6552 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6561 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6562 inputText(consoletext[0], &consoleselected);
6564 if (!consoletext[0].empty()) {
6565 cmd_dispatch(consoletext[0]);
6566 for (int k = 14; k >= 1; k--) {
6567 consoletext[k] = consoletext[k - 1];
6569 consoletext[0].clear();
6570 consoleselected = 0;
6574 consoleblinkdelay -= multiplier;
6575 if (consoleblinkdelay <= 0) {
6576 consoleblinkdelay = .3;
6577 consoleblink = 1 - consoleblink;
6583 if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
6585 if (mainmenu == 3) {
6590 static int oldwinfreeze;
6591 if (winfreeze && !oldwinfreeze) {
6592 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6593 emit_sound_np(consolesuccesssound);
6596 oldwinfreeze = winfreeze;
6600 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
6603 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
6607 } else if (winfreeze) {
6615 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
6618 static float talkdelay = 0;
6620 if (indialogue != -1)
6622 talkdelay -= multiplier;
6624 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
6625 for (int i = 0; i < numdialogues; i++) {
6626 int realdialoguetype;
6628 if (dialoguetype[i] > 49) {
6629 realdialoguetype = dialoguetype[i] - 50;
6631 } else if (dialoguetype[i] > 39) {
6632 realdialoguetype = dialoguetype[i] - 40;
6634 } else if (dialoguetype[i] > 29) {
6635 realdialoguetype = dialoguetype[i] - 30;
6637 } else if (dialoguetype[i] > 19) {
6638 realdialoguetype = dialoguetype[i] - 20;
6640 } else if (dialoguetype[i] > 9) {
6641 realdialoguetype = dialoguetype[i] - 10;
6644 realdialoguetype = dialoguetype[i];
6647 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
6648 realdialoguetype < Person::players.size() &&
6649 realdialoguetype > 0 &&
6650 (dialoguegonethrough[i] == 0 || !special) &&
6651 (special || Input::isKeyPressed(attackkey))) {
6652 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
6653 Person::players[realdialoguetype]->howactive >= typedead1 ||
6654 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
6656 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
6657 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
6658 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6659 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
6660 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
6661 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
6662 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
6667 dialoguegonethrough[i]++;
6668 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6669 playdialogueboxsound();
6675 windvar += multiplier;
6676 smoketex += multiplier;
6677 tutorialstagetime += multiplier;
6680 static float hotspotvisual[40];
6684 for (int i = 0; i < numhotspots; i++)
6685 hotspotvisual[i] -= multiplier / 320;
6687 for (int i = 0; i < numhotspots; i++) {
6688 //if(hotspottype[i]<=10)
6689 while (hotspotvisual[i] < 0) {
6691 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
6692 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
6693 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
6694 hotspotsprite += hotspot[i];
6695 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
6696 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
6700 for (int i = 0; i < numhotspots; i++) {
6701 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
6702 hotspot[i] = Person::players[hotspottype[i]]->coords;
6708 if (tutoriallevel) {
6713 if (tutoriallevel != 1) {
6714 if (bonustime == 0 &&
6715 bonus != solidhit &&
6716 bonus != spinecrusher &&
6717 bonus != tracheotomy &&
6718 bonus != backstab &&
6720 emit_sound_np(consolesuccesssound);
6722 } else if (bonustime == 0) {
6723 emit_sound_np(fireendsound);
6725 if (bonustime == 0) {
6726 if (bonus != solidhit &&
6727 bonus != twoxcombo &&
6728 bonus != threexcombo &&
6729 bonus != fourxcombo &&
6733 bonusnum[bonus] += 0.15;
6736 bonusvalue /= bonusnum[bonus];
6737 bonustotal += bonusvalue;
6739 bonustime += multiplier;
6742 if (environment == snowyenvironment) {
6743 precipdelay -= multiplier;
6744 while (precipdelay < 0) {
6748 XYZ footvel, footpoint;
6751 footpoint = viewer + viewerfacing * 6;
6752 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
6753 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
6754 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
6755 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
6760 doAerialAcrobatics();
6763 static XYZ oldviewer;
6766 if (indialogue == -1) {
6767 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
6768 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
6769 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
6770 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
6771 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
6772 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
6773 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
6774 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
6776 Person::players[0]->forwardkeydown = 0;
6777 Person::players[0]->leftkeydown = 0;
6778 Person::players[0]->backkeydown = 0;
6779 Person::players[0]->rightkeydown = 0;
6780 Person::players[0]->jumpkeydown = 0;
6781 Person::players[0]->crouchkeydown = 0;
6782 Person::players[0]->drawkeydown = 0;
6783 Person::players[0]->throwkeydown = 0;
6786 if (!Person::players[0]->jumpkeydown)
6787 Person::players[0]->jumpclimb = 0;
6790 if (indialogue != -1) {
6796 facing = DoRotation(facing, -pitch, 0, 0);
6797 facing = DoRotation(facing, 0, 0 - yaw, 0);
6802 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
6804 if (Input::isKeyDown(forwardkey))
6805 viewer += facing * multiplier * 4;
6806 if (Input::isKeyDown(backkey))
6807 viewer -= facing * multiplier * 4;
6808 if (Input::isKeyDown(leftkey))
6809 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
6810 if (Input::isKeyDown(rightkey))
6811 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
6812 if (Input::isKeyDown(jumpkey))
6813 viewer.y += multiplier * 4;
6814 if (Input::isKeyDown(crouchkey))
6815 viewer.y -= multiplier * 4;
6816 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6817 Input::isKeyPressed(SDL_SCANCODE_2) ||
6818 Input::isKeyPressed(SDL_SCANCODE_3) ||
6819 Input::isKeyPressed(SDL_SCANCODE_4) ||
6820 Input::isKeyPressed(SDL_SCANCODE_5) ||
6821 Input::isKeyPressed(SDL_SCANCODE_6) ||
6822 Input::isKeyPressed(SDL_SCANCODE_7) ||
6823 Input::isKeyPressed(SDL_SCANCODE_8) ||
6824 Input::isKeyPressed(SDL_SCANCODE_9) ||
6825 Input::isKeyPressed(SDL_SCANCODE_0) ||
6826 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
6828 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
6829 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
6830 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
6831 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
6832 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
6833 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
6834 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
6835 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
6836 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
6837 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
6838 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
6840 if (whichend != -1) {
6841 participantfocus[whichdialogue][indialogue] = whichend;
6842 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
6843 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
6845 if (whichend == -1) {
6846 participantfocus[whichdialogue][indialogue] = -1;
6848 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6853 dialoguecamera[whichdialogue][indialogue] = viewer;
6854 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
6855 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
6857 if (indialogue < numdialogueboxes[whichdialogue]) {
6858 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6859 playdialogueboxsound();
6863 for (int j = 0; j < Person::players.size(); j++) {
6864 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
6867 //TODO: should these be KeyDown or KeyPressed?
