2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include "Animation/Animation.hpp"
27 #include "Audio/openal_wrapper.hpp"
28 #include "Devtools/ConsoleCmds.hpp"
29 #include "Level/Awards.hpp"
30 #include "Level/Campaign.hpp"
31 #include "Level/Dialog.hpp"
32 #include "Level/Hotspot.hpp"
33 #include "Menu/Menu.hpp"
34 #include "User/Settings.hpp"
35 #include "Utils/Folders.hpp"
36 #include "Utils/Input.hpp"
40 #include <sys/types.h>
56 // Added more evilness needed for MSVC
58 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
59 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
63 extern float multiplier;
65 extern int environment;
66 extern Terrain terrain;
67 extern float screenwidth, screenheight;
70 extern float texdetail;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
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;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
145 bool winhotspot = false;
146 bool windialogue = false;
149 float cameradist = 0;
150 bool oldattackkey = 0;
152 float musicvolume[4] = {};
153 float oldmusicvolume[4] = {};
154 int musicselected = 0;
156 const char *rabbitskin[] = {
161 "Textures/Otter.jpg",
163 "Textures/Sable.jpg",
164 "Textures/Chocolate.jpg",
169 const char *wolfskin[] = {
171 "Textures/DarkWolf.jpg",
172 "Textures/SnowWolf.jpg"
175 const char **creatureskin[] = {rabbitskin, wolfskin};
177 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
178 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
182 // TODO: this is slightly incorrect
183 inline float roughDirection(XYZ vec)
186 float angle = -asin(-vec.x) * 180 / M_PI;
191 inline float roughDirectionTo(XYZ start, XYZ end)
193 return roughDirection(end - start);
195 inline float pitchOf(XYZ vec)
198 return -asin(vec.y) * 180 / M_PI;
200 inline float pitchTo(XYZ start, XYZ end)
202 return pitchOf(end - start);
204 inline float sq(float n)
208 inline float stepTowardf(float from, float to, float by)
210 if (fabs(from - to) < by)
218 void Game::playdialoguescenesound()
221 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
222 temppos = temppos - viewer;
227 switch (Dialog::currentScene().sound) {
232 sound = consolefailsound;
235 sound = consolesuccesssound;
238 sound = firestartsound;
241 sound = fireendsound;
244 sound = rabbitchitter;
247 sound = rabbitchitter2;
250 sound = rabbitpainsound;
253 sound = rabbitpain1sound;
256 sound = rabbitattacksound;
259 sound = rabbitattack2sound;
262 sound = rabbitattack3sound;
265 sound = rabbitattack4sound;
289 sound = barkgrowlsound;
295 emit_sound_at(sound, temppos);
298 // ================================================================
300 int Game::findClosestPlayer()
303 float closestdist = std::numeric_limits<float>::max();
305 for (unsigned i = 1; i < Person::players.size(); i++) {
306 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
307 if (distance < closestdist) {
308 closestdist = distance;
315 static int findClosestObject()
318 float closestdist = std::numeric_limits<float>::max();
320 for (int i = 0; i < Object::objects.size(); i++) {
321 float distance = distsq(&Object::objects[i]->position, &Person::players[0]->coords);
322 if (distance < closestdist) {
323 closestdist = distance;
330 static void cmd_dispatch(const string cmd)
332 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
334 for (i = 0; i < n_cmds; i++)
335 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
336 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
337 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
340 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
343 /********************> Tick() <*****/
344 extern bool save_screenshot(const char * fname);
345 void Screenshot (void)
348 time_t t = time(NULL);
349 struct tm *tme = localtime(&t);
350 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
351 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
353 save_screenshot(filename);
356 void Game::SetUpLighting()
358 if (environment == snowyenvironment)
359 light.setColors(.65, .65, .7, .4, .4, .44);
360 if (environment == desertenvironment)
361 light.setColors(.95, .95, .95, .4, .35, .3);
362 if (environment == grassyenvironment)
363 light.setColors(.95, .95, 1, .4, .4, .44);
365 light.setColors(1, 1, 1, .4, .4, .4);
367 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
368 light.color[0] *= (skyboxlightr + average) / 2;
369 light.color[1] *= (skyboxlightg + average) / 2;
370 light.color[2] *= (skyboxlightb + average) / 2;
371 light.ambient[0] *= (skyboxlightr + average) / 2;
372 light.ambient[1] *= (skyboxlightg + average) / 2;
373 light.ambient[2] *= (skyboxlightb + average) / 2;
376 int findPathDist(int start, int end)
378 int smallestcount, count, connected;
379 int last, last2, last3, last4;
382 smallestcount = 1000;
383 for (int i = 0; i < 50; i++) {
389 while (last != end && count < 30) {
391 for (int j = 0; j < numpathpoints; j++) {
392 if (j != last && j != last2 && j != last3 && j != last4) {
394 if (numpathpointconnect[j])
395 for (int k = 0; k < numpathpointconnect[j]; k++) {
396 if (pathpointconnect[j][k] == last)connected = 1;
399 if (numpathpointconnect[last])
400 for (int k = 0; k < numpathpointconnect[last]; k++) {
401 if (pathpointconnect[last][k] == j)connected = 1;
404 if (closest == -1 || Random() % 2 == 0) {
415 if (count < smallestcount)
416 smallestcount = count;
418 return smallestcount;
421 void Setenvironment(int which)
425 LOG(" Setting environment...");
430 pause_sound(stream_snowtheme);
431 pause_sound(stream_grasstheme);
432 pause_sound(stream_deserttheme);
433 pause_sound(stream_wind);
434 pause_sound(stream_desertambient);
437 if (environment == snowyenvironment) {
441 emit_stream_np(stream_wind);
443 Object::treetextureptr.load("Textures/SnowTree.png", 0);
444 Object::bushtextureptr.load("Textures/BushSnow.png", 0);
445 Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
446 Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
448 footstepsound = footstepsn1;
449 footstepsound2 = footstepsn2;
450 footstepsound3 = footstepst1;
451 footstepsound4 = footstepst2;
453 terraintexture.load("Textures/Snow.jpg", 1);
454 terraintexture2.load("Textures/Rock.jpg", 1);
457 temptexdetail = texdetail;
460 skybox->load( "Textures/Skybox(snow)/Front.jpg",
461 "Textures/Skybox(snow)/Left.jpg",
462 "Textures/Skybox(snow)/Back.jpg",
463 "Textures/Skybox(snow)/Right.jpg",
464 "Textures/Skybox(snow)/Up.jpg",
465 "Textures/Skybox(snow)/Down.jpg");
470 texdetail = temptexdetail;
471 } else if (environment == desertenvironment) {
474 Object::treetextureptr.load("Textures/DesertTree.png", 0);
475 Object::bushtextureptr.load("Textures/BushDesert.png", 0);
476 Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
477 Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
481 emit_stream_np(stream_desertambient);
483 footstepsound = footstepsn1;
484 footstepsound2 = footstepsn2;
485 footstepsound3 = footstepsn1;
486 footstepsound4 = footstepsn2;
488 terraintexture.load("Textures/Sand.jpg", 1);
489 terraintexture2.load("Textures/SandSlope.jpg", 1);
492 temptexdetail = texdetail;
495 skybox->load( "Textures/Skybox(sand)/Front.jpg",
496 "Textures/Skybox(sand)/Left.jpg",
497 "Textures/Skybox(sand)/Back.jpg",
498 "Textures/Skybox(sand)/Right.jpg",
499 "Textures/Skybox(sand)/Up.jpg",
500 "Textures/Skybox(sand)/Down.jpg");
505 texdetail = temptexdetail;
506 } else if (environment == grassyenvironment) {
509 Object::treetextureptr.load("Textures/Tree.png", 0);
510 Object::bushtextureptr.load("Textures/Bush.png", 0);
511 Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
512 Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
515 emit_stream_np(stream_wind, 100.);
517 footstepsound = footstepgr1;
518 footstepsound2 = footstepgr2;
519 footstepsound3 = footstepst1;
520 footstepsound4 = footstepst2;
522 terraintexture.load("Textures/GrassDirt.jpg", 1);
523 terraintexture2.load("Textures/MossRock.jpg", 1);
526 temptexdetail = texdetail;
529 skybox->load( "Textures/Skybox(grass)/Front.jpg",
530 "Textures/Skybox(grass)/Left.jpg",
531 "Textures/Skybox(grass)/Back.jpg",
532 "Textures/Skybox(grass)/Right.jpg",
533 "Textures/Skybox(grass)/Up.jpg",
534 "Textures/Skybox(grass)/Down.jpg");
538 texdetail = temptexdetail;
540 temptexdetail = texdetail;
542 terrain.load("Textures/HeightMap.png");
544 texdetail = temptexdetail;
547 void Game::Loadlevel(int which)
554 Loadlevel("tutorial");
555 } else if (which >= 0 && which <= 15) {
557 snprintf(buf, 32, "map%d", which + 1); // challenges
560 Loadlevel("mapsave");
563 void Game::Loadlevel(const std::string& name)
565 int indemo; // FIXME this should be removed
571 LOG(std::string("Loading level...") + name);
583 if (tutoriallevel != -1)
588 if (tutoriallevel == 1)
590 if (tutorialstage == 0) {
591 tutorialstagetime = 0;
594 pause_sound(whooshsound);
595 pause_sound(stream_firesound);
600 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
602 pause_sound(stream_firesound);
608 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
610 Dialog::dialogs.clear();
612 Dialog::indialogue = -1;
618 if (Account::hasActive()) {
619 difficulty = Account::active().getDifficulty();
622 Hotspot::hotspots.clear();
623 Hotspot::current = -1;
634 for (int i = 0; i < 100; i++)
643 numunarmedattack = 0;
654 bonustotal = startbonustotal;
659 emit_sound_np(consolesuccesssound);
664 if (!stealthloading) {
665 terrain.numdecals = 0;
666 Sprite::deleteSprites();
668 for (int i = 0; i < subdivision; i++) {
669 for (int j = 0; j < subdivision; j++) {
670 terrain.patchobjectnum[i][j] = 0;
678 Person::players.resize(1);
680 funpackf(tfile, "Bi", &mapvers);
682 cerr << name << " has obsolete map version " << mapvers << endl;
685 funpackf(tfile, "Bi", &indemo);
689 funpackf(tfile, "Bi", &maptype);
691 maptype = mapkilleveryone;
693 funpackf(tfile, "Bi", &hostile);
697 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
703 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
711 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
713 skyboxlightr = skyboxr;
714 skyboxlightg = skyboxg;
715 skyboxlightb = skyboxb;
717 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
718 if (stealthloading) {
719 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
721 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);
723 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
724 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
725 Person::players[0]->weaponids[j] = weapons.size();
727 funpackf(tfile, "Bi", &type);
728 weapons.push_back(Weapon(type, 0));
734 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
735 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
736 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
737 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
739 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
742 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
744 Person::players[0]->whichskin = 0;
745 Person::players[0]->creature = rabbittype;
748 Person::players[0]->lastattack = -1;
749 Person::players[0]->lastattack2 = -1;
750 Person::players[0]->lastattack3 = -1;
754 Dialog::loadDialogs(tfile);
757 for (int k = 0; k < Person::players[0]->numclothes; k++) {
758 funpackf(tfile, "Bi", &templength);
759 for (int l = 0; l < templength; l++)
760 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
761 Person::players[0]->clothes[k][templength] = '\0';
762 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
765 funpackf(tfile, "Bi", &environment);
767 Object::LoadObjectsFromFile(tfile, stealthloading);
771 funpackf(tfile, "Bi", &numhotspots);
772 if (numhotspots < 0) {
773 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
776 Hotspot::hotspots.resize(numhotspots);
777 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
778 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
779 funpackf(tfile, "Bi", &templength);
781 for (int l = 0; l < templength; l++)
782 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
783 Hotspot::hotspots[i].text[templength] = '\0';
784 if (Hotspot::hotspots[i].type == -111)
788 Hotspot::hotspots.clear();
794 if (!stealthloading) {
795 Object::ComputeCenter();
800 Object::ComputeRadius();
807 funpackf(tfile, "Bi", &numplayers);
808 if (numplayers > maxplayers) {
809 cout << "Warning: this level contains more players than allowed" << endl;
812 for (int i = 1; i < numplayers; i++) {
814 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
816 } catch (InvalidPersonException e) {
817 cerr << "Invalid Person found in " << name << endl;
823 funpackf(tfile, "Bi", &numpathpoints);
824 if (numpathpoints > 30 || numpathpoints < 0)
826 for (int j = 0; j < numpathpoints; j++) {
827 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
828 for (int k = 0; k < numpathpointconnect[j]; k++) {
829 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
835 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
838 if (environment != oldenvironment)
839 Setenvironment(environment);
840 oldenvironment = environment;
842 if (!stealthloading) {
843 Object::AddObjectsToTerrain();
854 for (unsigned i = 0; i < Person::players.size(); i++) {
858 Person::players[i]->burnt = 0;
859 Person::players[i]->bled = 0;
860 Person::players[i]->onfire = 0;
861 Person::players[i]->scale = .2;
863 Person::players[i]->creature = rabbittype;
866 Person::players[i]->skeleton.free = 0;
868 Person::players[i]->skeletonLoad();
870 Person::players[i]->addClothes();
873 Person::players[i]->animCurrent = bounceidleanim;
874 Person::players[i]->animTarget = bounceidleanim;
875 Person::players[i]->frameCurrent = 0;
876 Person::players[i]->frameTarget = 1;
877 Person::players[i]->target = 0;
879 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
881 Person::players[i]->speed -= .2;
883 Person::players[i]->speed -= .1;
886 Person::players[i]->velocity = 0;
887 Person::players[i]->oldcoords = Person::players[i]->coords;
888 Person::players[i]->realoldcoords = Person::players[i]->coords;
890 Person::players[i]->id = i;
891 Person::players[i]->updatedelay = 0;
892 Person::players[i]->normalsupdatedelay = 0;
894 Person::players[i]->proportionhead = 1.2;
895 Person::players[i]->proportionbody = 1.05;
896 Person::players[i]->proportionarms = 1.00;
897 Person::players[i]->proportionlegs = 1.1;
898 Person::players[i]->proportionlegs.y = 1.05;
899 Person::players[i]->headless = 0;
900 Person::players[i]->currentoffset = 0;
901 Person::players[i]->targetoffset = 0;
902 if (Person::players[i]->creature == wolftype) {
903 Person::players[i]->scale = .23;
904 Person::players[i]->damagetolerance = 300;
906 Person::players[i]->damagetolerance = 200;
915 Person::players[i]->proportionhead.z = 0;
916 Person::players[i]->proportionbody.z = 0;
917 Person::players[i]->proportionarms.z = 0;
918 Person::players[i]->proportionlegs.z = 0;
921 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
924 Person::players[i]->headmorphness = 0;
925 Person::players[i]->targetheadmorphness = 1;
926 Person::players[i]->headmorphstart = 0;
927 Person::players[i]->headmorphend = 0;
929 Person::players[i]->pausetime = 0;
931 Person::players[i]->dead = 0;
932 Person::players[i]->jumppower = 5;
933 Person::players[i]->damage = 0;
934 Person::players[i]->permanentdamage = 0;
935 Person::players[i]->superpermanentdamage = 0;
937 Person::players[i]->forwardkeydown = 0;
938 Person::players[i]->leftkeydown = 0;
939 Person::players[i]->backkeydown = 0;
940 Person::players[i]->rightkeydown = 0;
941 Person::players[i]->jumpkeydown = 0;
942 Person::players[i]->crouchkeydown = 0;
943 Person::players[i]->throwkeydown = 0;
945 Person::players[i]->collided = -10;
946 Person::players[i]->loaded = 1;
947 Person::players[i]->bloodloss = 0;
948 Person::players[i]->weaponactive = -1;
949 Person::players[i]->weaponstuck = -1;
950 Person::players[i]->bleeding = 0;
951 Person::players[i]->deathbleeding = 0;
952 Person::players[i]->stunned = 0;
953 Person::players[i]->hasvictim = 0;
954 Person::players[i]->wentforweapon = 0;
958 Person::players[0]->aitype = playercontrolled;
960 if (difficulty == 1) {
961 Person::players[0]->power = 1 / .9;
962 Person::players[0]->damagetolerance = 250;
963 } else if (difficulty == 0) {
964 Person::players[0]->power = 1 / .8;
965 Person::players[0]->damagetolerance = 300;
966 Person::players[0]->armorhead *= 1.5;
967 Person::players[0]->armorhigh *= 1.5;
968 Person::players[0]->armorlow *= 1.5;
971 cameraloc = Person::players[0]->coords;
973 yaw = Person::players[0]->yaw;
975 hawkcoords = Person::players[0]->coords;
981 LOG("Starting background music...");
983 OPENAL_StopSound(OPENAL_ALL);
985 if (environment == snowyenvironment) {
986 emit_stream_np(stream_wind);
987 } else if (environment == desertenvironment) {
988 emit_stream_np(stream_desertambient);
989 } else if (environment == grassyenvironment) {
990 emit_stream_np(stream_wind, 100.);
993 oldmusicvolume[0] = 0;
994 oldmusicvolume[1] = 0;
995 oldmusicvolume[2] = 0;
996 oldmusicvolume[3] = 0;
1008 if (tutorialstagetime > tutorialmaxtime) {
1010 tutorialsuccess = 0;
1011 if (tutorialstage <= 1) {
1016 switch (tutorialstage) {
1018 tutorialmaxtime = 5;
1021 tutorialmaxtime = 2;
1024 tutorialmaxtime = 600;
1027 tutorialmaxtime = 1000;
1030 tutorialmaxtime = 600;
1033 tutorialmaxtime = 600;
1036 tutorialmaxtime = 600;
1039 tutorialmaxtime = 600;
1042 tutorialmaxtime = 600;
1045 tutorialmaxtime = 2;
1048 tutorialmaxtime = 1000;
1051 tutorialmaxtime = 1000;
1054 tutorialmaxtime = 2;
1057 tutorialmaxtime = 3;
1068 Person::players[1]->coords = (temp + temp2) / 2;
1070 emit_sound_at(fireendsound, Person::players[1]->coords);
1072 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1073 if (Random() % 2 == 0) {
1074 if (!Person::players[1]->skeleton.free)
1075 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1076 if (Person::players[1]->skeleton.free)
1077 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1078 if (!Person::players[1]->skeleton.free)
1079 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;
1080 if (Person::players[1]->skeleton.free)
1081 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1082 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1088 tutorialmaxtime = 500;
1091 tutorialmaxtime = 500;
1094 tutorialmaxtime = 500;
1097 tutorialmaxtime = 500;
1103 tutorialmaxtime = 500;
1106 tutorialmaxtime = 500;
1107 if (bonus == cannon) {
1114 tutorialmaxtime = 500;
1117 tutorialmaxtime = 500;
1120 tutorialmaxtime = 500;
1123 tutorialmaxtime = 500;
1126 tutorialmaxtime = 2;
1129 tutorialmaxtime = 4;
1132 Person::players[1]->aitype = attacktypecutoff;
1135 tutorialmaxtime = 400;
1138 tutorialmaxtime = 400;
1139 Person::players[0]->escapednum = 0;
1142 tutorialmaxtime = 4;
1145 Person::players[1]->aitype = passivetype;
1148 tutorialmaxtime = 13;
1151 tutorialmaxtime = 8;
1154 tutorialmaxtime = 400;
1157 Person::players[1]->aitype = attacktypecutoff;
1160 tutorialmaxtime = 400;
1163 tutorialmaxtime = 400;
1166 tutorialmaxtime = 2;
1169 Person::players[1]->aitype = passivetype;
1174 tutorialmaxtime = 50;
1177 Person::players[1]->aitype = attacktypecutoff;
1180 tutorialmaxtime = 4;
1183 Person::players[1]->aitype = passivetype;
1195 Weapon w(knife, -1);
1196 w.position = (temp + temp2) / 2;
1197 w.tippoint = (temp + temp2) / 2;
1200 w.tipvelocity = 0.1;
1207 weapons.push_back(w);
1211 tutorialmaxtime = 300;
1214 tutorialmaxtime = 300;
1217 tutorialmaxtime = 8;
1220 tutorialmaxtime = 300;
1223 weapons[0].owner = 1;
1224 Person::players[0]->weaponactive = -1;
1225 Person::players[0]->num_weapons = 0;
1226 Person::players[1]->weaponactive = 0;
1227 Person::players[1]->num_weapons = 1;
1228 Person::players[1]->weaponids[0] = 0;
1232 Person::players[1]->aitype = attacktypecutoff;
1234 tutorialmaxtime = 300;
1237 weapons[0].owner = 1;
1238 Person::players[0]->weaponactive = -1;
1239 Person::players[0]->num_weapons = 0;
1240 Person::players[1]->weaponactive = 0;
1241 Person::players[1]->num_weapons = 1;
1242 Person::players[1]->weaponids[0] = 0;
1244 tutorialmaxtime = 300;
1247 weapons[0].owner = 1;
1248 Person::players[0]->weaponactive = -1;
1249 Person::players[0]->num_weapons = 0;
1250 Person::players[1]->weaponactive = 0;
1251 Person::players[1]->num_weapons = 1;
1252 Person::players[1]->weaponids[0] = 0;
1254 weapons[0].setType(sword);
1256 tutorialmaxtime = 300;
1259 tutorialmaxtime = 10;
1270 Weapon w(sword, -1);
1271 w.position = (temp + temp2) / 2;
1272 w.tippoint = (temp + temp2) / 2;
1275 w.tipvelocity = 0.1;
1282 weapons.push_back(w);
1284 weapons[0].owner = 1;
1285 weapons[1].owner = 0;
1286 Person::players[0]->weaponactive = 0;
1287 Person::players[0]->num_weapons = 1;
1288 Person::players[0]->weaponids[0] = 1;
1289 Person::players[1]->weaponactive = 0;
1290 Person::players[1]->num_weapons = 1;
1291 Person::players[1]->weaponids[0] = 0;
1298 Person::players[1]->aitype = passivetype;
1300 tutorialmaxtime = 15;
1302 weapons[0].owner = 1;
1303 weapons[1].owner = 0;
1304 Person::players[0]->weaponactive = 0;
1305 Person::players[0]->num_weapons = 1;
1306 Person::players[0]->weaponids[0] = 1;
1307 Person::players[1]->weaponactive = 0;
1308 Person::players[1]->num_weapons = 1;
1309 Person::players[1]->weaponids[0] = 0;
1311 if (Person::players[0]->weaponactive != -1)
1312 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1314 weapons[0].setType(staff);
1319 Person::players[1]->aitype = passivetype;
1321 tutorialmaxtime = 200;
1323 weapons[1].position = 1000;
1324 weapons[1].tippoint = 1000;
1326 weapons[0].setType(knife);
1328 weapons[0].owner = 0;
1329 Person::players[1]->weaponactive = -1;
1330 Person::players[1]->num_weapons = 0;
1331 Person::players[0]->weaponactive = 0;
1332 Person::players[0]->num_weapons = 1;
1333 Person::players[0]->weaponids[0] = 0;
1337 tutorialmaxtime = 8;
1340 emit_sound_at(fireendsound, Person::players[1]->coords);
1342 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1343 if (Random() % 2 == 0) {
1344 if (!Person::players[1]->skeleton.free)
1345 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1346 if (Person::players[1]->skeleton.free)
1347 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1348 if (!Person::players[1]->skeleton.free)
1349 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;
1350 if (Person::players[1]->skeleton.free)
1351 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1352 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1356 Person::players[1]->num_weapons = 0;
1357 Person::players[1]->weaponstuck = -1;
1358 Person::players[1]->weaponactive = -1;
1364 tutorialmaxtime = 80000;
1369 if (tutorialstage <= 51)
1370 tutorialstagetime = 0;
1374 if (tutorialstagetime < tutorialmaxtime - 3) {
1375 switch (tutorialstage) {
1377 if (deltah || deltav)
1378 tutorialsuccess += multiplier;
1381 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1382 tutorialsuccess += multiplier;
1385 if (Person::players[0]->jumpkeydown)
1386 tutorialsuccess = 1;
1389 if (Person::players[0]->isCrouch())
1390 tutorialsuccess = 1;
1393 if (Person::players[0]->animTarget == rollanim)
1394 tutorialsuccess = 1;
1397 if (Person::players[0]->animTarget == sneakanim)
1398 tutorialsuccess += multiplier;
1401 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1402 tutorialsuccess += multiplier;
1405 if (Person::players[0]->isWallJump())
1406 tutorialsuccess = 1;
1409 if (Person::players[0]->animTarget == flipanim)
1410 tutorialsuccess = 1;
1413 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1414 tutorialsuccess = 1;
1417 if (Person::players[0]->animTarget == winduppunchanim)
1418 tutorialsuccess = 1;
1421 if (Person::players[0]->animTarget == spinkickanim)
1422 tutorialsuccess = 1;
1425 if (Person::players[0]->animTarget == sweepanim)
1426 tutorialsuccess = 1;
1429 if (Person::players[0]->animTarget == dropkickanim)
1430 tutorialsuccess = 1;
1433 if (Person::players[0]->animTarget == rabbitkickanim)
1434 tutorialsuccess = 1;
1437 if (bonus == cannon)
1438 tutorialsuccess = 1;
1441 if (bonus == spinecrusher)
1442 tutorialsuccess = 1;
1445 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1446 tutorialsuccess = 1;
1449 if (Person::players[0]->animTarget == rabbittacklinganim)
1450 tutorialsuccess = 1;
1453 if (Person::players[0]->animTarget == backhandspringanim)
1454 tutorialsuccess = 1;
1457 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1458 tutorialsuccess = 1;
1461 if (Person::players[0]->escapednum == 2) {
1462 tutorialsuccess = 1;
1465 Person::players[1]->aitype = passivetype;
1469 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1470 tutorialsuccess = 1;
1473 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1474 tutorialsuccess = 1;
1477 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1478 tutorialsuccess = 1;
1481 Person::players[1]->aitype = passivetype;
1485 if (Person::players[0]->num_weapons > 0)
1486 tutorialsuccess = 1;
1489 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1490 tutorialsuccess = 1;
1493 if (Person::players[0]->animTarget == knifeslashstartanim)
1494 tutorialsuccess = 1;
1497 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1498 tutorialsuccess = 1;
1501 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1502 tutorialsuccess = 1;
1505 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1506 tutorialsuccess = 1;
1509 if (Person::players[1]->weaponstuck != -1)
1510 tutorialsuccess = 1;
1515 if (tutorialsuccess >= 1)
1516 tutorialstagetime = tutorialmaxtime - 3;
1519 if (tutorialstagetime == tutorialmaxtime - 3) {
1520 emit_sound_np(consolesuccesssound);
1523 if (tutorialsuccess >= 1) {
1524 if (tutorialstage == 34 || tutorialstage == 35)
1525 tutorialstagetime = tutorialmaxtime - 1;
1529 if (tutorialstage < 14 || tutorialstage >= 50) {
1530 Person::players[1]->coords.y = 300;
1531 Person::players[1]->velocity = 0;
1537 float headprop, bodyprop, armprop, legprop;
1542 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1544 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1545 Person::players[0]->damagetolerance = 200000;
1546 Person::players[0]->damage = 0;
1547 Person::players[0]->burnt = 0;
1548 Person::players[0]->permanentdamage = 0;
1549 Person::players[0]->superpermanentdamage = 0;
1552 /* Change environment */
1553 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1555 if (environment > 2)
1557 Setenvironment(environment);
1561 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1562 cameramode = !cameramode;
1565 /* Toggle Slow motion */
1566 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1572 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1573 Person::players[0]->RagDoll(0);
1575 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1578 /* Grow tree leaves?? */
1579 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1580 for (int i = 0; i < Object::objects.size(); i++) {
1581 if (Object::objects[i]->type == treeleavestype) {
1582 Object::objects[i]->scale *= .9;
1587 /* Change (or add) weapon */
1588 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1590 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1591 closest = findClosestPlayer();
1595 if (Person::players[closest]->num_weapons > 0) {
1596 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1597 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1598 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1599 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1601 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1603 Person::players[closest]->weaponids[0] = weapons.size();
1605 weapons.push_back(Weapon(knife, closest));
1607 Person::players[closest]->num_weapons = 1;
1613 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1615 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1616 closest = findClosestPlayer();
1620 Person::players[closest]->yaw += multiplier * 50;
1621 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1626 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1627 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1628 if (Person::players[0]->onfire) {
1629 Person::players[0]->CatchFire();
1631 if (!Person::players[0]->onfire) {
1632 emit_sound_at(fireendsound, Person::players[0]->coords);
1633 pause_sound(stream_firesound);
1638 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1640 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1641 closest = findClosestPlayer();
1645 Person::players[closest]->whichskin++;
1646 if (Person::players[closest]->whichskin > 9)
1647 Person::players[closest]->whichskin = 0;
1648 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1649 Person::players[closest]->whichskin = 0;
1651 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1652 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1655 Person::players[closest]->addClothes();
1658 /* Change creature type */
1659 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1661 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1662 closest = findClosestPlayer();
1666 if (Person::players[closest]->creature == wolftype) {
1667 headprop = Person::players[closest]->proportionhead.x / 1.1;
1668 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1669 armprop = Person::players[closest]->proportionarms.x / 1.1;
1670 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1673 headprop = Person::players[closest]->proportionhead.x / 1.2;
1674 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1675 armprop = Person::players[closest]->proportionarms.x / 1.00;
1676 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1680 if (Person::players[closest]->creature == rabbittype) {
1681 Person::players[closest]->creature = wolftype;
1682 Person::players[closest]->whichskin = 0;
1683 Person::players[closest]->skeletonLoad();
1685 Person::players[closest]->proportionhead = 1.1;
1686 Person::players[closest]->proportionbody = 1.1;
1687 Person::players[closest]->proportionarms = 1.1;
1688 Person::players[closest]->proportionlegs = 1.1;
1689 Person::players[closest]->proportionlegs.y = 1.1;
1690 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1692 Person::players[closest]->damagetolerance = 300;
1694 Person::players[closest]->creature = rabbittype;
1695 Person::players[closest]->whichskin = 0;
1696 Person::players[closest]->skeletonLoad(true);
1698 Person::players[closest]->proportionhead = 1.2;
1699 Person::players[closest]->proportionbody = 1.05;
1700 Person::players[closest]->proportionarms = 1.00;
1701 Person::players[closest]->proportionlegs = 1.1;
1702 Person::players[closest]->proportionlegs.y = 1.05;
1703 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1705 Person::players[closest]->damagetolerance = 200;
1708 if (Person::players[closest]->creature == wolftype) {
1709 Person::players[closest]->proportionhead = 1.1 * headprop;
1710 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1711 Person::players[closest]->proportionarms = 1.1 * armprop;
1712 Person::players[closest]->proportionlegs = 1.1 * legprop;
1715 if (Person::players[closest]->creature == rabbittype) {
1716 Person::players[closest]->proportionhead = 1.2 * headprop;
1717 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1718 Person::players[closest]->proportionarms = 1.00 * armprop;
1719 Person::players[closest]->proportionlegs = 1.1 * legprop;
1720 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1727 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1729 float closestdist = std::numeric_limits<float>::max();
1731 for (unsigned i = 1; i < Person::players.size(); i++) {
1732 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1733 if (!Person::players[i]->headless)
1734 if (distance < closestdist) {
1735 closestdist = distance;
1740 XYZ flatfacing2, flatvelocity2;
1742 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1743 blah = Person::players[closest]->coords;
1744 XYZ headspurtdirection;
1745 //int i = Person::players[closest]->skeleton.jointlabels[head];
1746 Joint& headjoint = Person::players[closest]->joint(head);
1747 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1748 if (!Person::players[closest]->skeleton.free)
1749 flatvelocity2 = Person::players[closest]->velocity;
1750 if (Person::players[closest]->skeleton.free)
1751 flatvelocity2 = headjoint.velocity;
1752 if (!Person::players[closest]->skeleton.free)
1753 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;
1754 if (Person::players[closest]->skeleton.free)
1755 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1756 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1757 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1758 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1759 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1760 Normalise(&headspurtdirection);
1761 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1762 flatvelocity2 += headspurtdirection * 8;
1763 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1765 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1767 emit_sound_at(splattersound, blah);
1768 emit_sound_at(breaksound2, blah, 100.);
1770 if (Person::players[closest]->skeleton.free == 2)
1771 Person::players[closest]->skeleton.free = 0;
1772 Person::players[closest]->RagDoll(0);
1773 Person::players[closest]->dead = 2;
1774 Person::players[closest]->headless = 1;
1775 Person::players[closest]->DoBloodBig(3, 165);
1782 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1783 int closest = findClosestPlayer();
1784 XYZ flatfacing2, flatvelocity2;
1786 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1787 blah = Person::players[closest]->coords;
1788 emit_sound_at(splattersound, blah);
1789 emit_sound_at(breaksound2, blah);
1791 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1792 if (!Person::players[closest]->skeleton.free)
1793 flatvelocity2 = Person::players[closest]->velocity;
1794 if (Person::players[closest]->skeleton.free)
1795 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1796 if (!Person::players[closest]->skeleton.free)
1797 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;
1798 if (Person::players[closest]->skeleton.free)
1799 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1800 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1801 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1802 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1803 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1804 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1805 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1808 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1809 if (!Person::players[closest]->skeleton.free)
1810 flatvelocity2 = Person::players[closest]->velocity;
1811 if (Person::players[closest]->skeleton.free)
1812 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1813 if (!Person::players[closest]->skeleton.free)
1814 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;
1815 if (Person::players[closest]->skeleton.free)
1816 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1817 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1818 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1819 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1820 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1821 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1824 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1825 if (!Person::players[closest]->skeleton.free)
1826 flatvelocity2 = Person::players[closest]->velocity;