6868 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
6869 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
6870 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
6871 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
6872 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
6873 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
6874 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
6875 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
6876 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
6877 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
6879 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
6880 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
6881 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
6882 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
6883 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
6884 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
6885 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
6886 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
6887 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
6888 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
6889 participantfacing[whichdialogue][indialogue][whichend] = facing;
6891 if (indialogue >= numdialogueboxes[whichdialogue]) {
6898 pause_sound(whooshsound);
6899 viewer = dialoguecamera[whichdialogue][indialogue];
6900 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
6901 yaw = dialoguecamerayaw[whichdialogue][indialogue];
6902 pitch = dialoguecamerapitch[whichdialogue][indialogue];
6903 if (dialoguetime > 0.5)
6904 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
6905 Input::isKeyPressed(SDL_SCANCODE_2) ||
6906 Input::isKeyPressed(SDL_SCANCODE_3) ||
6907 Input::isKeyPressed(SDL_SCANCODE_4) ||
6908 Input::isKeyPressed(SDL_SCANCODE_5) ||
6909 Input::isKeyPressed(SDL_SCANCODE_6) ||
6910 Input::isKeyPressed(SDL_SCANCODE_7) ||
6911 Input::isKeyPressed(SDL_SCANCODE_8) ||
6912 Input::isKeyPressed(SDL_SCANCODE_9) ||
6913 Input::isKeyPressed(SDL_SCANCODE_0) ||
6914 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
6915 Input::isKeyPressed(attackkey)) {
6917 if (indialogue < numdialogueboxes[whichdialogue]) {
6918 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
6919 playdialogueboxsound();
6920 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
6921 hotspot[numhotspots] = Person::players[0]->coords;
6922 hotspotsize[numhotspots] = 10;
6923 hotspottype[numhotspots] = -1;
6927 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
6931 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
6939 if (indialogue >= numdialogueboxes[whichdialogue]) {
6943 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
6946 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
6949 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
6951 for (int i = 1; i < Person::players.size(); i++) {
6952 Person::players[i]->aitype = attacktypecutoff;
6959 if (!Person::players[0]->jumpkeydown) {
6960 Person::players[0]->jumptogglekeydown = 0;
6962 if (Person::players[0]->jumpkeydown &&
6963 Person::players[0]->animTarget != jumpupanim &&
6964 Person::players[0]->animTarget != jumpdownanim &&
6965 !Person::players[0]->isFlip())
6966 Person::players[0]->jumptogglekeydown = 1;
6969 dialoguetime += multiplier;
6970 hawkyaw += multiplier * 25;
6972 realhawkcoords.x = 25;
6973 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
6974 hawkcalldelay -= multiplier / 2;
6976 if (hawkcalldelay <= 0) {
6977 emit_sound_at(hawksound, realhawkcoords);
6979 hawkcalldelay = 16 + abs(Random() % 8);
6986 doPlayerCollisions();
6990 for (int k = 0; k < Person::players.size(); k++)
6991 if (k != 0 && Person::players[k]->immobile)
6992 Person::players[k]->coords = Person::players[k]->realoldcoords;
6994 for (int k = 0; k < Person::players.size(); k++) {
6995 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6996 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
6997 Person::players[k]->DoDamage(1000);
7003 static bool respawnkeydown;
7004 if (!editorenabled &&
7005 (whichlevel != -2 &&
7006 (Input::isKeyDown(SDL_SCANCODE_Z) &&
7007 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
7009 (Input::isKeyDown(jumpkey) &&
7012 Person::players[0]->dead))) {
7013 targetlevel = whichlevel;
7017 if (!Input::isKeyDown(jumpkey))
7019 if (Input::isKeyDown(jumpkey))
7025 static bool movekey;
7028 for (int i = 0; i < Person::players.size(); i++) {
7029 static float oldtargetyaw;
7030 if (!Person::players[i]->skeleton.free) {
7031 oldtargetyaw = Person::players[i]->targetyaw;
7032 if (i == 0 && indialogue == -1) {
7033 //TODO: refactor repetitive code
7034 if (!animation[Person::players[0]->animTarget].attack &&
7035 Person::players[0]->animTarget != staggerbackhighanim &&
7036 Person::players[0]->animTarget != staggerbackhardanim &&
7037 Person::players[0]->animTarget != crouchremoveknifeanim &&
7038 Person::players[0]->animTarget != removeknifeanim &&
7039 Person::players[0]->animTarget != backhandspringanim &&
7040 Person::players[0]->animTarget != dodgebackanim &&
7041 Person::players[0]->animTarget != walljumprightkickanim &&
7042 Person::players[0]->animTarget != walljumpleftkickanim) {
7044 Person::players[0]->targetyaw = 0;
7046 Person::players[0]->targetyaw = -yaw + 180;
7052 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7054 facing = flatfacing;
7056 facing = DoRotation(facing, -pitch, 0, 0);
7057 facing = DoRotation(facing, 0, 0 - yaw, 0);
7060 Person::players[0]->lookyaw = -yaw;
7062 Person::players[i]->targetheadyaw = yaw;
7063 Person::players[i]->targetheadpitch = pitch;
7065 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
7066 if (!animation[Person::players[i]->animTarget].attack &&
7067 Person::players[i]->animTarget != staggerbackhighanim &&
7068 Person::players[i]->animTarget != staggerbackhardanim &&
7069 Person::players[i]->animTarget != crouchremoveknifeanim &&
7070 Person::players[i]->animTarget != removeknifeanim &&
7071 Person::players[i]->animTarget != backhandspringanim &&
7072 Person::players[i]->animTarget != dodgebackanim &&
7073 Person::players[i]->animTarget != walljumprightkickanim &&
7074 Person::players[i]->animTarget != walljumpleftkickanim) {
7075 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
7081 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
7083 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
7084 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
7086 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
7087 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
7089 if (indialogue != -1) {
7090 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
7091 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
7097 Person::players[i]->avoidsomething = 0;
7099 //avoid flaming things
7100 for (int j = 0; j < objects.numobjects; j++)
7101 if (objects.onfire[j])
7102 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
7103 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
7104 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7105 Person::players[i]->collided = 0;
7106 Person::players[i]->avoidcollided = 1;
7107 if (Person::players[i]->avoidsomething == 0 ||
7108 distsq(&Person::players[i]->coords, &objects.position[j]) <
7109 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7110 Person::players[i]->avoidwhere = objects.position[j];
7111 Person::players[i]->avoidsomething = 1;
7115 //avoid flaming players
7116 for (int j = 0; j < Person::players.size(); j++)
7117 if (Person::players[j]->onfire)
7118 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
7119 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7120 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
7121 Person::players[i]->collided = 0;
7122 Person::players[i]->avoidcollided = 1;
7123 if (Person::players[i]->avoidsomething == 0 ||
7124 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
7125 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
7126 Person::players[i]->avoidwhere = Person::players[j]->coords;
7127 Person::players[i]->avoidsomething = 1;
7131 if (Person::players[i]->collided > .8)
7132 Person::players[i]->avoidcollided = 0;
7136 if (animation[Person::players[i]->animTarget].attack == reversed) {
7137 //Person::players[i]->targetyaw=Person::players[i]->yaw;
7138 Person::players[i]->forwardkeydown = 0;
7139 Person::players[i]->leftkeydown = 0;
7140 Person::players[i]->backkeydown = 0;
7141 Person::players[i]->rightkeydown = 0;
7142 Person::players[i]->jumpkeydown = 0;
7143 Person::players[i]->attackkeydown = 0;
7144 //Person::players[i]->crouchkeydown=0;
7145 Person::players[i]->throwkeydown = 0;
7148 if (indialogue != -1) {
7149 Person::players[i]->forwardkeydown = 0;
7150 Person::players[i]->leftkeydown = 0;
7151 Person::players[i]->backkeydown = 0;
7152 Person::players[i]->rightkeydown = 0;
7153 Person::players[i]->jumpkeydown = 0;
7154 Person::players[i]->crouchkeydown = 0;
7155 Person::players[i]->drawkeydown = 0;
7156 Person::players[i]->throwkeydown = 0;
7159 if (Person::players[i]->collided < -.3)
7160 Person::players[i]->collided = -.3;
7161 if (Person::players[i]->collided > 1)
7162 Person::players[i]->collided = 1;
7163 Person::players[i]->collided -= multiplier * 4;
7164 Person::players[i]->whichdirectiondelay -= multiplier;
7165 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
7166 Person::players[i]->avoidcollided = -.3;
7167 Person::players[i]->whichdirection = abs(Random() % 2);
7168 Person::players[i]->whichdirectiondelay = .4;
7170 if (Person::players[i]->avoidcollided > 1)
7171 Person::players[i]->avoidcollided = 1;
7172 Person::players[i]->avoidcollided -= multiplier / 4;
7173 if (!Person::players[i]->skeleton.free) {
7174 Person::players[i]->stunned -= multiplier;
7175 Person::players[i]->surprised -= multiplier;
7177 if (i != 0 && Person::players[i]->surprised <= 0 &&
7178 Person::players[i]->aitype == attacktypecutoff &&
7179 !Person::players[i]->dead &&
7180 !Person::players[i]->skeleton.free &&
7181 animation[Person::players[i]->animTarget].attack == neutral)
7184 if (!Person::players[i]->throwkeydown)
7185 Person::players[i]->throwtogglekeydown = 0;
7188 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
7189 if (Person::players[i]->weaponactive == -1 &&
7190 Person::players[i]->num_weapons < 2 &&
7191 (Person::players[i]->isIdle() ||
7192 Person::players[i]->isCrouch() ||
7193 Person::players[i]->animTarget == sneakanim ||
7194 Person::players[i]->animTarget == rollanim ||
7195 Person::players[i]->animTarget == backhandspringanim ||
7196 Person::players[i]->isFlip() ||
7197 Person::players[i]->isFlip() ||
7198 Person::players[i]->aitype != playercontrolled)) {
7199 for (int j = 0; j < weapons.size(); j++) {
7200 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7201 Person::players[i]->aitype == playercontrolled) &&
7202 weapons[j].owner == -1 &&
7203 Person::players[i]->weaponactive == -1)
7204 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
7205 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
7206 if (Person::players[i]->isCrouch() ||
7207 Person::players[i]->animTarget == sneakanim ||
7208 Person::players[i]->isRun() ||
7209 Person::players[i]->isIdle() ||
7210 Person::players[i]->aitype != playercontrolled) {
7211 Person::players[i]->throwtogglekeydown = 1;
7212 Person::players[i]->setAnimation(crouchremoveknifeanim);
7213 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7214 Person::players[i]->hasvictim = 0;
7216 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7217 Person::players[i]->throwtogglekeydown = 1;
7218 Person::players[i]->hasvictim = 0;
7220 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
7221 Person::players[i]->aitype == playercontrolled) &&
7222 weapons[j].owner == -1 ||
7223 Person::players[i]->victim &&
7224 weapons[j].owner == Person::players[i]->victim->id)
7225 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
7226 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
7227 if (weapons[j].getType() != staff)
7228 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7230 Person::players[i]->weaponactive = 0;
7231 weapons[j].owner = Person::players[i]->id;
7232 if (Person::players[i]->num_weapons > 0)
7233 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7234 Person::players[i]->num_weapons++;
7235 Person::players[i]->weaponids[0] = j;
7238 } else if ((Person::players[i]->isIdle() ||
7239 Person::players[i]->isFlip() ||
7240 Person::players[i]->aitype != playercontrolled) &&
7241 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
7242 Person::players[i]->coords.y < weapons[j].position.y) {
7243 if (!Person::players[i]->isFlip()) {
7244 Person::players[i]->throwtogglekeydown = 1;
7245 Person::players[i]->setAnimation(removeknifeanim);
7246 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
7248 if (Person::players[i]->isFlip()) {
7249 Person::players[i]->throwtogglekeydown = 1;
7250 Person::players[i]->hasvictim = 0;
7252 for (int k = 0; k < weapons.size(); k++) {
7253 if (Person::players[i]->weaponactive == -1)
7254 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
7255 Person::players[i]->aitype == playercontrolled) &&
7256 weapons[k].owner == -1 ||
7257 Person::players[i]->victim &&
7258 weapons[k].owner == Person::players[i]->victim->id)
7259 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
7260 Person::players[i]->weaponactive == -1) {
7261 if (weapons[k].getType() != staff)
7262 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7264 Person::players[i]->weaponactive = 0;
7265 weapons[k].owner = Person::players[i]->id;
7266 if (Person::players[i]->num_weapons > 0)
7267 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7268 Person::players[i]->num_weapons++;
7269 Person::players[i]->weaponids[0] = k;
7276 if (Person::players[i]->isCrouch() ||
7277 Person::players[i]->animTarget == sneakanim ||
7278 Person::players[i]->isRun() ||
7279 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
7280 Person::players[i]->animTarget == backhandspringanim) {
7281 if (Person::players.size() > 1)
7282 for (int j = 0; j < Person::players.size(); j++) {
7283 if (Person::players[i]->weaponactive == -1)