1827 if (Person::players[closest]->skeleton.free)
1828 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1829 if (!Person::players[closest]->skeleton.free)
1830 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;
1831 if (Person::players[closest]->skeleton.free)
1832 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1833 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1834 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1835 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1836 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1837 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1840 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1841 if (!Person::players[closest]->skeleton.free)
1842 flatvelocity2 = Person::players[closest]->velocity;
1843 if (Person::players[closest]->skeleton.free)
1844 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1845 if (!Person::players[closest]->skeleton.free)
1846 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;
1847 if (Person::players[closest]->skeleton.free)
1848 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1849 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1850 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1851 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1852 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1853 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1857 for (unsigned j = 0; j < Person::players.size(); j++) {
1858 if (int(j) != closest) {
1859 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1860 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1861 if (Person::players[j]->skeleton.free == 2)
1862 Person::players[j]->skeleton.free = 1;
1863 Person::players[j]->skeleton.longdead = 0;
1864 Person::players[j]->RagDoll(0);
1865 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1866 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1867 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1868 flatvelocity2 = temppos - Person::players[closest]->coords;
1869 Normalise(&flatvelocity2);
1870 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1877 Person::players[closest]->DoDamage(10000);
1878 Person::players[closest]->RagDoll(0);
1879 Person::players[closest]->dead = 2;
1880 Person::players[closest]->coords = 20;
1881 Person::players[closest]->skeleton.free = 2;
1889 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1890 editorenabled = !editorenabled;
1891 if (editorenabled) {
1892 Person::players[0]->damagetolerance = 100000;
1894 Person::players[0]->damagetolerance = 200;
1896 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
1897 Person::players[0]->permanentdamage = 0;
1898 Person::players[0]->superpermanentdamage = 0;
1899 Person::players[0]->bloodloss = 0;
1900 Person::players[0]->deathbleeding = 0;
1905 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
1907 if (targetlevel > numchallengelevels - 1)
1913 if (editorenabled) {
1914 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1915 int closest = findClosestPlayer();
1917 Person::players.erase(Person::players.begin()+closest);
1921 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1922 int closest = findClosestObject();
1924 Object::objects[closest]->position.y -= 500;
1928 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1929 if (Object::objects.size() < max_objects - 1) {
1931 scenecoords.x = Person::players[0]->coords.x;
1932 scenecoords.z = Person::players[0]->coords.z;
1933 scenecoords.y = Person::players[0]->coords.y - 3;
1934 if (editortype == bushtype)
1935 scenecoords.y = Person::players[0]->coords.y - .5;
1936 if (editortype == firetype)
1937 scenecoords.y = Person::players[0]->coords.y - .5;
1938 float temprotat, temprotat2;
1939 temprotat = editoryaw;
1940 temprotat2 = editorpitch;
1941 if (temprotat < 0 || editortype == bushtype)
1942 temprotat = Random() % 360;
1944 temprotat2 = Random() % 360;
1946 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
1947 if (editortype == treetrunktype)
1948 Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
1952 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1953 Person::players.push_back(shared_ptr<Person>(new Person()));
1955 Person::players.back()->id = Person::players.size()-1;
1957 Person::players.back()->scale = Person::players[0]->scale;
1958 Person::players.back()->creature = rabbittype;
1959 Person::players.back()->howactive = editoractive;
1961 int k = abs(Random() % 2) + 1;
1963 Person::players.back()->whichskin = 0;
1964 } else if (k == 1) {
1965 Person::players.back()->whichskin = 1;
1967 Person::players.back()->whichskin = 2;
1970 Person::players.back()->skeletonLoad(true);
1972 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1973 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
1975 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
1976 Person::players.back()->yaw = Person::players[0]->yaw;
1978 Person::players.back()->coords = Person::players[0]->coords;
1979 Person::players.back()->oldcoords = Person::players.back()->coords;
1980 Person::players.back()->realoldcoords = Person::players.back()->coords;
1982 if (Person::players[0]->creature == wolftype) {
1983 headprop = Person::players[0]->proportionhead.x / 1.1;
1984 bodyprop = Person::players[0]->proportionbody.x / 1.1;
1985 armprop = Person::players[0]->proportionarms.x / 1.1;
1986 legprop = Person::players[0]->proportionlegs.x / 1.1;
1989 headprop = Person::players[0]->proportionhead.x / 1.2;
1990 bodyprop = Person::players[0]->proportionbody.x / 1.05;
1991 armprop = Person::players[0]->proportionarms.x / 1.00;
1992 legprop = Person::players[0]->proportionlegs.x / 1.1;
1995 if (Person::players.back()->creature == wolftype) {
1996 Person::players.back()->proportionhead = 1.1 * headprop;
1997 Person::players.back()->proportionbody = 1.1 * bodyprop;
1998 Person::players.back()->proportionarms = 1.1 * armprop;
1999 Person::players.back()->proportionlegs = 1.1 * legprop;
2002 if (Person::players.back()->creature == rabbittype) {
2003 Person::players.back()->proportionhead = 1.2 * headprop;
2004 Person::players.back()->proportionbody = 1.05 * bodyprop;
2005 Person::players.back()->proportionarms = 1.00 * armprop;
2006 Person::players.back()->proportionlegs = 1.1 * legprop;
2007 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2011 Person::players.back()->proportionhead.z = 0;
2012 Person::players.back()->proportionbody.z = 0;
2013 Person::players.back()->proportionarms.z = 0;
2014 Person::players.back()->proportionlegs.z = 0;
2017 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2019 Person::players.back()->damagetolerance = 200;
2021 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2022 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2023 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2024 Person::players.back()->armorhead = Person::players[0]->armorhead;
2025 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2026 Person::players.back()->armorlow = Person::players[0]->armorlow;
2027 Person::players.back()->metalhead = Person::players[0]->metalhead;
2028 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2029 Person::players.back()->metallow = Person::players[0]->metallow;
2031 Person::players.back()->immobile = Person::players[0]->immobile;
2033 Person::players.back()->numclothes = Person::players[0]->numclothes;
2034 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2035 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2036 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2037 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2038 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2040 Person::players.back()->addClothes();
2042 Person::players.back()->power = Person::players[0]->power;
2043 Person::players.back()->speedmult = Person::players[0]->speedmult;
2045 Person::players.back()->loaded = true;
2048 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2049 if (Person::players.back()->numwaypoints < 90) {
2050 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2051 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2052 Person::players.back()->numwaypoints++;
2056 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2057 if (numpathpoints < 30) {
2058 bool connected, alreadyconnected;
2060 if (numpathpoints > 1)
2061 for (int i = 0; i < numpathpoints; i++) {
2062 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2063 alreadyconnected = 0;
2064 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2065 if (pathpointconnect[pathpointselected][j] == i)
2066 alreadyconnected = 1;
2068 if (!alreadyconnected) {
2069 numpathpointconnect[pathpointselected]++;
2071 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2077 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2078 numpathpointconnect[numpathpoints - 1] = 0;
2079 if (numpathpoints > 1 && pathpointselected != -1) {
2080 numpathpointconnect[pathpointselected]++;
2081 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2083 pathpointselected = numpathpoints - 1;
2088 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2089 pathpointselected++;
2090 if (pathpointselected >= numpathpoints)
2091 pathpointselected = -1;
2094 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2095 pathpointselected--;
2096 if (pathpointselected <= -2)
2097 pathpointselected = numpathpoints - 1;
2100 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2101 if (pathpointselected != -1) {
2103 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2104 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2105 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2106 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2108 for (int i = 0; i < numpathpoints; i++) {
2109 for (int j = 0; j < numpathpointconnect[i]; j++) {
2110 if (pathpointconnect[i][j] == pathpointselected) {
2111 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2112 numpathpointconnect[i]--;
2114 if (pathpointconnect[i][j] == numpathpoints) {
2115 pathpointconnect[i][j] = pathpointselected;
2119 pathpointselected = numpathpoints - 1;
2123 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2125 if (editortype == treeleavestype || editortype == 10)
2128 editortype = firetype;
2131 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2133 if (editortype == treeleavestype || editortype == 10)
2135 if (editortype > firetype)
2139 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2140 editoryaw -= multiplier * 100;
2141 if (editoryaw < -.01)
2145 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2146 editoryaw += multiplier * 100;
2149 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2150 editorsize += multiplier;
2153 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2154 editorsize -= multiplier;
2155 if (editorsize < .1)
2160 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2161 mapradius -= multiplier * 10;
2164 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2165 mapradius += multiplier * 10;
2168 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2169 editorpitch += multiplier * 100;
2172 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2173 editorpitch -= multiplier * 100;
2174 if (editorpitch < -.01)
2178 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2179 int closest = findClosestObject();
2181 Object::DeleteObject(closest);
2187 void doJumpReversals()
2189 for (unsigned k = 0; k < Person::players.size(); k++)
2190 for (unsigned i = k; i < Person::players.size(); i++) {
2193 if ( Person::players[k]->skeleton.free == 0 &&
2194 Person::players[i]->skeleton.oldfree == 0 &&
2195 (Person::players[i]->animTarget == jumpupanim ||
2196 Person::players[k]->animTarget == jumpupanim) &&
2197 (Person::players[i]->aitype == playercontrolled ||
2198 Person::players[k]->aitype == playercontrolled) &&
2199 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2200 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2201 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2202 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2203 //TODO: refactor two huge similar ifs
2204 if (Person::players[i]->animTarget == jumpupanim &&
2205 Person::players[k]->animTarget != getupfrombackanim &&
2206 Person::players[k]->animTarget != getupfromfrontanim &&
2207 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2208 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2209 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2210 Person::players[k]->aitype != playercontrolled)) {
2211 Person::players[i]->victim = Person::players[k];
2212 Person::players[i]->velocity = 0;
2213 Person::players[i]->animCurrent = jumpreversedanim;
2214 Person::players[i]->animTarget = jumpreversedanim;
2215 Person::players[i]->frameCurrent = 0;
2216 Person::players[i]->frameTarget = 1;
2217 Person::players[i]->targettilt2 = 0;
2218 Person::players[k]->victim = Person::players[i];
2219 Person::players[k]->velocity = 0;
2220 Person::players[k]->animCurrent = jumpreversalanim;
2221 Person::players[k]->animTarget = jumpreversalanim;
2222 Person::players[k]->frameCurrent = 0;
2223 Person::players[k]->frameTarget = 1;
2224 Person::players[k]->targettilt2 = 0;
2225 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2226 Person::players[i]->animCurrent = rabbitkickreversedanim;
2227 Person::players[i]->animTarget = rabbitkickreversedanim;
2228 Person::players[i]->frameCurrent = 1;
2229 Person::players[i]->frameTarget = 2;
2230 Person::players[k]->animCurrent = rabbitkickreversalanim;
2231 Person::players[k]->animTarget = rabbitkickreversalanim;
2232 Person::players[k]->frameCurrent = 1;
2233 Person::players[k]->frameTarget = 2;
2235 Person::players[i]->target = 0;
2236 Person::players[k]->oldcoords = Person::players[k]->coords;
2237 Person::players[i]->coords = Person::players[k]->coords;
2238 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2239 Person::players[k]->yaw = Person::players[i]->targetyaw;
2240 if (Person::players[k]->aitype == attacktypecutoff)
2241 Person::players[k]->stunned = .5;
2243 if (Person::players[k]->animTarget == jumpupanim &&
2244 Person::players[i]->animTarget != getupfrombackanim &&
2245 Person::players[i]->animTarget != getupfromfrontanim &&
2246 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2247 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2248 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2249 Person::players[i]->aitype != playercontrolled)) {
2250 Person::players[k]->victim = Person::players[i];
2251 Person::players[k]->velocity = 0;
2252 Person::players[k]->animCurrent = jumpreversedanim;
2253 Person::players[k]->animTarget = jumpreversedanim;
2254 Person::players[k]->frameCurrent = 0;
2255 Person::players[k]->frameTarget = 1;
2256 Person::players[k]->targettilt2 = 0;
2257 Person::players[i]->victim = Person::players[k];
2258 Person::players[i]->velocity = 0;
2259 Person::players[i]->animCurrent = jumpreversalanim;
2260 Person::players[i]->animTarget = jumpreversalanim;
2261 Person::players[i]->frameCurrent = 0;
2262 Person::players[i]->frameTarget = 1;
2263 Person::players[i]->targettilt2 = 0;
2264 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2265 Person::players[k]->animTarget = rabbitkickreversedanim;
2266 Person::players[k]->animCurrent = rabbitkickreversedanim;
2267 Person::players[i]->animCurrent = rabbitkickreversalanim;
2268 Person::players[i]->animTarget = rabbitkickreversalanim;
2269 Person::players[k]->frameCurrent = 1;
2270 Person::players[k]->frameTarget = 2;
2271 Person::players[i]->frameCurrent = 1;
2272 Person::players[i]->frameTarget = 2;
2274 Person::players[k]->target = 0;
2275 Person::players[i]->oldcoords = Person::players[i]->coords;
2276 Person::players[k]->coords = Person::players[i]->coords;
2277 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2278 Person::players[i]->yaw = Person::players[k]->targetyaw;
2279 if (Person::players[i]->aitype == attacktypecutoff)
2280 Person::players[i]->stunned = .5;
2287 void doAerialAcrobatics()
2289 static XYZ facing, flatfacing;
2290 for (unsigned k = 0; k < Person::players.size(); k++) {
2291 Person::players[k]->turnspeed = 500;
2293 if ((Person::players[k]->isRun() &&
2294 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2295 Person::players[k]->targetyaw != wolfrunninganim) ||
2296 Person::players[k]->frameTarget == 4)) ||
2297 Person::players[k]->animTarget == removeknifeanim ||
2298 Person::players[k]->animTarget == crouchremoveknifeanim ||
2299 Person::players[k]->animTarget == flipanim ||
2300 Person::players[k]->animTarget == fightsidestep ||
2301 Person::players[k]->animTarget == walkanim) {
2302 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2306 if (Person::players[k]->isStop() ||
2307 Person::players[k]->isLanding() ||
2308 Person::players[k]->animTarget == staggerbackhighanim ||
2309 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2310 Person::players[k]->animTarget == staggerbackhardanim ||
2311 Person::players[k]->animTarget == backhandspringanim ||
2312 Person::players[k]->animTarget == dodgebackanim ||
2313 Person::players[k]->animTarget == rollanim ||
2314 (Animation::animations[Person::players[k]->animTarget].attack &&
2315 Person::players[k]->animTarget != rabbitkickanim &&
2316 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2317 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2318 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2321 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2322 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2325 Person::players[k]->DoStuff();
2326 if (Person::players[k]->immobile && k != 0)
2327 Person::players[k]->coords = Person::players[k]->realoldcoords;
2329 //if player's position has changed (?)
2330 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2331 !Person::players[k]->skeleton.free &&
2332 Person::players[k]->animTarget != climbanim &&
2333 Person::players[k]->animTarget != hanganim) {
2334 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2336 bool tempcollide = 0;
2338 if (Person::players[k]->collide < -.3)
2339 Person::players[k]->collide = -.3;
2340 if (Person::players[k]->collide > 1)
2341 Person::players[k]->collide = 1;
2342 Person::players[k]->collide -= multiplier * 30;
2345 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2347 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2348 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2349 if (Object::objects[i]->type != rocktype ||
2350 Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
2351 Object::objects[i]->position.y > Person::players[k]->coords.y) {
2352 lowpoint = Person::players[k]->coords;
2353 if (Person::players[k]->animTarget != jumpupanim &&
2354 Person::players[k]->animTarget != jumpdownanim &&
2355 !Person::players[k]->isFlip())
2359 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2360 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2361 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2362 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2363 flatfacing = lowpoint - Person::players[k]->coords;
2364 Person::players[k]->coords = lowpoint;
2365 Person::players[k]->coords.y -= 1.3;
2366 Person::players[k]->collide = 1;
2369 //TODO: refactor four similar blocks
2370 if (Person::players[k]->aitype == playercontrolled &&
2371 (Person::players[k]->animTarget == jumpupanim ||
2372 Person::players[k]->animTarget == jumpdownanim ||
2373 Person::players[k]->isFlip()) &&
2374 !Person::players[k]->jumptogglekeydown &&
2375 Person::players[k]->jumpkeydown) {
2376 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2377 XYZ tempcoords1 = lowpoint;
2378 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2379 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2380 Person::players[k]->setAnimation(walljumpleftanim);
2381 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2383 pause_sound(whooshsound);
2385 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2386 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2387 if (lowpointtarget.z < 0)
2388 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2389 Person::players[k]->targetyaw = Person::players[k]->yaw;
2390 Person::players[k]->lowyaw = Person::players[k]->yaw;
2394 lowpoint = tempcoords1;
2395 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2396 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2397 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2398 Person::players[k]->setAnimation(walljumprightanim);
2399 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2401 pause_sound(whooshsound);
2403 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2404 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2405 if (lowpointtarget.z < 0)
2406 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2407 Person::players[k]->targetyaw = Person::players[k]->yaw;
2408 Person::players[k]->lowyaw = Person::players[k]->yaw;
2412 lowpoint = tempcoords1;
2413 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2414 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2415 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2416 Person::players[k]->setAnimation(walljumpbackanim);
2417 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2419 pause_sound(whooshsound);
2421 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2422 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2423 if (lowpointtarget.z < 0)
2424 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2425 Person::players[k]->targetyaw = Person::players[k]->yaw;
2426 Person::players[k]->lowyaw = Person::players[k]->yaw;
2430 lowpoint = tempcoords1;
2431 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2432 whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2433 if (whichhit != -1 && fabs(Object::objects[i]->model.facenormals[whichhit].y) < .3) {
2434 Person::players[k]->setAnimation(walljumpfrontanim);
2435 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2437 pause_sound(whooshsound);
2439 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2440 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2441 if (lowpointtarget.z < 0)
2442 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2443 Person::players[k]->yaw += 180;
2444 Person::players[k]->targetyaw = Person::players[k]->yaw;
2445 Person::players[k]->lowyaw = Person::players[k]->yaw;
2454 } else if (Object::objects[i]->type == rocktype) {
2455 lowpoint2 = Person::players[k]->coords;
2456 lowpoint = Person::players[k]->coords;
2458 if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
2459 Person::players[k]->coords = colpoint;
2460 Person::players[k]->collide = 1;
2463 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2464 //flipped into a rock
2465 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2466 Person::players[k]->RagDoll(0);
2468 if (Person::players[k]->animTarget == jumpupanim) {
2469 Person::players[k]->jumppower = -4;
2470 Person::players[k]->animTarget = Person::players[k]->getIdle();
2472 Person::players[k]->target = 0;
2473 Person::players[k]->frameTarget = 0;
2474 Person::players[k]->onterrain = 1;
2476 if (Person::players[k]->id == 0) {
2477 pause_sound(whooshsound);
2478 OPENAL_SetVolume(channels[whooshsound], 0);
2482 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2483 if (Person::players[k]->isFlip())
2484 Person::players[k]->jumppower = -4;
2485 Person::players[k]->animTarget = Person::players[k]->getLanding();
2486 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2488 addEnvSound(Person::players[k]->coords);
2497 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2498 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2499 lowpoint = Person::players[k]->coords;
2501 if (Object::objects[i]->type != rocktype)
2502 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
2503 if (Person::players[k]->animTarget != jumpupanim &&
2504 Person::players[k]->animTarget != jumpdownanim &&
2505 Person::players[k]->onterrain)
2506 Person::players[k]->avoidcollided = 1;
2507 Person::players[k]->coords = lowpoint;
2508 Person::players[k]->coords.y -= 1.35;
2509 Person::players[k]->collide = 1;
2511 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2512 (Person::players[k]->animCurrent != climbanim &&
2513 Person::players[k]->animCurrent != hanganim &&
2514 !Person::players[k]->isWallJump() ||
2515 Person::players[k]->animTarget == jumpupanim ||
2516 Person::players[k]->animTarget == jumpdownanim)) {
2517 lowpoint = Person::players[k]->coords;
2518 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
2519 lowpoint = Person::players[k]->coords;
2523 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2524 lowpointtarget = lowpoint + facing * 1.4;
2525 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2526 if (whichhit != -1) {
2527 lowpoint = Person::players[k]->coords;
2529 lowpointtarget = lowpoint + facing * 1.4;
2530 lowpoint2 = lowpoint;
2531 lowpointtarget2 = lowpointtarget;
2532 lowpoint3 = lowpoint;
2533 lowpointtarget3 = lowpointtarget;
2534 lowpoint4 = lowpoint;
2535 lowpointtarget4 = lowpointtarget;
2536 lowpoint5 = lowpoint;
2537 lowpointtarget5 = lowpointtarget;
2538 lowpoint6 = lowpoint;
2539 lowpointtarget6 = lowpointtarget;
2540 lowpoint7 = lowpoint;
2541 lowpointtarget7 = lowpoint;
2543 lowpointtarget2.x += .1;
2545 lowpointtarget3.z += .1;
2547 lowpointtarget4.x -= .1;
2549 lowpointtarget5.z -= .1;
2550 lowpoint6.y += 45 / 13;
2551 lowpointtarget6.y += 45 / 13;
2552 lowpointtarget6 += facing * .6;
2553 lowpointtarget7.y += 90 / 13;
2554 whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
2555 if (Object::objects[i]->friction > .5)
2556 if (whichhit != -1) {
2557 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2558 Person::players[k]->collided = 1;
2559 if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
2560 if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
2561 if ( Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
2562 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2563 Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
2564 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2565 Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
2566 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
2567 Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
2568 &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
2569 for (int j = 0; j < 45; j++) {
2570 lowpoint = Person::players[k]->coords;
2571 lowpoint.y += (float)j / 13;
2572 lowpointtarget = lowpoint + facing * 1.4;
2573 if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
2574 &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
2575 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2577 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2578 lowpoint = Person::players[k]->coords;
2579 lowpoint.y += (float)j / 13;
2580 lowpointtarget = lowpoint + facing * 1.3;
2581 flatfacing = Person::players[k]->coords;
2582 Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 0) * .01;
2583 Person::players[k]->coords.y = lowpointtarget.y - .07;
2584 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2586 if (j > 10 || !Person::players[k]->isRun()) {
2587 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2589 pause_sound(whooshsound);
2591 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2593 lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 0);
2594 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2595 if (lowpointtarget.z < 0)
2596 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2597 Person::players[k]->targetyaw = Person::players[k]->yaw;
2598 Person::players[k]->lowyaw = Person::players[k]->yaw;
2600 //Person::players[k]->velocity=lowpointtarget*.03;
2601 Person::players[k]->velocity = 0;
2604 if (Person::players[k]->animTarget == jumpupanim) {
2605 Person::players[k]->animTarget = climbanim;
2606 Person::players[k]->jumppower = 0;
2607 Person::players[k]->jumpclimb = 1;
2609 Person::players[k]->transspeed = 6;
2610 Person::players[k]->target = 0;
2611 Person::players[k]->frameTarget = 1;
2614 Person::players[k]->setAnimation(hanganim);
2615 Person::players[k]->jumppower = 0;
2627 if (Person::players[k]->collide <= 0) {
2629 if (!Person::players[k]->onterrain &&
2630 Person::players[k]->animTarget != jumpupanim &&
2631 Person::players[k]->animTarget != jumpdownanim &&
2632 Person::players[k]->animTarget != climbanim &&
2633 Person::players[k]->animTarget != hanganim &&
2634 !Person::players[k]->isWallJump() &&
2635 !Person::players[k]->isFlip()) {
2636 if (Person::players[k]->animCurrent != climbanim &&
2637 Person::players[k]->animCurrent != tempanim &&
2638 Person::players[k]->animTarget != backhandspringanim &&
2639 (Person::players[k]->animTarget != rollanim ||
2640 Person::players[k]->frameTarget < 2 ||
2641 Person::players[k]->frameTarget > 6)) {
2642 //stagger off ledge (?)
2643 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2644 Person::players[k]->RagDoll(0);
2645 Person::players[k]->setAnimation(jumpdownanim);
2648 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2651 Person::players[k]->velocity.y += gravity;
2655 Person::players[k]->realoldcoords = Person::players[k]->coords;
2661 static int randattack;
2662 static bool playerrealattackkeydown = 0;
2664 if (!Input::isKeyDown(attackkey))
2667 Person::players[0]->attackkeydown = 0;
2669 playerrealattackkeydown = 0;
2671 playerrealattackkeydown = Input::isKeyDown(attackkey);
2672 if ((Person::players[0]->parriedrecently <= 0 ||
2673 Person::players[0]->weaponactive == -1) &&
2676 Person::players[0]->lastattack != swordslashanim &&
2677 Person::players[0]->lastattack != knifeslashstartanim &&
2678 Person::players[0]->lastattack != staffhitanim &&
2679 Person::players[0]->lastattack != staffspinhitanim)))
2680 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2681 if (Input::isKeyDown(attackkey) &&
2683 !Person::players[0]->backkeydown) {
2684 for (unsigned k = 0; k < Person::players.size(); k++) {
2685 if ((Person::players[k]->animTarget == swordslashanim ||
2686 Person::players[k]->animTarget == staffhitanim ||
2687 Person::players[k]->animTarget == staffspinhitanim) &&
2688 Person::players[0]->animCurrent != dodgebackanim &&
2689 !Person::players[k]->skeleton.free)
2690 Person::players[k]->Reverse();
2694 if (!hostile || Dialog::inDialog())
2695 Person::players[0]->attackkeydown = 0;
2697 for (unsigned k = 0; k < Person::players.size(); k++) {
2698 if (Dialog::inDialog())
2699 Person::players[k]->attackkeydown = 0;
2700 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2701 if (Person::players[k]->aitype != playercontrolled)
2702 Person::players[k]->victim = Person::players[0];
2703 //attack key pressed
2704 if (Person::players[k]->attackkeydown) {
2706 if (Person::players[k]->backkeydown &&
2707 Person::players[k]->animTarget != backhandspringanim &&
2708 (Person::players[k]->isIdle() ||
2709 Person::players[k]->isStop() ||
2710 Person::players[k]->isRun() ||
2711 Person::players[k]->animTarget == walkanim)) {
2712 if (Person::players[k]->jumppower <= 1) {
2713 Person::players[k]->jumppower -= 2;
2715 for (unsigned i = 0; i < Person::players.size(); i++) {
2718 if (Person::players[i]->animTarget == swordslashanim ||
2719 Person::players[i]->animTarget == knifeslashstartanim ||
2720 Person::players[i]->animTarget == staffhitanim ||
2721 Person::players[i]->animTarget == staffspinhitanim)
2722 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2723 Person::players[k]->setAnimation(dodgebackanim);
2724 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2725 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2728 if (Person::players[k]->animTarget != dodgebackanim) {
2731 Person::players[k]->setAnimation(backhandspringanim);
2732 Person::players[k]->targetyaw = -yaw + 180;
2733 if (Person::players[k]->leftkeydown)
2734 Person::players[k]->targetyaw -= 45;
2735 if (Person::players[k]->rightkeydown)
2736 Person::players[k]->targetyaw += 45;
2737 Person::players[k]->yaw = Person::players[k]->targetyaw;
2738 Person::players[k]->jumppower -= 2;
2743 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2744 !Person::players[k]->backkeydown &&
2745 (Person::players[k]->isIdle() ||
2746 Person::players[k]->isRun() ||
2747 Person::players[k]->animTarget == walkanim ||
2748 Person::players[k]->animTarget == sneakanim ||
2749 Person::players[k]->isCrouch())) {
2750 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2751 //normal attacks (?)