7285 if (Person::players[j]->num_weapons &&
7286 Person::players[j]->skeleton.free &&
7287 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
7288 (((Person::players[j]->skeleton.forward.y < 0 &&
7289 Person::players[j]->weaponstuckwhere == 0) ||
7290 (Person::players[j]->skeleton.forward.y > 0 &&
7291 Person::players[j]->weaponstuckwhere == 1)) ||
7292 Person::players[j]->weaponstuck == -1 ||
7293 Person::players[j]->num_weapons > 1)) {
7294 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
7295 Person::players[i]->throwtogglekeydown = 1;
7296 Person::players[i]->victim = Person::players[j];
7297 Person::players[i]->hasvictim = 1;
7298 Person::players[i]->setAnimation(crouchremoveknifeanim);
7299 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7301 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
7302 Person::players[i]->throwtogglekeydown = 1;
7303 Person::players[i]->victim = Person::players[j];
7304 Person::players[i]->hasvictim = 1;
7305 int k = Person::players[j]->weaponids[0];
7306 if (Person::players[i]->hasvictim) {
7309 if (Person::players[i]->victim->weaponstuck != -1) {
7310 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7315 if (weapons[k].getType() != staff)
7316 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
7319 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
7321 Person::players[i]->weaponactive = 0;
7322 if (weapons[k].owner != -1) {
7323 if (Person::players[i]->victim->num_weapons == 1)
7324 Person::players[i]->victim->num_weapons = 0;
7326 Person::players[i]->victim->num_weapons = 1;
7328 Person::players[i]->victim->skeleton.longdead = 0;
7329 Person::players[i]->victim->skeleton.free = 1;
7330 Person::players[i]->victim->skeleton.broken = 0;
7332 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
7333 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
7334 Person::players[i]->victim->skeleton.joints[l].locked = 0;
7340 Normalise(&relative);
7341 XYZ footvel, footpoint;
7343 footpoint = weapons[k].position;
7344 if (Person::players[i]->victim->weaponstuck != -1) {
7345 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
7347 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
7348 weapons[k].bloody = 2;
7349 weapons[k].blooddrip = 5;
7350 Person::players[i]->victim->weaponstuck = -1;
7351 Person::players[i]->victim->bloodloss += 2000;
7352 Person::players[i]->victim->DoDamage(2000);
7355 if (Person::players[i]->victim->num_weapons > 0) {
7356 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
7357 Person::players[i]->victim->weaponstuck = 0;
7358 if (Person::players[i]->victim->weaponids[0] == k)
7359 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
7362 Person::players[i]->victim->weaponactive = -1;
7364 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
7365 Person::players[i]->victim->jointVel(neck) += relative * 6;
7366 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
7367 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
7369 weapons[k].owner = i;
7370 if (Person::players[i]->num_weapons > 0) {
7371 Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
7373 Person::players[i]->num_weapons++;
7374 Person::players[i]->weaponids[0] = k;
7381 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7382 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7383 if (Person::players[i]->isIdle() ||
7384 Person::players[i]->isRun() ||
7385 Person::players[i]->isCrouch() ||
7386 Person::players[i]->animTarget == sneakanim ||
7387 Person::players[i]->isFlip())
7388 if (Person::players.size() > 1)
7389 for (int j = 0; j < Person::players.size(); j++) {
7391 if (tutoriallevel != 1 || tutorialstage == 49)
7393 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
7394 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
7395 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
7396 !Person::players[j]->skeleton.free &&
7397 -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)) {
7398 if (!Person::players[i]->isFlip()) {
7399 Person::players[i]->throwtogglekeydown = 1;
7400 Person::players[i]->victim = Person::players[j];
7401 Person::players[i]->setAnimation(knifethrowanim);
7402 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
7403 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
7405 if (Person::players[i]->isFlip()) {
7406 if (Person::players[i]->weaponactive != -1) {
7407 Person::players[i]->throwtogglekeydown = 1;
7408 Person::players[i]->victim = Person::players[j];
7410 weapons[Person::players[i]->weaponids[0]].owner = -1;
7411 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);
7414 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
7416 weapons[Person::players[i]->weaponids[0]].velocity = aim * 50;
7417 weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
7418 weapons[Person::players[i]->weaponids[0]].missed = 0;
7419 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7420 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7421 weapons[Person::players[i]->weaponids[0]].physics = 0;
7422 Person::players[i]->num_weapons--;
7423 if (Person::players[i]->num_weapons) {
7424 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7426 Person::players[i]->weaponactive = -1;
7433 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
7434 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
7435 Person::players[i]->throwtogglekeydown = 1;
7436 weapons[Person::players[i]->weaponids[0]].owner = -1;
7437 weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
7438 if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
7439 weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
7440 weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
7441 weapons[Person::players[i]->weaponids[0]].missed = 1;
7442 weapons[Person::players[i]->weaponids[0]].freetime = 0;
7443 weapons[Person::players[i]->weaponids[0]].firstfree = 1;
7444 weapons[Person::players[i]->weaponids[0]].physics = 1;
7445 Person::players[i]->num_weapons--;
7446 if (Person::players[i]->num_weapons) {
7447 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
7448 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
7449 Person::players[i]->weaponstuck = 0;
7452 Person::players[i]->weaponactive = -1;
7453 for (int j = 0; j < Person::players.size(); j++) {
7454 Person::players[j]->wentforweapon = 0;
7462 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
7463 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
7464 (Person::players[i]->num_weapons == 2) &&
7465 (Person::players[i]->weaponactive == -1) &&
7466 Person::players[i]->isIdle() ||
7467 Person::players[0]->dead &&
7468 (Person::players[i]->weaponactive != -1) &&
7471 if (Person::players[i]->weaponactive != -1)
7472 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
7474 if (isgood && Person::players[i]->creature != wolftype) {
7475 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7476 Person::players[i]->setAnimation(drawrightanim);
7477 Person::players[i]->drawtogglekeydown = 1;
7479 if ((Person::players[i]->isIdle() ||
7480 (Person::players[i]->aitype != playercontrolled &&
7481 Person::players[0]->weaponactive != -1 &&
7482 Person::players[i]->isRun())) &&
7483 Person::players[i]->num_weapons &&
7484 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
7485 Person::players[i]->setAnimation(drawleftanim);
7486 Person::players[i]->drawtogglekeydown = 1;
7488 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
7489 Person::players[i]->setAnimation(crouchdrawrightanim);
7490 Person::players[i]->drawtogglekeydown = 1;
7497 if (Person::players[i]->weaponactive != -1) {
7498 if (Person::players[i]->isCrouch() &&
7499 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
7501 Person::players[i]->onterrain &&
7502 Person::players[i]->num_weapons &&
7503 Person::players[i]->attackkeydown &&
7504 musictype != stream_fighttheme) {
7505 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
7506 Person::players[i]->setAnimation(crouchstabanim);
7507 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
7508 Person::players[i]->setAnimation(swordgroundstabanim);
7509 Person::players[i]->hasvictim = 0;
7513 if (!Person::players[i]->drawkeydown)
7514 Person::players[i]->drawtogglekeydown = 0;
7519 absflatfacing.z = -1;
7521 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
7523 absflatfacing = flatfacing;
7525 if (indialogue != -1) {
7526 Person::players[i]->forwardkeydown = 0;
7527 Person::players[i]->leftkeydown = 0;
7528 Person::players[i]->backkeydown = 0;
7529 Person::players[i]->rightkeydown = 0;
7530 Person::players[i]->jumpkeydown = 0;
7531 Person::players[i]->crouchkeydown = 0;
7532 Person::players[i]->drawkeydown = 0;
7533 Person::players[i]->throwkeydown = 0;
7537 if (!animation[Person::players[i]->animTarget].attack &&
7538 Person::players[i]->animTarget != staggerbackhighanim &&
7539 Person::players[i]->animTarget != staggerbackhardanim &&
7540 Person::players[i]->animTarget != backhandspringanim &&
7541 Person::players[i]->animTarget != dodgebackanim) {
7542 if (!Person::players[i]->forwardkeydown)
7543 Person::players[i]->forwardstogglekeydown = 0;
7544 if (Person::players[i]->crouchkeydown) {
7548 Person::players[i]->superruntoggle = 1;
7549 if (Person::players.size() > 1)
7550 for (int j = 0; j < Person::players.size(); j++)
7551 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
7552 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
7553 Person::players[i]->superruntoggle = 0;
7556 if (Person::players.size() > 1)
7557 for (int j = 0; j < Person::players.size(); j++) {
7558 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
7559 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7560 Person::players[j]->victim == Person::players[i] &&
7561 (Person::players[j]->animTarget == sweepanim ||
7562 Person::players[j]->animTarget == upunchanim ||
7563 Person::players[j]->animTarget == wolfslapanim ||
7564 ((Person::players[j]->animTarget == swordslashanim ||
7565 Person::players[j]->animTarget == knifeslashstartanim ||
7566 Person::players[j]->animTarget == staffhitanim ||
7567 Person::players[j]->animTarget == staffspinhitanim) &&
7568 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
7577 Person::players[target]->Reverse();
7578 Person::players[i]->lowreversaldelay = .5;
7580 if (Person::players[i]->isIdle()) {
7581 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
7582 Person::players[i]->transspeed = 10;
7584 if (Person::players[i]->isRun() ||
7585 (Person::players[i]->isStop() &&
7586 (Person::players[i]->leftkeydown ||
7587 Person::players[i]->rightkeydown ||
7588 Person::players[i]->forwardkeydown ||
7589 Person::players[i]->backkeydown))) {
7590 Person::players[i]->setAnimation(rollanim);
7591 Person::players[i]->transspeed = 20;
7594 if (!Person::players[i]->crouchkeydown) {
7596 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
7597 Person::players[i]->superruntoggle = 0;
7599 if (Person::players[i]->isCrouch()) {
7600 if (Person::players.size() > 1)
7601 for (int j = 0; j < Person::players.size(); j++) {
7603 !Person::players[j]->skeleton.free &&
7604 Person::players[j]->victim &&
7605 Person::players[i]->highreversaldelay <= 0) {
7606 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7607 Person::players[j]->victim == Person::players[i] &&
7608 (Person::players[j]->animTarget == spinkickanim) &&
7609 Person::players[i]->isCrouch()) {
7618 Person::players[target]->Reverse();
7619 Person::players[i]->highreversaldelay = .5;
7621 if (Person::players[i]->isCrouch()) {
7622 if (!Person::players[i]->wasCrouch()) {
7623 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
7624 Person::players[i]->frameCurrent = 0;
7626 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7627 Person::players[i]->transspeed = 10;
7630 if (Person::players[i]->animTarget == sneakanim) {
7631 Person::players[i]->setAnimation(Person::players[i]->getIdle());
7632 Person::players[i]->transspeed = 10;
7635 if (Person::players[i]->forwardkeydown) {
7636 if (Person::players[i]->isIdle() ||
7637 (Person::players[i]->isStop() &&
7638 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7639 (Person::players[i]->isLanding() &&
7640 Person::players[i]->frameTarget > 0 &&
7641 !Person::players[i]->jumpkeydown) ||
7642 (Person::players[i]->isLandhard() &&
7643 Person::players[i]->frameTarget > 0 &&
7644 !Person::players[i]->jumpkeydown &&
7645 Person::players[i]->crouchkeydown)) {
7646 if (Person::players[i]->aitype == passivetype)
7647 Person::players[i]->setAnimation(walkanim);
7649 Person::players[i]->setAnimation(Person::players[i]->getRun());
7651 if (Person::players[i]->isCrouch()) {
7652 Person::players[i]->animTarget = sneakanim;
7653 if (Person::players[i]->wasCrouch())
7654 Person::players[i]->target = 0;
7655 Person::players[i]->frameTarget = 0;
7657 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
7658 Person::players[i]->setAnimation(climbanim);
7659 Person::players[i]->frameTarget = 1;
7660 Person::players[i]->jumpclimb = 1;
7662 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7663 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
7665 Person::players[i]->forwardstogglekeydown = 1;
7668 if (Person::players[i]->rightkeydown) {
7669 if (Person::players[i]->isIdle() ||
7670 (Person::players[i]->isStop() &&
7671 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7672 (Person::players[i]->isLanding() &&
7673 Person::players[i]->frameTarget > 0 &&
7674 !Person::players[i]->jumpkeydown) ||
7675 (Person::players[i]->isLandhard() &&
7676 Person::players[i]->frameTarget > 0 &&
7677 !Person::players[i]->jumpkeydown &&
7678 Person::players[i]->crouchkeydown)) {
7679 Person::players[i]->setAnimation(Person::players[i]->getRun());
7681 if (Person::players[i]->isCrouch()) {
7682 Person::players[i]->animTarget = sneakanim;
7683 if (Person::players[i]->wasCrouch())
7684 Person::players[i]->target = 0;
7685 Person::players[i]->frameTarget = 0;
7687 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7688 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7690 Person::players[i]->targetyaw -= 90;
7691 if (Person::players[i]->forwardkeydown)
7692 Person::players[i]->targetyaw += 45;
7693 if (Person::players[i]->backkeydown)
7694 Person::players[i]->targetyaw -= 45;