2752 Person::players[k]->hasvictim = 0;
2753 if (Person::players.size() > 1)
2754 for (unsigned i = 0; i < Person::players.size(); i++) {
2755 if (i == k || !(k == 0 || i == 0))
2757 if (!Person::players[k]->hasvictim)
2758 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2760 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2761 if (distance < 4.5 &&
2762 !Person::players[i]->skeleton.free &&
2763 Person::players[i]->howactive < typedead1 &&
2764 Person::players[i]->animTarget != jumpreversedanim &&
2765 Person::players[i]->animTarget != rabbitkickreversedanim &&
2766 Person::players[i]->animTarget != rabbitkickanim &&
2767 Person::players[k]->animTarget != rabbitkickanim &&
2768 Person::players[i]->animTarget != getupfrombackanim &&
2769 (Person::players[i]->animTarget != staggerbackhighanim &&
2770 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2771 Person::players[i]->animTarget != jumpdownanim &&
2772 Person::players[i]->animTarget != jumpupanim &&
2773 Person::players[i]->animTarget != getupfromfrontanim) {
2774 Person::players[k]->victim = Person::players[i];
2775 Person::players[k]->hasvictim = 1;
2776 if (Person::players[k]->aitype == playercontrolled) { //human player
2778 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2779 Person::players[k]->crouchkeydown &&
2780 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2781 Person::players[k]->animTarget = sweepanim;
2783 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2784 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2785 !Person::players[k]->forwardkeydown &&
2786 !Person::players[k]->leftkeydown &&
2787 !Person::players[k]->rightkeydown &&
2788 !Person::players[k]->crouchkeydown &&
2791 Person::players[k]->animTarget = winduppunchanim;
2793 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2794 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2795 !Person::players[k]->forwardkeydown &&
2796 !Person::players[k]->leftkeydown &&
2797 !Person::players[k]->rightkeydown &&
2798 !Person::players[k]->crouchkeydown &&
2800 Person::players[k]->animTarget = upunchanim;
2802 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2803 Person::players[i]->staggerdelay > 0 &&
2804 attackweapon == knife &&
2805 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2806 Person::players[k]->animTarget = knifefollowanim;
2808 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2809 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2810 !Person::players[k]->forwardkeydown &&
2811 !Person::players[k]->leftkeydown &&
2812 !Person::players[k]->rightkeydown &&
2813 !Person::players[k]->crouchkeydown &&
2814 attackweapon == knife &&
2815 Person::players[k]->weaponmissdelay <= 0)
2816 Person::players[k]->animTarget = knifeslashstartanim;
2818 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2819 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2820 !Person::players[k]->crouchkeydown &&
2821 attackweapon == sword &&
2822 Person::players[k]->weaponmissdelay <= 0)
2823 Person::players[k]->animTarget = swordslashanim;
2825 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2826 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2827 !Person::players[k]->crouchkeydown &&
2828 attackweapon == staff &&
2829 Person::players[k]->weaponmissdelay <= 0 &&
2830 !Person::players[k]->leftkeydown &&
2831 !Person::players[k]->rightkeydown &&
2832 !Person::players[k]->forwardkeydown)
2833 Person::players[k]->animTarget = staffhitanim;
2835 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2836 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2837 !Person::players[k]->crouchkeydown &&
2838 attackweapon == staff &&
2839 Person::players[k]->weaponmissdelay <= 0)
2840 Person::players[k]->animTarget = staffspinhitanim;
2842 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2843 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2844 Person::players[k]->animTarget = spinkickanim;
2846 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2847 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2848 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2849 Person::players[k]->animTarget = lowkickanim;
2850 } else { //AI player
2851 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2852 randattack = abs(Random() % 5);
2853 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2855 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2856 Person::players[k]->animTarget = sweepanim;
2858 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2860 Person::players[k]->animTarget = upunchanim;
2862 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2863 Person::players[k]->animTarget = spinkickanim;
2865 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2866 Person::players[k]->animTarget = lowkickanim;
2870 if ((tutoriallevel != 1 || !attackweapon) &&
2871 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2873 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2874 Person::players[k]->animTarget = sweepanim;
2876 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2877 attackweapon == knife &&
2878 Person::players[k]->weaponmissdelay <= 0)
2879 Person::players[k]->animTarget = knifeslashstartanim;
2881 else if (!(Person::players[0]->victim == Person::players[i] &&
2882 Person::players[0]->hasvictim &&
2883 Person::players[0]->animTarget == swordslashanim) &&
2884 attackweapon == sword &&
2885 Person::players[k]->weaponmissdelay <= 0)
2886 Person::players[k]->animTarget = swordslashanim;
2888 else if (!(Person::players[0]->victim == Person::players[i] &&
2889 Person::players[0]->hasvictim &&
2890 Person::players[0]->animTarget == swordslashanim) &&
2891 attackweapon == staff &&
2892 Person::players[k]->weaponmissdelay <= 0 &&
2894 Person::players[k]->animTarget = staffhitanim;
2896 else if (!(Person::players[0]->victim == Person::players[i] &&
2897 Person::players[0]->hasvictim &&
2898 Person::players[0]->animTarget == swordslashanim) &&
2899 attackweapon == staff &&
2900 Person::players[k]->weaponmissdelay <= 0 &&
2902 Person::players[k]->animTarget = staffspinhitanim;
2904 else if ((tutoriallevel != 1 || !attackweapon) &&
2905 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2907 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2908 Person::players[k]->animTarget = spinkickanim;
2910 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2911 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2912 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2913 Person::players[k]->animTarget = lowkickanim;
2917 //upunch becomes wolfslap
2918 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
2919 Person::players[k]->animTarget = wolfslapanim;
2922 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
2923 Person::players[i]->howactive < typedead1 &&
2924 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2925 !Person::players[i]->skeleton.free &&
2926 Person::players[i]->animTarget != getupfrombackanim &&
2927 Person::players[i]->animTarget != getupfromfrontanim &&
2928 (Person::players[i]->surprised > 0 ||
2929 Person::players[i]->aitype == passivetype ||
2930 attackweapon && Person::players[i]->stunned > 0) &&
2931 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
2933 if (!attackweapon) {
2934 Person::players[k]->animCurrent = sneakattackanim;
2935 Person::players[k]->animTarget = sneakattackanim;
2936 Person::players[i]->animCurrent = sneakattackedanim;
2937 Person::players[i]->animTarget = sneakattackedanim;
2938 Person::players[k]->oldcoords = Person::players[k]->coords;
2939 Person::players[k]->coords = Person::players[i]->coords;
2942 if (attackweapon == knife) {
2943 Person::players[k]->animCurrent = knifesneakattackanim;
2944 Person::players[k]->animTarget = knifesneakattackanim;
2945 Person::players[i]->animCurrent = knifesneakattackedanim;
2946 Person::players[i]->animTarget = knifesneakattackedanim;
2947 Person::players[i]->oldcoords = Person::players[i]->coords;
2948 Person::players[i]->coords = Person::players[k]->coords;
2951 if (attackweapon == sword) {
2952 Person::players[k]->animCurrent = swordsneakattackanim;
2953 Person::players[k]->animTarget = swordsneakattackanim;
2954 Person::players[i]->animCurrent = swordsneakattackedanim;
2955 Person::players[i]->animTarget = swordsneakattackedanim;
2956 Person::players[i]->oldcoords = Person::players[i]->coords;
2957 Person::players[i]->coords = Person::players[k]->coords;
2959 if (attackweapon != staff) {
2960 Person::players[k]->victim = Person::players[i];
2961 Person::players[k]->hasvictim = 1;
2962 Person::players[i]->targettilt2 = 0;
2963 Person::players[i]->frameTarget = 1;
2964 Person::players[i]->frameCurrent = 0;
2965 Person::players[i]->target = 0;
2966 Person::players[i]->velocity = 0;
2967 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
2968 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
2969 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
2970 Person::players[k]->target = Person::players[i]->target;
2971 Person::players[k]->velocity = 0;
2972 Person::players[k]->targetyaw = Person::players[i]->yaw;
2973 Person::players[k]->yaw = Person::players[i]->yaw;
2974 Person::players[i]->targetyaw = Person::players[i]->yaw;
2977 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
2978 Person::players[k]->victim == Person::players[i] &&
2979 (!Person::players[i]->skeleton.free)) {
2981 Person::players[k]->frameTarget = 0;
2982 Person::players[k]->target = 0;
2984 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2985 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2986 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
2987 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
2988 Person::players[k]->lastattack = Person::players[k]->animTarget;
2990 if (Person::players[k]->animTarget == knifefollowanim &&
2991 Person::players[k]->victim == Person::players[i]) {
2993 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2994 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2995 Person::players[k]->victim = Person::players[i];
2996 Person::players[k]->hasvictim = 1;
2997 Person::players[i]->animTarget = knifefollowedanim;
2998 Person::players[i]->animCurrent = knifefollowedanim;
2999 Person::players[i]->targettilt2 = 0;
3000 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3001 Person::players[i]->frameTarget = 1;
3002 Person::players[i]->frameCurrent = 0;
3003 Person::players[i]->target = 0;
3004 Person::players[i]->velocity = 0;
3005 Person::players[k]->animCurrent = knifefollowanim;
3006 Person::players[k]->animTarget = knifefollowanim;
3007 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3008 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3009 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3010 Person::players[k]->target = Person::players[i]->target;
3011 Person::players[k]->velocity = 0;
3012 Person::players[k]->oldcoords = Person::players[k]->coords;
3013 Person::players[i]->coords = Person::players[k]->coords;
3014 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3015 Person::players[i]->yaw = Person::players[k]->targetyaw;
3016 Person::players[k]->yaw = Person::players[k]->targetyaw;
3017 Person::players[i]->yaw = Person::players[k]->targetyaw;
3021 const bool hasstaff = attackweapon == staff;
3022 if (k == 0 && Person::players.size() > 1)
3023 for (unsigned i = 0; i < Person::players.size(); i++) {
3026 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3027 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3028 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3029 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3030 if (Person::players[i]->skeleton.free)
3031 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3032 (Person::players[i]->dead ||
3033 Person::players[i]->skeleton.longdead > 1000 ||
3034 Person::players[k]->isRun() ||
3037 (Person::players[i]->skeleton.longdead > 2000 ||
3038 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3039 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3040 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3041 Person::players[k]->victim = Person::players[i];
3042 Person::players[k]->hasvictim = 1;
3043 if (attackweapon && tutoriallevel != 1) {
3045 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3046 Person::players[k]->animTarget = crouchstabanim;
3048 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3049 Person::players[k]->animTarget = swordgroundstabanim;
3051 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3052 Person::players[k]->animTarget = staffgroundsmashanim;
3054 if (distance < 2.5 &&
3055 Person::players[k]->crouchkeydown &&
3056 Person::players[k]->animTarget != crouchstabanim &&
3058 Person::players[i]->dead &&
3059 Person::players[i]->skeleton.free &&
3060 Person::players[i]->skeleton.longdead > 1000) {
3061 Person::players[k]->animTarget = killanim;
3062 //TODO: refactor this out, what does it do?
3063 for (int j = 0; j < terrain.numdecals; j++) {
3064 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3065 terrain.decalalivetime[j] < 2)
3066 terrain.DeleteDecal(j);
3068 for (int l = 0; l < Object::objects.size(); l++) {
3069 if (Object::objects[l]->model.type == decalstype)
3070 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
3071 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
3072 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
3073 Object::objects[l]->model.decalalivetime[j] < 2)
3074 Object::objects[l]->model.DeleteDecal(j);
3078 if (!Person::players[i]->dead || musictype != 2)
3079 if (distance < 3.5 &&
3080 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3081 Person::players[k]->staggerdelay <= 0 &&
3082 (Person::players[i]->dead ||
3083 Person::players[i]->skeleton.longdead < 300 &&
3084 Person::players[k]->lastattack != spinkickanim &&
3085 Person::players[i]->skeleton.free) &&
3086 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3087 Person::players[k]->animTarget = dropkickanim;
3088 for (int j = 0; j < terrain.numdecals; j++) {
3089 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3090 terrain.decalalivetime[j] < 2) {
3091 terrain.DeleteDecal(j);
3094 for (int l = 0; l < Object::objects.size(); l++) {
3095 if (Object::objects[l]->model.type == decalstype)
3096 for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
3097 if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
3098 Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
3099 Object::objects[l]->model.decalalivetime[j] < 2) {
3100 Object::objects[l]->model.DeleteDecal(j);
3106 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3107 Person::players[k]->victim == Person::players[i] &&
3108 (!Person::players[i]->skeleton.free ||
3109 Person::players[k]->animTarget == killanim ||
3110 Person::players[k]->animTarget == crouchstabanim ||
3111 Person::players[k]->animTarget == swordgroundstabanim ||
3112 Person::players[k]->animTarget == staffgroundsmashanim ||
3113 Person::players[k]->animTarget == dropkickanim)) {
3115 Person::players[k]->frameTarget = 0;
3116 Person::players[k]->target = 0;
3118 XYZ targetpoint = Person::players[i]->coords;
3119 if (Person::players[k]->animTarget == crouchstabanim ||
3120 Person::players[k]->animTarget == swordgroundstabanim ||
3121 Person::players[k]->animTarget == staffgroundsmashanim) {
3122 targetpoint += (Person::players[i]->jointPos(abdomen) +
3123 Person::players[i]->jointPos(neck)) / 2 *
3124 Person::players[i]->scale;
3126 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3127 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3129 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3130 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3133 if (Person::players[k]->animTarget == staffgroundsmashanim)
3134 Person::players[k]->targettilt2 += 10;
3136 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3137 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3138 Person::players[k]->lastattack = Person::players[k]->animTarget;
3140 if (Person::players[k]->animTarget == swordgroundstabanim) {
3141 Person::players[k]->targetyaw += 30;
3146 if (!Person::players[k]->hasvictim) {
3148 for (unsigned i = 0; i < Person::players.size(); i++) {
3149 if (i == k || !(i == 0 || k == 0))
3151 if (!Person::players[i]->skeleton.free) {
3152 if (Person::players[k]->hasvictim) {
3153 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3154 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3155 Person::players[k]->victim = Person::players[i];
3157 Person::players[k]->victim = Person::players[i];
3158 Person::players[k]->hasvictim = 1;
3163 if (Person::players[k]->aitype == playercontrolled)
3165 if (Person::players[k]->attackkeydown &&
3166 Person::players[k]->isRun() &&
3167 Person::players[k]->wasRun() &&
3168 ((Person::players[k]->hasvictim &&
3169 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3170 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3171 !Person::players[k]->victim->skeleton.free &&
3172 Person::players[k]->victim->animTarget != getupfrombackanim &&
3173 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3174 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3175 Person::players[k]->aitype != playercontrolled && //wat???
3176 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3177 Person::players[k]->rabbitkickenabled) ||
3178 Person::players[k]->jumpkeydown)) {
3180 Person::players[k]->setAnimation(rabbitkickanim);
3183 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3185 switch (attackweapon) {
3206 void doPlayerCollisions()
3208 static XYZ rotatetarget;
3209 static float collisionradius;
3210 if (Person::players.size() > 1)
3211 for (unsigned k = 0; k < Person::players.size(); k++)
3212 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3213 //neither player is part of a reversal
3214 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3215 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3216 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3217 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3218 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3219 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3220 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3221 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3222 //neither is sleeping
3223 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3224 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3225 //in same patch, neither is climbing
3226 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3227 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3228 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3229 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3230 Person::players[i]->animTarget != climbanim &&
3231 Person::players[i]->animTarget != hanganim &&
3232 Person::players[k]->animTarget != climbanim &&
3233 Person::players[k]->animTarget != hanganim)
3234 //players are close (bounding box test)
3235 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3236 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3237 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3238 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3239 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3240 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3241 //spread fire from player to player
3242 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3243 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3244 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3245 if (!Person::players[i]->onfire)
3246 Person::players[i]->CatchFire();
3247 if (!Person::players[k]->onfire)
3248 Person::players[k]->CatchFire();
3252 XYZ tempcoords1 = Person::players[i]->coords;
3253 XYZ tempcoords2 = Person::players[k]->coords;
3254 if (!Person::players[i]->skeleton.oldfree)
3255 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3256 if (!Person::players[k]->skeleton.oldfree)
3257 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3258 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3259 if (Person::players[0]->hasvictim)
3260 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3261 collisionradius = 3;
3262 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3263 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3264 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3265 //jump down on a dead body
3266 if (k == 0 || i == 0) {
3268 if (Person::players[0]->animTarget == jumpdownanim &&
3269 !Person::players[0]->skeleton.oldfree &&
3270 !Person::players[0]->skeleton.free &&
3271 Person::players[l]->skeleton.oldfree &&
3272 Person::players[l]->skeleton.free &&
3273 Person::players[l]->dead &&
3274 Person::players[0]->lastcollide <= 0 &&
3275 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3276 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3277 Person::players[0]->coords.y = Person::players[l]->coords.y;
3278 Person::players[l]->velocity = Person::players[0]->velocity;
3279 Person::players[l]->skeleton.free = 0;
3280 Person::players[l]->yaw = 0;
3281 Person::players[l]->RagDoll(0);
3282 Person::players[l]->DoDamage(20);
3284 Person::players[l]->skeleton.longdead = 0;
3285 Person::players[0]->lastcollide = 1;
3289 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3290 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3291 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3292 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3293 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3294 Person::players[i]->skeleton.free) &&
3295 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3296 Person::players[k]->skeleton.free))
3297 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3298 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3299 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3301 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3302 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3303 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3304 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3305 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3307 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3308 (k != 0 || Person::players[k]->skeleton.free) ||
3309 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3310 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3311 if (tutoriallevel != 1) {
3312 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3315 Person::players[i]->RagDoll(0);
3316 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3317 award_bonus(0, aimbonus);
3319 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3320 Person::players[k]->RagDoll(0);
3321 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3322 award_bonus(0, aimbonus); // Huh, again?
3324 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3326 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3327 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3329 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3330 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3335 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3336 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3337 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3338 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3340 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3341 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3342 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3343 Normalise(&rotatetarget);
3344 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3345 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3346 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3347 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3348 if (Person::players[k]->howactive == typeactive || hostile)
3349 if (Person::players[k]->isIdle()) {
3350 if (Person::players[k]->howactive < typesleeping)
3351 Person::players[k]->setAnimation(Person::players[k]->getStop());
3352 else if (Person::players[k]->howactive == typesleeping)
3353 Person::players[k]->setAnimation(getupfromfrontanim);
3355 Person::players[k]->howactive = typeactive;
3357 if (Person::players[i]->howactive == typeactive || hostile)
3358 if (Person::players[i]->isIdle()) {
3359 if (Person::players[i]->howactive < typesleeping)
3360 Person::players[i]->setAnimation(Person::players[k]->getStop());
3362 Person::players[i]->setAnimation(getupfromfrontanim);
3364 Person::players[i]->howactive = typeactive;
3367 //jump down on player
3369 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3370 !Person::players[i]->isCrouch() &&
3371 Person::players[i]->animTarget != rollanim &&
3372 !Person::players[k]->skeleton.oldfree && !
3373 Person::players[k]->skeleton.free &&
3374 Person::players[k]->lastcollide <= 0 &&
3375 Person::players[k]->velocity.y < -10) {
3376 Person::players[i]->velocity = Person::players[k]->velocity;
3377 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3378 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3379 Person::players[i]->DoDamage(20);
3380 Person::players[i]->RagDoll(0);
3381 Person::players[k]->lastcollide = 1;
3382 award_bonus(k, AboveBonus);
3384 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3385 !Person::players[k]->isCrouch() &&
3386 Person::players[k]->animTarget != rollanim &&
3387 !Person::players[i]->skeleton.oldfree &&
3388 !Person::players[i]->skeleton.free &&
3389 Person::players[i]->lastcollide <= 0 &&
3390 Person::players[i]->velocity.y < -10) {
3391 Person::players[k]->velocity = Person::players[i]->velocity;
3392 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3393 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3394 Person::players[k]->DoDamage(20);
3395 Person::players[k]->RagDoll(0);
3396 Person::players[i]->lastcollide = 1;
3397 award_bonus(i, AboveBonus);
3403 Person::players[i]->CheckKick();
3404 Person::players[k]->CheckKick();
3410 void doAI(unsigned i)
3412 static bool connected;
3413 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3414 Person::players[i]->jumpclimb = 0;
3415 //disable movement in editor
3417 Person::players[i]->stunned = 1;
3419 Person::players[i]->pause = 0;
3420 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3421 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3422 !Person::players[0]->onterrain)
3423 Person::players[i]->pause = 1;
3426 if (Person::players[i]->aitype == pathfindtype) {
3427 if (Person::players[i]->finalpathfindpoint == -1) {
3428 float closestdistance;
3433 closestdistance = -1;
3434 for (int j = 0; j < numpathpoints; j++) {
3435 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3436 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3438 Person::players[i]->finaltarget = pathpoint[j];
3441 Person::players[i]->finalpathfindpoint = closest;
3442 for (int j = 0; j < numpathpoints; j++) {
3443 for (int k = 0; k < numpathpointconnect[j]; k++) {
3444 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
3445 if (sq(tempdist) < closestdistance)
3446 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3447 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3448 closestdistance = sq(tempdist);
3450 Person::players[i]->finaltarget = colpoint;
3454 Person::players[i]->finalpathfindpoint = closest;
3457 if (Person::players[i]->targetpathfindpoint == -1) {
3458 float closestdistance;
3463 closestdistance = -1;
3464 if (Person::players[i]->lastpathfindpoint == -1) {
3465 for (int j = 0; j < numpathpoints; j++) {
3466 if (j != Person::players[i]->lastpathfindpoint)
3467 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3468 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3472 Person::players[i]->targetpathfindpoint = closest;
3473 for (int j = 0; j < numpathpoints; j++)
3474 if (j != Person::players[i]->lastpathfindpoint)
3475 for (int k = 0; k < numpathpointconnect[j]; k++) {
3476 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3477 if (sq(tempdist) < closestdistance) {
3478 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3479 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3480 closestdistance = sq(tempdist);
3485 Person::players[i]->targetpathfindpoint = closest;
3487 for (int j = 0; j < numpathpoints; j++)
3488 if (j != Person::players[i]->lastpathfindpoint &&
3489 j != Person::players[i]->lastpathfindpoint2 &&
3490 j != Person::players[i]->lastpathfindpoint3 &&
3491 j != Person::players[i]->lastpathfindpoint4) {
3493 if (numpathpointconnect[j])
3494 for (int k = 0; k < numpathpointconnect[j]; k++)
3495 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3498 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3499 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3500 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3503 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3504 if (closest == -1 || tempdist < closestdistance) {
3505 closestdistance = tempdist;
3510 Person::players[i]->targetpathfindpoint = closest;
3513 Person::players[i]->losupdatedelay -= multiplier;
3515 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3516 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3518 //reached target point
3519 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3520 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3521 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3522 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3523 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3524 if (Person::players[i]->lastpathfindpoint2 == -1)
3525 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3526 if (Person::players[i]->lastpathfindpoint3 == -1)
3527 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3528 if (Person::players[i]->lastpathfindpoint4 == -1)
3529 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3530 Person::players[i]->targetpathfindpoint = -1;
3532 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3533 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3534 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3535 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3536 Person::players[i]->aitype = passivetype;
3539 Person::players[i]->forwardkeydown = 1;
3540 Person::players[i]->leftkeydown = 0;
3541 Person::players[i]->backkeydown = 0;
3542 Person::players[i]->rightkeydown = 0;
3543 Person::players[i]->crouchkeydown = 0;
3544 Person::players[i]->attackkeydown = 0;
3545 Person::players[i]->throwkeydown = 0;
3547 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3548 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3550 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3551 Person::players[i]->jumpkeydown = 0;
3552 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3553 Person::players[i]->jumpkeydown = 1;
3555 if ((tutoriallevel != 1 || cananger) &&
3557 !Person::players[0]->dead &&
3558 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3559 Person::players[i]->occluded < 25) {
3560 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3561 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3563 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3564 Person::players[i]->aitype = attacktypecutoff;
3565 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3566 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3568 Person::players[i]->aitype = attacktypecutoff;
3570 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3571 Person::players[i]->losupdatedelay = .2;
3572 for (unsigned j = 0; j < Person::players.size(); j++)
3573 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3574 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3575 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3576 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3577 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3578 if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(
3579 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3580 *Person::players[i]->scale + Person::players[i]->coords,
3581 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3582 *Person::players[j]->scale + Person::players[j]->coords) ||
3583 (Person::players[j]->animTarget == hanganim &&
3584 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3585 Person::players[i]->aitype = searchtype;
3586 Person::players[i]->lastchecktime = 12;
3587 Person::players[i]->lastseen = Person::players[j]->coords;
3588 Person::players[i]->lastseentime = 12;
3592 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3593 if (Person::players[i]->creature != wolftype) {
3594 Person::players[i]->stunned = .6;
3595 Person::players[i]->surprised = .6;
3599 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3600 Person::players[i]->howactive = typeactive;
3602 if (Person::players[i]->aitype == passivetype) {
3603 Person::players[i]->aiupdatedelay -= multiplier;
3604 Person::players[i]->losupdatedelay -= multiplier;
3605 Person::players[i]->lastseentime += multiplier;
3606 Person::players[i]->pausetime -= multiplier;
3607 if (Person::players[i]->lastseentime > 1)
3608 Person::players[i]->lastseentime = 1;
3610 if (Person::players[i]->aiupdatedelay < 0) {
3611 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3612 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3613 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3614 Person::players[i]->aiupdatedelay = .05;
3616 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3617 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3618 Person::players[i]->pausetime = 4;
3619 Person::players[i]->waypoint++;
3620 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3621 Person::players[i]->waypoint = 0;
3626 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3627 Person::players[i]->forwardkeydown = 1;
3629 Person::players[i]->forwardkeydown = 0;
3630 Person::players[i]->leftkeydown = 0;
3631 Person::players[i]->backkeydown = 0;
3632 Person::players[i]->rightkeydown = 0;
3633 Person::players[i]->crouchkeydown = 0;
3634 Person::players[i]->attackkeydown = 0;
3635 Person::players[i]->throwkeydown = 0;
3637 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3638 if (!Person::players[i]->avoidsomething)
3639 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3641 XYZ leftpos, rightpos;
3642 float leftdist, rightdist;
3643 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3644 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3645 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3646 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3647 if (leftdist < rightdist)
3648 Person::players[i]->targetyaw += 90;
3650 Person::players[i]->targetyaw -= 90;
3654 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3655 Person::players[i]->jumpkeydown = 0;
3656 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3657 Person::players[i]->jumpkeydown = 1;
3661 if (!editorenabled) {
3662 if (Person::players[i]->howactive <= typesleeping)
3663 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3664 for (int j = 0; j < numenvsounds; j++) {
3665 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3666 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3667 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3668 Person::players[i]->aitype = attacktypecutoff;
3671 if (Person::players[i]->aitype != passivetype) {
3672 if (Person::players[i]->howactive == typesleeping)
3673 Person::players[i]->setAnimation(getupfromfrontanim);
3674 Person::players[i]->howactive = typeactive;
3678 if (Person::players[i]->howactive < typesleeping &&
3679 ((tutoriallevel != 1 || cananger) && hostile) &&
3680 !Person::players[0]->dead &&
3681 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3682 Person::players[i]->occluded < 25) {
3683 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3684 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3685 Person::players[i]->aitype = attacktypecutoff;
3686 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3687 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3688 Person::players[i]->aitype = attacktypecutoff;
3691 if (Person::players[i]->creature == wolftype) {
3693 for (unsigned j = 0; j < Person::players.size(); j++) {
3694 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3695 float smelldistance = 50;
3696 if (j == 0 && Person::players[j]->num_weapons > 0) {
3697 if (weapons[Person::players[j]->weaponids[0]].bloody)
3698 smelldistance = 100;
3699 if (Person::players[j]->num_weapons == 2)
3700 if (weapons[Person::players[j]->weaponids[1]].bloody)
3701 smelldistance = 100;
3704 smelldistance = 100;
3705 windsmell = windvector;
3706 Normalise(&windsmell);
3707 windsmell = windsmell * 2 + Person::players[j]->coords;
3708 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3709 Person::players[i]->aitype = attacktypecutoff;
3714 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3715 Person::players[i]->losupdatedelay = .2;
3716 for (unsigned j = 0; j < Person::players.size(); j++) {
3717 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3718 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3719 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3720 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3721 if ((-1 == Object::checkcollide(
3722 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3723 Person::players[i]->scale + Person::players[i]->coords,
3724 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3725 Person::players[j]->scale + Person::players[j]->coords) &&
3726 !Person::players[j]->isWallJump()) ||
3727 (Person::players[j]->animTarget == hanganim &&
3728 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3729 Person::players[i]->lastseentime -= .2;
3730 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3731 Person::players[i]->lastseentime -= .4;
3733 Person::players[i]->lastseentime -= .6;
3735 if (Person::players[i]->lastseentime <= 0) {
3736 Person::players[i]->aitype = searchtype;
3737 Person::players[i]->lastchecktime = 12;
3738 Person::players[i]->lastseen = Person::players[j]->coords;
3739 Person::players[i]->lastseentime = 12;
3746 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3747 if (Person::players[i]->creature != wolftype) {
3748 Person::players[i]->stunned = .6;
3749 Person::players[i]->surprised = .6;
3751 if (Person::players[i]->creature == wolftype) {
3752 Person::players[i]->stunned = .47;
3753 Person::players[i]->surprised = .47;
3761 if (Person::players[i]->aitype == searchtype) {
3762 Person::players[i]->aiupdatedelay -= multiplier;
3763 Person::players[i]->losupdatedelay -= multiplier;
3764 if (!Person::players[i]->pause)
3765 Person::players[i]->lastseentime -= multiplier;
3766 Person::players[i]->lastchecktime -= multiplier;
3768 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3769 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3770 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3772 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3774 j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
3776 j = Object::checkcollide(test2, test);
3778 Person::players[i]->velocity = 0;
3779 Person::players[i]->setAnimation(Person::players[i]->getStop());
3780 Person::players[i]->targetyaw += 180;
3781 Person::players[i]->stunned = .5;
3782 //Person::players[i]->aitype=passivetype;
3783 Person::players[i]->aitype = pathfindtype;
3784 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3785 Person::players[i]->finalpathfindpoint = -1;
3786 Person::players[i]->targetpathfindpoint = -1;
3787 Person::players[i]->lastpathfindpoint = -1;
3788 Person::players[i]->lastpathfindpoint2 = -1;
3789 Person::players[i]->lastpathfindpoint3 = -1;
3790 Person::players[i]->lastpathfindpoint4 = -1;
3792 Person::players[i]->laststanding = j;
3795 //check out last seen location
3796 if (Person::players[i]->aiupdatedelay < 0) {
3797 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3798 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3799 Person::players[i]->aiupdatedelay = .05;
3800 Person::players[i]->forwardkeydown = 1;
3802 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3803 Person::players[i]->forwardkeydown = 0;
3804 Person::players[i]->aiupdatedelay = 1;
3805 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3806 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3807 Person::players[i]->lastchecktime = 3;
3810 Person::players[i]->leftkeydown = 0;
3811 Person::players[i]->backkeydown = 0;
3812 Person::players[i]->rightkeydown = 0;
3813 Person::players[i]->crouchkeydown = 0;
3814 Person::players[i]->attackkeydown = 0;
3815 Person::players[i]->throwkeydown = 0;
3817 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3818 if (!Person::players[i]->avoidsomething)
3819 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3821 XYZ leftpos, rightpos;
3822 float leftdist, rightdist;
3823 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3824 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3825 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3826 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3827 if (leftdist < rightdist)
3828 Person::players[i]->targetyaw += 90;
3830 Person::players[i]->targetyaw -= 90;
3834 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3835 Person::players[i]->jumpkeydown = 0;
3836 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3837 Person::players[i]->jumpkeydown = 1;
3839 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
3840 for (int k = 0; k < numenvsounds; k++) {
3841 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3842 Person::players[i]->aitype = attacktypecutoff;
3846 if (!Person::players[0]->dead &&
3847 Person::players[i]->losupdatedelay < 0 &&
3849 Person::players[i]->occluded < 2 &&
3850 ((tutoriallevel != 1 || cananger) && hostile)) {
3851 Person::players[i]->losupdatedelay = .2;
3852 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3853 Person::players[i]->aitype = attacktypecutoff;
3854 Person::players[i]->lastseentime = 1;
3856 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3857 //TODO: factor out canSeePlayer()
3858 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3859 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3860 if ((Object::checkcollide(
3861 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3862 Person::players[i]->scale + Person::players[i]->coords,
3863 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3864 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3865 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3866 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3867 /* //TODO: changed j to 0 on a whim, make sure this is correct
3868 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3869 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3871 Person::players[i]->aitype = attacktypecutoff;
3872 Person::players[i]->lastseentime = 1;
3876 if (Person::players[i]->lastseentime < 0) {
3877 //Person::players[i]->aitype=passivetype;
3879 Person::players[i]->aitype = pathfindtype;
3880 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3881 Person::players[i]->finalpathfindpoint = -1;
3882 Person::players[i]->targetpathfindpoint = -1;