7697 if ( Person::players[i]->leftkeydown) {
7698 if (Person::players[i]->isIdle() ||
7699 (Person::players[i]->isStop() &&
7700 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7701 (Person::players[i]->isLanding() &&
7702 Person::players[i]->frameTarget > 0 &&
7703 !Person::players[i]->jumpkeydown) ||
7704 (Person::players[i]->isLandhard() &&
7705 Person::players[i]->frameTarget > 0 &&
7706 !Person::players[i]->jumpkeydown &&
7707 Person::players[i]->crouchkeydown)) {
7708 Person::players[i]->setAnimation(Person::players[i]->getRun());
7710 if (Person::players[i]->isCrouch()) {
7711 Person::players[i]->animTarget = sneakanim;
7712 if (Person::players[i]->wasCrouch())
7713 Person::players[i]->target = 0;
7714 Person::players[i]->frameTarget = 0;
7716 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7717 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
7719 Person::players[i]->targetyaw += 90;
7720 if (Person::players[i]->forwardkeydown)
7721 Person::players[i]->targetyaw -= 45;
7722 if (Person::players[i]->backkeydown)
7723 Person::players[i]->targetyaw += 45;
7726 if (Person::players[i]->backkeydown) {
7727 if (Person::players[i]->isIdle() ||
7728 (Person::players[i]->isStop() &&
7729 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
7730 (Person::players[i]->isLanding() &&
7731 Person::players[i]->frameTarget > 0 &&
7732 !Person::players[i]->jumpkeydown) ||
7733 (Person::players[i]->isLandhard() &&
7734 Person::players[i]->frameTarget > 0 &&
7735 !Person::players[i]->jumpkeydown &&
7736 Person::players[i]->crouchkeydown)) {
7737 Person::players[i]->setAnimation(Person::players[i]->getRun());
7739 if (Person::players[i]->isCrouch()) {
7740 Person::players[i]->animTarget = sneakanim;
7741 if (Person::players[i]->wasCrouch())
7742 Person::players[i]->target = 0;
7743 Person::players[i]->frameTarget = 0;
7745 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
7746 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
7748 if (Person::players[i]->animTarget == hanganim) {
7749 Person::players[i]->animCurrent = jumpdownanim;
7750 Person::players[i]->animTarget = jumpdownanim;
7751 Person::players[i]->target = 0;
7752 Person::players[i]->frameCurrent = 0;
7753 Person::players[i]->frameTarget = 1;
7754 Person::players[i]->velocity = 0;
7755 Person::players[i]->velocity.y += gravity;
7756 Person::players[i]->coords.y -= 1.4;
7757 Person::players[i]->grabdelay = 1;
7759 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
7760 Person::players[i]->targetyaw += 180;
7763 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
7764 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
7765 Person::players[i]->isRun() ||
7766 Person::players[i]->animTarget == walkanim ||
7767 Person::players[i]->isCrouch() ||
7768 Person::players[i]->animTarget == sneakanim) &&
7769 Person::players[i]->jumppower > 1) &&
7770 ((Person::players[i]->animTarget != rabbitrunninganim &&
7771 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
7772 Person::players[i]->jumpstart = 0;
7773 Person::players[i]->setAnimation(jumpupanim);
7774 Person::players[i]->yaw = Person::players[i]->targetyaw;
7775 Person::players[i]->transspeed = 20;
7776 Person::players[i]->FootLand(0, 1);
7777 Person::players[i]->FootLand(1, 1);
7781 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
7784 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
7786 Person::players[i]->velocity = 0;
7790 if (Person::players.size() > 1)
7791 for (int j = 0; j < Person::players.size(); j++) {
7792 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
7793 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
7794 (Person::players[j]->victim == Person::players[i]) &&
7795 (Person::players[j]->animTarget == sweepanim)) {
7804 Person::players[i]->velocity.y = 1;
7806 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
7807 Person::players[i]->velocity.y = 7;
7808 Person::players[i]->crouchtogglekeydown = 1;
7809 } else Person::players[i]->velocity.y = 5;
7811 if (mousejump && i == 0 && debugmode) {
7812 if (!Person::players[i]->isLanding())
7813 Person::players[i]->tempdeltav = deltav;
7814 if (Person::players[i]->tempdeltav < 0)
7815 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
7818 Person::players[i]->coords.y += .2;
7819 Person::players[i]->jumppower -= 1;
7822 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
7824 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
7826 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
7827 Person::players[i]->setAnimation(Person::players[i]->getLanding());
7828 Person::players[i]->frameTarget = 2;
7829 Person::players[i]->landhard = 0;
7830 Person::players[i]->jumpstart = 1;
7831 Person::players[i]->tempdeltav = deltav;
7833 if (Person::players[i]->animTarget == jumpupanim &&
7837 Person::players[i]->aitype != playercontrolled)) {
7838 if (Person::players[i]->jumppower > multiplier * 6) {
7839 Person::players[i]->velocity.y += multiplier * 6;
7840 Person::players[i]->jumppower -= multiplier * 6;
7842 if (Person::players[i]->jumppower <= multiplier * 6) {
7843 Person::players[i]->velocity.y += Person::players[i]->jumppower;
7844 Person::players[i]->jumppower = 0;
7847 if (((floatjump || editorenabled) && debugmode) && i == 0)
7848 Person::players[i]->velocity.y += multiplier * 30;
7852 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
7853 Person::players[i]->setAnimation(Person::players[i]->getStop());
7854 if (Person::players[i]->animTarget == sneakanim) {
7855 Person::players[i]->animTarget = Person::players[i]->getCrouch();
7856 if (Person::players[i]->animCurrent == sneakanim)
7857 Person::players[i]->target = 0;
7858 Person::players[i]->frameTarget = 0;
7861 if (Person::players[i]->animTarget == walkanim &&
7862 (Person::players[i]->aitype == attacktypecutoff ||
7863 Person::players[i]->aitype == searchtype ||
7864 (Person::players[i]->aitype == passivetype &&
7865 Person::players[i]->numwaypoints <= 1)))
7866 Person::players[i]->setAnimation(Person::players[i]->getStop());
7867 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
7868 Person::players[i]->setAnimation(Person::players[i]->getStop());
7871 if (Person::players[i]->animTarget == rollanim)
7872 Person::players[i]->targetyaw = oldtargetyaw;
7876 for (int k = 0; k < Person::players.size(); k++) {
7877 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
7878 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
7879 Person::players[k]->yaw -= 360;
7881 Person::players[k]->yaw += 360;
7884 //stop to turn in right direction
7885 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
7886 Person::players[k]->setAnimation(Person::players[k]->getStop());
7888 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
7889 Person::players[k]->targettilt = 0;
7891 if (Person::players[k]->animTarget != jumpupanim &&
7892 Person::players[k]->animTarget != backhandspringanim &&
7893 Person::players[k]->animTarget != jumpdownanim &&
7894 !Person::players[k]->isFlip()) {
7895 Person::players[k]->targettilt = 0;
7896 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
7897 Person::players[k]->jumppower = 0;
7898 Person::players[k]->jumppower += multiplier * 7;
7899 if (Person::players[k]->isCrouch())
7900 Person::players[k]->jumppower += multiplier * 7;
7901 if (Person::players[k]->jumppower > 5)
7902 Person::players[k]->jumppower = 5;
7905 if (Person::players[k]->isRun())
7906 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
7908 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
7909 Person::players[k]->grabdelay -= multiplier;
7913 for (int k = 0; k < Person::players.size(); k++) {
7914 Person::players[k]->DoAnimations();
7915 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
7916 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
7922 for (int j = numenvsounds - 1; j >= 0; j--) {
7923 envsoundlife[j] -= multiplier;
7924 if (envsoundlife[j] < 0) {
7926 envsoundlife[j] = envsoundlife[numenvsounds];
7927 envsound[j] = envsound[numenvsounds];
7931 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7933 OPENAL_SetFrequency(OPENAL_ALL, 22050);
7935 if (tutoriallevel == 1) {
7952 if (tutorialstage >= 51)
7953 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7954 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7955 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7957 emit_stream_np(stream_menutheme);
7966 if (tutorialstage < 51)
7967 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
7968 emit_sound_at(fireendsound, Person::players[0]->coords);
7970 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
7974 if (tutorialstage >= 14 && tutorialstage < 50)
7975 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
7976 emit_sound_at(fireendsound, Person::players[1]->coords);
7978 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7979 if (Random() % 2 == 0) {
7980 if (!Person::players[1]->skeleton.free)
7981 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7982 if (Person::players[1]->skeleton.free)
7983 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
7984 if (!Person::players[1]->skeleton.free)
7985 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;
7986 if (Person::players[1]->skeleton.free)
7987 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
7988 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
7992 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
7993 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
7994 Person::players[1]->skeleton.joints[i].velocity = 0;
7995 if (Random() % 2 == 0) {
7996 if (!Person::players[1]->skeleton.free)
7997 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
7998 if (Person::players[1]->skeleton.free)
7999 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
8000 if (!Person::players[1]->skeleton.free)
8001 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;
8002 if (Person::players[1]->skeleton.free)
8003 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
8004 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
8012 static float gLoc[3];
8016 static float vel[3];
8017 vel[0] = (viewer.x - oldviewer.x) / multiplier;
8018 vel[1] = (viewer.y - oldviewer.y) / multiplier;
8019 vel[2] = (viewer.z - oldviewer.z) / multiplier;
8021 //Set orientation with forward and up vectors
8022 static XYZ upvector;
8026 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
8027 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
8032 facing = DoRotation(facing, -pitch, 0, 0);
8033 facing = DoRotation(facing, 0, 0 - yaw, 0);
8036 static float ori[6];
8040 ori[3] = -upvector.x;
8041 ori[4] = upvector.y;
8042 ori[5] = -upvector.z;
8044 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
8051 if (Input::isKeyPressed(SDL_SCANCODE_F1))
8055 void Game::TickOnce()
8058 yaw += multiplier * 5;
8059 else if (directing || indialogue == -1) {
8062 pitch += deltav * .7;
8064 pitch -= deltav * .7;
8072 void Game::TickOnceAfter()
8074 static XYZ colviewer;
8075 static XYZ coltarget;
8079 static float changedelay;
8080 static bool alldead;
8081 static float unseendelay;
8082 static float cameraspeed;
8085 static int oldmusictype = musictype;
8087 if (environment == snowyenvironment)
8088 leveltheme = stream_snowtheme;
8089 if (environment == grassyenvironment)
8090 leveltheme = stream_grasstheme;
8091 if (environment == desertenvironment)
8092 leveltheme = stream_deserttheme;
8096 musictype = leveltheme;
8097 for (int i = 0; i < Person::players.size(); i++) {
8098 if ((Person::players[i]->aitype == attacktypecutoff ||
8099 Person::players[i]->aitype == getweapontype ||
8100 Person::players[i]->aitype == gethelptype ||
8101 Person::players[i]->aitype == searchtype) &&
8102 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
8103 (Person::players[i]->animTarget != sneakattackedanim &&
8104 Person::players[i]->animTarget != knifesneakattackedanim &&
8105 Person::players[i]->animTarget != swordsneakattackedanim)) {
8106 musictype = stream_fighttheme;
8110 if (Person::players[0]->dead)
8111 musictype = stream_menutheme;
8114 if (musictype == stream_fighttheme)
8117 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
8118 unseendelay -= multiplier;
8119 if (unseendelay > 0)
8120 musictype = stream_fighttheme;
8125 musictype = stream_menutheme;
8126 musicvolume[2] = 512;
8133 if (musictype != oldmusictype && musictype == stream_fighttheme)
8134 emit_sound_np(alarmsound);
8135 musicselected = musictype;
8137 if (musicselected == leveltheme)
8138 musicvolume[0] += multiplier * 450;
8140 musicvolume[0] -= multiplier * 450;
8141 if (musicselected == stream_fighttheme)
8142 musicvolume[1] += multiplier * 450;
8144 musicvolume[1] -= multiplier * 450;
8145 if (musicselected == stream_menutheme)
8146 musicvolume[2] += multiplier * 450;
8148 musicvolume[2] -= multiplier * 450;
8150 for (int i = 0; i < 3; i++) {
8151 if (musicvolume[i] < 0)
8153 if (musicvolume[i] > 512)
8154 musicvolume[i] = 512;
8157 if (musicvolume[2] > 128 && !loading && !mainmenu)
8158 musicvolume[2] = 128;
8161 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
8162 emit_stream_np(leveltheme, musicvolume[0]);
8163 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
8164 emit_stream_np(stream_fighttheme, musicvolume[1]);
8165 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
8166 emit_stream_np(stream_menutheme, musicvolume[2]);
8167 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
8168 pause_sound(leveltheme);
8169 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
8170 pause_sound(stream_fighttheme);
8171 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
8172 pause_sound(stream_menutheme);
8174 if (musicvolume[0] != oldmusicvolume[0])
8175 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
8176 if (musicvolume[1] != oldmusicvolume[1])
8177 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
8178 if (musicvolume[2] != oldmusicvolume[2])
8179 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
8181 for (int i = 0; i < 3; i++)
8182 oldmusicvolume[i] = musicvolume[i];
8184 pause_sound(leveltheme);
8185 pause_sound(stream_fighttheme);
8186 pause_sound(stream_menutheme);
8188 for (int i = 0; i < 4; i++) {
8189 oldmusicvolume[i] = 0;
8195 for (int i = 0; i < numhotspots; i++) {