3883 Person::players[i]->lastpathfindpoint = -1;
3884 Person::players[i]->lastpathfindpoint2 = -1;
3885 Person::players[i]->lastpathfindpoint3 = -1;
3886 Person::players[i]->lastpathfindpoint4 = -1;
3890 if (Person::players[i]->aitype != gethelptype)
3891 Person::players[i]->runninghowlong = 0;
3893 //get help from buddies
3894 if (Person::players[i]->aitype == gethelptype) {
3895 Person::players[i]->runninghowlong += multiplier;
3896 Person::players[i]->aiupdatedelay -= multiplier;
3898 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3899 Person::players[i]->aiupdatedelay = .2;
3902 //TODO: factor out closest search somehow
3903 if (!Person::players[i]->ally) {
3905 float closestdist = -1;
3906 for (unsigned k = 0; k < Person::players.size(); k++) {
3907 if (k != i && k != 0 && !Person::players[k]->dead &&
3908 Person::players[k]->howactive < typedead1 &&
3909 !Person::players[k]->skeleton.free &&
3910 Person::players[k]->aitype == passivetype) {
3911 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
3912 if (closestdist == -1 || distance < closestdist) {
3913 closestdist = distance;
3920 Person::players[i]->ally = closest;
3922 Person::players[i]->ally = 0;
3923 Person::players[i]->lastseen = Person::players[0]->coords;
3924 Person::players[i]->lastseentime = 12;
3928 Person::players[i]->lastchecktime = 12;
3930 XYZ facing = Person::players[i]->coords;
3931 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
3932 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
3933 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
3934 if (-1 != Object::checkcollide(facing, flatfacing))
3935 Person::players[i]->lastseentime -= .1;
3937 //no available ally, run back to player
3938 if (Person::players[i]->ally <= 0 ||
3939 Person::players[Person::players[i]->ally]->skeleton.free ||
3940 Person::players[Person::players[i]->ally]->aitype != passivetype ||
3941 Person::players[i]->lastseentime <= 0) {
3942 Person::players[i]->aitype = searchtype;
3943 Person::players[i]->lastseentime = 12;
3947 if (Person::players[i]->ally > 0) {
3948 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
3949 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3950 Person::players[i]->aiupdatedelay = .05;
3951 Person::players[i]->forwardkeydown = 1;
3953 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
3954 Person::players[i]->aitype = searchtype;
3955 Person::players[i]->lastseentime = 12;
3956 Person::players[Person::players[i]->ally]->aitype = searchtype;
3957 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
3958 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
3959 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
3960 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
3964 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3965 if (!Person::players[i]->avoidsomething)
3966 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3968 XYZ leftpos, rightpos;
3969 float leftdist, rightdist;
3970 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3971 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3972 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3973 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3974 if (leftdist < rightdist)
3975 Person::players[i]->targetyaw += 90;
3977 Person::players[i]->targetyaw -= 90;
3982 Person::players[i]->leftkeydown = 0;
3983 Person::players[i]->backkeydown = 0;
3984 Person::players[i]->rightkeydown = 0;
3985 Person::players[i]->crouchkeydown = 0;
3986 Person::players[i]->attackkeydown = 0;
3988 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3989 Person::players[i]->jumpkeydown = 0;
3990 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
3991 Person::players[i]->jumpkeydown = 1;
3994 //retreiving a weapon on the ground
3995 if (Person::players[i]->aitype == getweapontype) {
3996 Person::players[i]->aiupdatedelay -= multiplier;
3997 Person::players[i]->lastchecktime -= multiplier;
3999 if (Person::players[i]->aiupdatedelay < 0) {
4000 Person::players[i]->aiupdatedelay = .2;
4003 if (Person::players[i]->ally < 0) {
4005 float closestdist = -1;
4006 for (unsigned k = 0; k < weapons.size(); k++)
4007 if (weapons[k].owner == -1) {
4008 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4009 if (closestdist == -1 || distance < closestdist) {
4010 closestdist = distance;
4016 Person::players[i]->ally = closest;
4018 Person::players[i]->ally = -1;
4021 Person::players[i]->lastseentime = 12;
4023 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4024 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4025 Person::players[i]->aitype = attacktypecutoff;
4026 Person::players[i]->lastseentime = 1;
4028 if (!Person::players[0]->dead)
4029 if (Person::players[i]->ally >= 0) {
4030 if (weapons[Person::players[i]->ally].owner != -1 ||
4031 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4032 Person::players[i]->aitype = attacktypecutoff;
4033 Person::players[i]->lastseentime = 1;
4035 //TODO: factor these out as moveToward()
4036 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4037 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4038 Person::players[i]->aiupdatedelay = .05;
4039 Person::players[i]->forwardkeydown = 1;
4042 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4043 if (!Person::players[i]->avoidsomething)
4044 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4046 XYZ leftpos, rightpos;
4047 float leftdist, rightdist;
4048 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4049 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4050 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4051 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4052 if (leftdist < rightdist)
4053 Person::players[i]->targetyaw += 90;
4055 Person::players[i]->targetyaw -= 90;
4060 Person::players[i]->leftkeydown = 0;
4061 Person::players[i]->backkeydown = 0;
4062 Person::players[i]->rightkeydown = 0;
4063 Person::players[i]->attackkeydown = 0;
4064 Person::players[i]->throwkeydown = 1;
4065 Person::players[i]->crouchkeydown = 0;
4066 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4067 Person::players[i]->animTarget != removeknifeanim)
4068 Person::players[i]->throwtogglekeydown = 0;
4069 Person::players[i]->drawkeydown = 0;
4071 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4072 Person::players[i]->jumpkeydown = 0;
4073 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4074 Person::players[i]->jumpkeydown = 1;
4077 if (Person::players[i]->aitype == attacktypecutoff) {
4078 Person::players[i]->aiupdatedelay -= multiplier;
4079 //dodge or reverse rabbit kicks, knife throws, flips
4080 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4081 if ((Person::players[0]->animTarget == rabbitkickanim ||
4082 Person::players[0]->animTarget == knifethrowanim ||
4083 (Person::players[0]->isFlip() &&
4084 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4085 !Person::players[0]->skeleton.free &&
4086 (Person::players[i]->aiupdatedelay < .1)) {
4087 Person::players[i]->attackkeydown = 0;
4088 if (Person::players[i]->isIdle())
4089 Person::players[i]->crouchkeydown = 1;
4090 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4091 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4092 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4093 if (abs(Random() % 2) == 0)
4094 Person::players[i]->setAnimation(backhandspringanim);
4096 Person::players[i]->setAnimation(rollanim);
4097 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4098 Person::players[i]->wentforweapon = 0;
4100 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4101 Person::players[i]->setAnimation(flipanim);
4104 Person::players[i]->forwardkeydown = 0;
4105 Person::players[i]->aiupdatedelay = .02;
4107 //get confused by flips
4108 if (Person::players[0]->isFlip() &&
4109 !Person::players[0]->skeleton.free &&
4110 Person::players[0]->animTarget != walljumprightkickanim &&
4111 Person::players[0]->animTarget != walljumpleftkickanim) {
4112 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4113 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4114 Person::players[i]->stunned = 1;
4116 //go for weapon on the ground
4117 if (Person::players[i]->wentforweapon < 3)
4118 for (unsigned k = 0; k < weapons.size(); k++)
4119 if (Person::players[i]->creature != wolftype)
4120 if (Person::players[i]->num_weapons == 0 &&
4121 weapons[k].owner == -1 &&
4122 weapons[i].velocity.x == 0 &&
4123 weapons[i].velocity.z == 0 &&
4124 weapons[i].velocity.y == 0) {
4125 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4126 Person::players[i]->wentforweapon++;
4127 Person::players[i]->lastchecktime = 6;
4128 Person::players[i]->aitype = getweapontype;
4129 Person::players[i]->ally = -1;
4132 //dodge/reverse walljump kicks
4133 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4134 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4135 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4136 ((Person::players[0]->animTarget == walljumprightkickanim ||
4137 Person::players[0]->animTarget == walljumpleftkickanim) &&
4138 ((Person::players[i]->aiupdatedelay < .15 &&
4140 (Person::players[i]->aiupdatedelay < .08 &&
4141 difficulty != 2)))) {
4142 Person::players[i]->crouchkeydown = 1;
4144 //walked off a ledge (?)
4145 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4146 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4147 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4149 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4151 j = Object::checkcollide(test2, test, Person::players[i]->laststanding);
4153 j = Object::checkcollide(test2, test);
4155 Person::players[i]->velocity = 0;
4156 Person::players[i]->setAnimation(Person::players[i]->getStop());
4157 Person::players[i]->targetyaw += 180;
4158 Person::players[i]->stunned = .5;
4159 Person::players[i]->aitype = pathfindtype;
4160 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4161 Person::players[i]->finalpathfindpoint = -1;
4162 Person::players[i]->targetpathfindpoint = -1;
4163 Person::players[i]->lastpathfindpoint = -1;
4164 Person::players[i]->lastpathfindpoint2 = -1;
4165 Person::players[i]->lastpathfindpoint3 = -1;
4166 Person::players[i]->lastpathfindpoint4 = -1;
4168 Person::players[i]->laststanding = j;
4170 //lose sight of player in the air (?)
4171 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4172 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4173 !Person::players[0]->onterrain) {
4174 Person::players[i]->aitype = pathfindtype;
4175 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4176 Person::players[i]->finalpathfindpoint = -1;
4177 Person::players[i]->targetpathfindpoint = -1;
4178 Person::players[i]->lastpathfindpoint = -1;
4179 Person::players[i]->lastpathfindpoint2 = -1;
4180 Person::players[i]->lastpathfindpoint3 = -1;
4181 Person::players[i]->lastpathfindpoint4 = -1;
4183 //it's time to think (?)
4184 if (Person::players[i]->aiupdatedelay < 0 &&
4185 !Animation::animations[Person::players[i]->animTarget].attack &&
4186 Person::players[i]->animTarget != staggerbackhighanim &&
4187 Person::players[i]->animTarget != staggerbackhardanim &&
4188 Person::players[i]->animTarget != backhandspringanim &&
4189 Person::players[i]->animTarget != dodgebackanim) {
4191 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4192 Person::players[i]->drawkeydown = Random() % 2;
4194 Person::players[i]->drawkeydown = 0;
4195 Person::players[i]->rabbitkickenabled = Random() % 2;
4197 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4198 XYZ targetpoint = Person::players[0]->coords;
4199 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4200 distsq(&rotatetarget, &Person::players[i]->coords))
4201 targetpoint += Person::players[0]->velocity *
4202 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4203 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4204 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4205 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4207 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4208 Person::players[i]->forwardkeydown = 1;
4209 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4210 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4211 Person::players[0]->weaponactive != -1)
4212 Person::players[i]->forwardkeydown = 1;
4213 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4214 Person::players[i]->forwardkeydown = 1;
4216 Person::players[i]->forwardkeydown = 0;
4217 //chill out around the corpse
4218 if (Person::players[0]->dead) {
4219 Person::players[i]->forwardkeydown = 0;
4220 if (Random() % 10 == 0)
4221 Person::players[i]->forwardkeydown = 1;
4222 if (Random() % 100 == 0) {
4223 Person::players[i]->aitype = pathfindtype;
4224 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4225 Person::players[i]->finalpathfindpoint = -1;
4226 Person::players[i]->targetpathfindpoint = -1;
4227 Person::players[i]->lastpathfindpoint = -1;
4228 Person::players[i]->lastpathfindpoint2 = -1;
4229 Person::players[i]->lastpathfindpoint3 = -1;
4230 Person::players[i]->lastpathfindpoint4 = -1;
4233 Person::players[i]->leftkeydown = 0;
4234 Person::players[i]->backkeydown = 0;
4235 Person::players[i]->rightkeydown = 0;
4236 Person::players[i]->crouchkeydown = 0;
4237 Person::players[i]->throwkeydown = 0;
4239 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4240 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4242 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4243 Person::players[i]->attackkeydown = 1;
4245 Person::players[i]->attackkeydown = 0;
4246 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4247 Person::players[i]->attackkeydown = 0;
4250 if (Person::players[i]->aitype != playercontrolled &&
4251 (Person::players[i]->isIdle() ||
4252 Person::players[i]->isCrouch() ||
4253 Person::players[i]->isRun())) {
4255 for (unsigned j = 0; j < Person::players.size(); j++)
4256 if (j != i && !Person::players[j]->skeleton.free &&
4257 Person::players[j]->hasvictim &&
4258 (tutoriallevel == 1 && reversaltrain ||
4259 Random() % 2 == 0 && difficulty == 2 ||
4260 Random() % 4 == 0 && difficulty == 1 ||
4261 Random() % 8 == 0 && difficulty == 0 ||
4262 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4263 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4264 (Random() % 2 == 0 || difficulty == 2) ||
4265 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4266 Person::players[j]->weaponactive != -1 ||
4267 Person::players[j]->animTarget == swordslashanim &&
4268 Person::players[i]->weaponactive != -1 ||
4269 Person::players[j]->animTarget == staffhitanim ||
4270 Person::players[j]->animTarget == staffspinhitanim))
4271 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4272 Person::players[j]->victim == Person::players[i] &&
4273 (Person::players[j]->animTarget == sweepanim ||
4274 Person::players[j]->animTarget == spinkickanim ||
4275 Person::players[j]->animTarget == staffhitanim ||
4276 Person::players[j]->animTarget == staffspinhitanim ||
4277 Person::players[j]->animTarget == winduppunchanim ||
4278 Person::players[j]->animTarget == upunchanim ||
4279 Person::players[j]->animTarget == wolfslapanim ||
4280 Person::players[j]->animTarget == knifeslashstartanim ||
4281 Person::players[j]->animTarget == swordslashanim &&
4282 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4283 Person::players[i]->weaponactive != -1))) {
4290 Person::players[target]->Reverse();
4293 if (Person::players[i]->collided < 1)
4294 Person::players[i]->jumpkeydown = 0;
4295 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4296 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4297 Person::players[i]->onterrain &&
4298 Person::players[i]->creature == rabbittype)
4299 Person::players[i]->jumpkeydown = 1;
4300 //TODO: why are we controlling the human?
4301 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4302 Person::players[0]->jumpkeydown = 0;
4303 if (Person::players[0]->animTarget == jumpdownanim &&
4304 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4305 Person::players[i]->crouchkeydown = 1;
4306 if (Person::players[i]->jumpkeydown)
4307 Person::players[i]->attackkeydown = 0;
4309 if (tutoriallevel == 1)
4311 Person::players[i]->attackkeydown = 0;
4314 XYZ facing = Person::players[i]->coords;
4315 XYZ flatfacing = Person::players[0]->coords;
4316 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4317 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4318 if (Person::players[i]->occluded >= 2)
4319 if (-1 != Object::checkcollide(facing, flatfacing)) {
4320 if (!Person::players[i]->pause)
4321 Person::players[i]->lastseentime -= .2;
4322 if (Person::players[i]->lastseentime <= 0 &&
4323 (Person::players[i]->creature != wolftype ||
4324 Person::players[i]->weaponstuck == -1)) {
4325 Person::players[i]->aitype = searchtype;
4326 Person::players[i]->lastchecktime = 12;
4327 Person::players[i]->lastseen = Person::players[0]->coords;
4328 Person::players[i]->lastseentime = 12;
4331 Person::players[i]->lastseentime = 1;
4334 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4335 (Person::players[i]->aitype == attacktypecutoff ||
4336 Person::players[i]->aitype == searchtype))
4337 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4338 XYZ test = Person::players[0]->coords;
4340 if (-1 == Object::checkcollide(Person::players[0]->coords, test))
4341 Person::players[i]->stunned = 1;
4344 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4345 Person::players[i]->stunned > 0 ||
4346 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4347 if (Person::players[i]->pause)
4348 Person::players[i]->lastseentime = 1;
4349 Person::players[i]->targetyaw = Person::players[i]->yaw;
4350 Person::players[i]->forwardkeydown = 0;
4351 Person::players[i]->leftkeydown = 0;
4352 Person::players[i]->backkeydown = 0;
4353 Person::players[i]->rightkeydown = 0;
4354 Person::players[i]->jumpkeydown = 0;
4355 Person::players[i]->attackkeydown = 0;
4356 Person::players[i]->crouchkeydown = 0;
4357 Person::players[i]->throwkeydown = 0;
4365 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4366 facing = flatfacing;
4368 if (Person::players[i]->aitype == attacktypecutoff) {
4369 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4370 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4371 } else if (Person::players[i]->howactive >= typesleeping) {
4372 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4373 Person::players[i]->targetheadpitch = 0;
4375 if (Person::players[i]->interestdelay <= 0) {
4376 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4377 Person::players[i]->headtarget = Person::players[i]->coords;
4378 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4379 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4380 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4381 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4383 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4384 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4391 static XYZ facing, flatfacing;
4396 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
4397 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4398 stereoreverse = true;
4400 stereoreverse = false;
4403 printf("Stereo reversed\n");
4405 printf("Stereo unreversed\n");
4408 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
4409 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4410 stereoseparation -= 0.001;
4412 stereoseparation -= 0.010;
4413 printf("Stereo decreased increased to %f\n", stereoseparation);
4416 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
4417 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4418 stereoseparation += 0.001;
4420 stereoseparation += 0.010;
4421 printf("Stereo separation increased to %f\n", stereoseparation);
4425 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
4426 if (tutorialstage != 51)
4427 tutorialstagetime = tutorialmaxtime;
4428 emit_sound_np(consolefailsound, 128.);
4432 Values of mainmenu :
4434 2 Menu pause (resume/end game)
4436 4 Controls configuration menu
4437 5 Main game menu (choose level or challenge)
4438 6 Deleting user menu
4439 7 User managment menu (select/add)
4440 8 Choose difficulty menu
4441 9 Challenge level selection menu
4442 10 End of the campaign congratulation (is that really a menu?)