8196 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
8197 if (Person::players[hotspottype[i] - 10]->dead == 0)
8199 else if (killhotspot == 2)
8203 if (killhotspot == 2)
8208 for (int i = 0; i < numhotspots; i++)
8209 if (hotspottype[i] == -1)
8210 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
8214 for (int i = 1; i < Person::players.size(); i++)
8215 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
8217 if (numalarmed > maxalarmed)
8218 maxalarmed = numalarmed;
8220 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
8221 if (Person::players[0]->dead && changedelay <= 0) {
8223 targetlevel = whichlevel;
8226 for (int i = 1; i < Person::players.size(); i++) {
8227 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
8234 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
8236 targetlevel = whichlevel + 1;
8237 if (targetlevel > numchallengelevels - 1)
8240 if (winhotspot || windialogue) {
8242 targetlevel = whichlevel + 1;
8243 if (targetlevel > numchallengelevels - 1)
8250 targetlevel = whichlevel + 1;
8251 if (targetlevel > numchallengelevels - 1)
8255 if (changedelay > 0 && !Person::players[0]->dead && !won) {
8256 //high scores, awards, win
8258 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8261 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
8269 if (leveltime < 1) {
8277 if (!editorenabled && gameon && !mainmenu) {
8278 if (changedelay != -999)
8279 changedelay -= multiplier / 7;
8280 if (Person::players[0]->dead)
8281 targetlevel = whichlevel;
8282 if (loading == 2 && !campaign) {
8285 fireSound(firestartsound);
8287 if (!Person::players[0]->dead && targetlevel != whichlevel)
8288 startbonustotal = bonustotal;
8289 if (Person::players[0]->dead)
8290 Loadlevel(whichlevel);
8292 Loadlevel(targetlevel);
8298 if (loading == 2 && targetlevel == whichlevel) {
8302 fireSound(firestartsound);
8304 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
8310 if (changedelay <= -999 &&
8313 (Person::players[0]->dead ||
8314 (alldead && maptype == mapkilleveryone) ||
8318 if ((Person::players[0]->dead ||
8319 (alldead && maptype == mapkilleveryone) ||
8324 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
8328 if (Person::players[0]->dead)
8334 // campaignchoosenext determines what to do when the level is complete:
8335 // 0 = load next level
8336 // 1 = go back to level select screen
8337 // 2 = stealthload next level
8338 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
8339 if (campaignlevels[actuallevel].nextlevel.empty())
8341 } else if (mainmenu == 0 && winfreeze) {
8342 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
8344 if (!stealthloading) {
8345 fireSound(firestartsound);
8350 startbonustotal = 0;
8360 actuallevel = campaignlevels[actuallevel].nextlevel.front();
8363 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
8367 pause_sound(stream_menutheme);
8378 oldmusictype = musictype;
8384 facing = DoRotation(facing, -pitch, 0, 0);
8385 facing = DoRotation(facing, 0, 0 - yaw, 0);
8386 viewerfacing = facing;
8389 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
8390 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;
8392 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;
8394 if (Person::players[0]->skeleton.free) {
8395 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
8396 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
8397 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
8401 if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
8403 if (findLengthfast(&Person::players[0]->velocity) > 400) {
8404 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
8406 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
8408 coltarget = target - cameraloc;
8409 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
8412 Normalise(&coltarget);
8413 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
8414 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
8416 cameraloc = cameraloc + coltarget * multiplier * 8;
8420 cameradist += multiplier * 5;
8421 if (cameradist > 2.3)
8423 viewer = cameraloc - facing * cameradist;
8425 coltarget = cameraloc;
8426 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
8427 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8428 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8429 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8431 coltarget = cameraloc;
8432 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
8435 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8436 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
8437 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8439 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
8443 cameradist = findDistance(&viewer, &target);
8444 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
8445 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
8446 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
8450 //what did autocam do?
8451 if(Person::players[0]->skeleton.free!=2&&autocam){
8453 if(findLengthfast(&Person::players[0]->velocity)>400){
8454 cameraspeed=20+(findLength(&Person::players[0]->velocity)-20)*.96;
8456 if(Person::players[0]->skeleton.free==0&&Person::players[0]->animTarget!=hanganim&&Person::players[0]->animTarget!=climbanim)target.y+=1.4;
8457 cameradist+=multiplier*5;
8458 if(cameradist>3.3)cameradist=3.3;
8459 coltarget=target-cameraloc;
8460 if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8461 else if(findLengthfast(&coltarget)>1)
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)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8465 else cameraloc=cameraloc+coltarget*multiplier*8;
8467 if(editorenabled)cameraloc=target;
8470 coltarget=cameraloc;
8471 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8472 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8473 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8474 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8476 coltarget=cameraloc;
8477 if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.yaw[i])!=-1)viewer=col;
8479 if(terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
8480 for(int j=0;j<terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz];j++){
8481 int i=terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
8483 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.yaw[i])!=-1){
8487 cameradist=findDistance(&viewer,&target);
8488 viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
8489 if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8490 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8494 if (camerashake > .8)
8496 //if(woozy>10)woozy=10;
8497 //woozy+=multiplier;
8498 woozy += multiplier;
8499 if (Person::players[0]->dead)
8501 if (Person::players[0]->dead)
8503 camerashake -= multiplier * 2;
8504 blackout -= multiplier * 2;
8505 //if(Person::players[0]->isCrouch())woozy-=multiplier*8;
8506 if (camerashake < 0)
8510 //if(woozy<0)woozy=0;
8512 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
8513 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
8514 viewer.z += (float)(Random() % 100) * .0005 * camerashake;