4443 11 Same that 9 ??? => unused
4444 18 stereo configuration
4449 if (mainmenu && endgame == 1)
4451 //go to level select after completing a campaign level
4452 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
4459 OPENAL_SetFrequency(OPENAL_ALL);
4460 emit_stream_np(stream_menutheme);
4461 pause_sound(leveltheme);
4465 //escape key pressed
4466 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
4467 (gameon || mainmenu == 0)) {
4469 if (mainmenu == 0 && !winfreeze)
4470 mainmenu = 2; //pause
4471 else if (mainmenu == 1 || mainmenu == 2) {
4472 mainmenu = 0; //unpause
4475 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
4476 OPENAL_SetFrequency(OPENAL_ALL);
4477 emit_stream_np(stream_menutheme);
4478 pause_sound(leveltheme);
4480 //on resume, play level music
4482 pause_sound(stream_menutheme);
4483 resume_stream(leveltheme);
4494 hostiletime += multiplier;
4498 leveltime += multiplier;
4501 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
4504 OPENAL_SetFrequency(OPENAL_ALL);
4508 if (Input::isKeyPressed(consolekey) && devtools) {
4511 OPENAL_SetFrequency(OPENAL_ALL);
4520 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
4521 inputText(consoletext[0], &consoleselected);
4523 if (!consoletext[0].empty()) {
4524 cmd_dispatch(consoletext[0]);
4525 for (int k = 14; k >= 1; k--) {
4526 consoletext[k] = consoletext[k - 1];
4528 consoletext[0].clear();
4529 consoleselected = 0;
4533 consoleblinkdelay -= multiplier;
4534 if (consoleblinkdelay <= 0) {
4535 consoleblinkdelay = .3;
4536 consoleblink = !consoleblink;
4540 static int oldwinfreeze;
4541 if (winfreeze && !oldwinfreeze) {
4542 OPENAL_SetFrequency(OPENAL_ALL);
4543 emit_sound_np(consolesuccesssound);
4546 oldwinfreeze = winfreeze;
4550 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4553 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4557 } else if (winfreeze) {
4565 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4568 static float talkdelay = 0;
4570 if (Dialog::inDialog())
4572 talkdelay -= multiplier;
4574 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4575 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
4576 Dialog::dialogs[i].tick(i);
4580 windvar += multiplier;
4581 smoketex += multiplier;
4582 tutorialstagetime += multiplier;
4585 static float hotspotvisual[40];
4586 if (Hotspot::hotspots.size()) {
4588 if (editorenabled) {
4589 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4590 hotspotvisual[i] -= multiplier / 320;
4594 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4595 while (hotspotvisual[i] < 0) {
4597 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4598 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4599 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4600 hotspotsprite += Hotspot::hotspots[i].position;
4601 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4602 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4606 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4607 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4608 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4614 if (tutoriallevel) {
4619 if (tutoriallevel != 1) {
4620 if (bonustime == 0 &&
4621 bonus != solidhit &&
4622 bonus != spinecrusher &&
4623 bonus != tracheotomy &&
4624 bonus != backstab &&
4626 emit_sound_np(consolesuccesssound);
4628 } else if (bonustime == 0) {
4629 emit_sound_np(fireendsound);
4631 if (bonustime == 0) {
4632 if (bonus != solidhit &&
4633 bonus != twoxcombo &&
4634 bonus != threexcombo &&
4635 bonus != fourxcombo &&
4639 bonusnum[bonus] += 0.15;
4642 bonusvalue /= bonusnum[bonus];
4643 bonustotal += bonusvalue;
4645 bonustime += multiplier;
4648 if (environment == snowyenvironment) {
4649 precipdelay -= multiplier;
4650 while (precipdelay < 0) {
4654 XYZ footvel, footpoint;
4657 footpoint = viewer + viewerfacing * 6;
4658 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4659 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4660 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4661 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4666 doAerialAcrobatics();
4669 static XYZ oldviewer;
4672 if (!Dialog::inDialog()) {
4673 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4674 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4675 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4676 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4677 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4678 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4679 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4680 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4682 Person::players[0]->forwardkeydown = 0;
4683 Person::players[0]->leftkeydown = 0;
4684 Person::players[0]->backkeydown = 0;
4685 Person::players[0]->rightkeydown = 0;
4686 Person::players[0]->jumpkeydown = 0;
4687 Person::players[0]->crouchkeydown = 0;
4688 Person::players[0]->drawkeydown = 0;
4689 Person::players[0]->throwkeydown = 0;
4692 if (!Person::players[0]->jumpkeydown)
4693 Person::players[0]->jumpclimb = 0;
4696 if (Dialog::inDialog()) {
4698 if (Dialog::directing) {
4702 facing = DoRotation(facing, -pitch, 0, 0);
4703 facing = DoRotation(facing, 0, 0 - yaw, 0);
4708 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4710 if (Input::isKeyDown(forwardkey))
4711 viewer += facing * multiplier * 4;
4712 if (Input::isKeyDown(backkey))
4713 viewer -= facing * multiplier * 4;
4714 if (Input::isKeyDown(leftkey))
4715 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4716 if (Input::isKeyDown(rightkey))
4717 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4718 if (Input::isKeyDown(jumpkey))
4719 viewer.y += multiplier * 4;
4720 if (Input::isKeyDown(crouchkey))
4721 viewer.y -= multiplier * 4;
4722 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4723 Input::isKeyPressed(SDL_SCANCODE_2) ||
4724 Input::isKeyPressed(SDL_SCANCODE_3) ||
4725 Input::isKeyPressed(SDL_SCANCODE_4) ||
4726 Input::isKeyPressed(SDL_SCANCODE_5) ||
4727 Input::isKeyPressed(SDL_SCANCODE_6) ||
4728 Input::isKeyPressed(SDL_SCANCODE_7) ||
4729 Input::isKeyPressed(SDL_SCANCODE_8) ||
4730 Input::isKeyPressed(SDL_SCANCODE_9) ||
4731 Input::isKeyPressed(SDL_SCANCODE_0) ||
4732 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4734 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4735 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4736 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4737 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4738 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4739 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4740 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4741 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4742 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4743 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4744 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4746 if (whichend != -1) {
4747 Dialog::currentScene().participantfocus = whichend;
4748 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4749 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4751 if (whichend == -1) {
4752 Dialog::currentScene().participantfocus = -1;
4754 /* FIXME: potentially accessing -1 in Person::players! */
4755 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4756 Dialog::indialogue = -1;
4757 Dialog::directing = false;
4760 Dialog::currentScene().camera = viewer;
4761 Dialog::currentScene().camerayaw = yaw;
4762 Dialog::currentScene().camerapitch = pitch;
4763 Dialog::indialogue++;
4764 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4765 if (Dialog::currentScene().sound != 0) {
4766 playdialoguescenesound();
4770 for (unsigned j = 0; j < Person::players.size(); j++) {
4771 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4774 //TODO: should these be KeyDown or KeyPressed?
4775 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4776 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4777 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4778 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4779 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4780 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4781 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4782 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4783 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4784 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4786 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4787 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4788 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4789 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4790 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4791 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4792 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4793 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4794 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4795 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4796 Dialog::currentScene().participantfacing[whichend] = facing;
4798 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4799 Dialog::indialogue = -1;
4800 Dialog::directing = false;
4804 if (!Dialog::directing) {
4805 pause_sound(whooshsound);
4806 viewer = Dialog::currentScene().camera;
4807 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4808 yaw = Dialog::currentScene().camerayaw;
4809 pitch = Dialog::currentScene().camerapitch;
4810 if (Dialog::dialoguetime > 0.5) {
4811 if (Input::isKeyPressed(attackkey)) {
4812 Dialog::indialogue++;
4813 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4814 if (Dialog::currentScene().sound != 0) {
4815 playdialoguescenesound();
4816 if (Dialog::currentScene().sound == -5) {
4817 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4819 if (Dialog::currentScene().sound == -6) {
4823 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4824 Dialog::indialogue = -1;
4825 Dialog::directing = false;
4832 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4833 Dialog::indialogue = -1;
4834 Dialog::directing = false;
4836 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4839 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4842 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4844 for (unsigned i = 1; i < Person::players.size(); i++) {
4845 Person::players[i]->aitype = attacktypecutoff;
4852 if (!Person::players[0]->jumpkeydown) {
4853 Person::players[0]->jumptogglekeydown = 0;
4855 if (Person::players[0]->jumpkeydown &&
4856 Person::players[0]->animTarget != jumpupanim &&
4857 Person::players[0]->animTarget != jumpdownanim &&
4858 !Person::players[0]->isFlip())
4859 Person::players[0]->jumptogglekeydown = 1;
4862 Dialog::dialoguetime += multiplier;
4863 hawkyaw += multiplier * 25;
4865 realhawkcoords.x = 25;
4866 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4867 hawkcalldelay -= multiplier / 2;
4869 if (hawkcalldelay <= 0) {
4870 emit_sound_at(hawksound, realhawkcoords);
4872 hawkcalldelay = 16 + abs(Random() % 8);
4879 doPlayerCollisions();
4883 for (unsigned k = 0; k < Person::players.size(); k++)
4884 if (k != 0 && Person::players[k]->immobile)
4885 Person::players[k]->coords = Person::players[k]->realoldcoords;
4887 for (unsigned k = 0; k < Person::players.size(); k++) {
4888 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4889 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4890 Person::players[k]->DoDamage(1000);
4896 static bool respawnkeydown;
4897 if (!editorenabled &&
4898 (whichlevel != -2 &&
4899 (Input::isKeyDown(SDL_SCANCODE_Z) &&
4900 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
4902 (Input::isKeyDown(jumpkey) &&
4905 Person::players[0]->dead))) {
4906 targetlevel = whichlevel;
4910 respawnkeydown = Input::isKeyDown(jumpkey);
4913 static bool movekey;
4916 for (unsigned i = 0; i < Person::players.size(); i++) {
4917 static float oldtargetyaw;
4918 if (!Person::players[i]->skeleton.free) {
4919 oldtargetyaw = Person::players[i]->targetyaw;
4920 if (i == 0 && !Dialog::inDialog()) {
4921 //TODO: refactor repetitive code
4922 if (!Animation::animations[Person::players[0]->animTarget].attack &&
4923 Person::players[0]->animTarget != staggerbackhighanim &&
4924 Person::players[0]->animTarget != staggerbackhardanim &&
4925 Person::players[0]->animTarget != crouchremoveknifeanim &&
4926 Person::players[0]->animTarget != removeknifeanim &&
4927 Person::players[0]->animTarget != backhandspringanim &&
4928 Person::players[0]->animTarget != dodgebackanim &&
4929 Person::players[0]->animTarget != walljumprightkickanim &&
4930 Person::players[0]->animTarget != walljumpleftkickanim) {
4932 Person::players[0]->targetyaw = 0;
4934 Person::players[0]->targetyaw = -yaw + 180;
4940 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4942 facing = flatfacing;
4944 facing = DoRotation(facing, -pitch, 0, 0);
4945 facing = DoRotation(facing, 0, 0 - yaw, 0);
4948 Person::players[0]->lookyaw = -yaw;
4950 Person::players[i]->targetheadyaw = yaw;
4951 Person::players[i]->targetheadpitch = pitch;
4953 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
4954 if (!Animation::animations[Person::players[i]->animTarget].attack &&
4955 Person::players[i]->animTarget != staggerbackhighanim &&
4956 Person::players[i]->animTarget != staggerbackhardanim &&
4957 Person::players[i]->animTarget != crouchremoveknifeanim &&
4958 Person::players[i]->animTarget != removeknifeanim &&
4959 Person::players[i]->animTarget != backhandspringanim &&
4960 Person::players[i]->animTarget != dodgebackanim &&
4961 Person::players[i]->animTarget != walljumprightkickanim &&
4962 Person::players[i]->animTarget != walljumpleftkickanim) {
4963 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
4969 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4971 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
4972 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
4974 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
4975 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
4977 if (Dialog::inDialog()) {
4978 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
4979 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
4985 Person::players[i]->avoidsomething = 0;
4987 //avoid flaming things
4988 for (int j = 0; j < Object::objects.size(); j++)
4989 if (Object::objects[j]->onfire)
4990 if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
4991 if ( distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4992 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
4993 Person::players[i]->collided = 0;
4994 Person::players[i]->avoidcollided = 1;
4995 if (Person::players[i]->avoidsomething == 0 ||
4996 distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
4997 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
4998 Person::players[i]->avoidwhere = Object::objects[j]->position;
4999 Person::players[i]->avoidsomething = 1;
5003 //avoid flaming players
5004 for (unsigned j = 0; j < Person::players.size(); j++)
5005 if (Person::players[j]->onfire)
5006 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5007 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5008 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5009 Person::players[i]->collided = 0;
5010 Person::players[i]->avoidcollided = 1;
5011 if (Person::players[i]->avoidsomething == 0 ||
5012 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5013 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5014 Person::players[i]->avoidwhere = Person::players[j]->coords;
5015 Person::players[i]->avoidsomething = 1;
5019 if (Person::players[i]->collided > .8)
5020 Person::players[i]->avoidcollided = 0;
5024 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5025 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5026 Person::players[i]->forwardkeydown = 0;
5027 Person::players[i]->leftkeydown = 0;
5028 Person::players[i]->backkeydown = 0;
5029 Person::players[i]->rightkeydown = 0;
5030 Person::players[i]->jumpkeydown = 0;
5031 Person::players[i]->attackkeydown = 0;
5032 //Person::players[i]->crouchkeydown=0;
5033 Person::players[i]->throwkeydown = 0;
5036 if (Dialog::inDialog()) {
5037 Person::players[i]->forwardkeydown = 0;
5038 Person::players[i]->leftkeydown = 0;
5039 Person::players[i]->backkeydown = 0;
5040 Person::players[i]->rightkeydown = 0;
5041 Person::players[i]->jumpkeydown = 0;
5042 Person::players[i]->crouchkeydown = 0;
5043 Person::players[i]->drawkeydown = 0;
5044 Person::players[i]->throwkeydown = 0;
5047 if (Person::players[i]->collided < -.3)
5048 Person::players[i]->collided = -.3;
5049 if (Person::players[i]->collided > 1)
5050 Person::players[i]->collided = 1;
5051 Person::players[i]->collided -= multiplier * 4;
5052 Person::players[i]->whichdirectiondelay -= multiplier;
5053 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5054 Person::players[i]->avoidcollided = -.3;
5055 Person::players[i]->whichdirection = abs(Random() % 2);
5056 Person::players[i]->whichdirectiondelay = .4;
5058 if (Person::players[i]->avoidcollided > 1)
5059 Person::players[i]->avoidcollided = 1;
5060 Person::players[i]->avoidcollided -= multiplier / 4;
5061 if (!Person::players[i]->skeleton.free) {
5062 Person::players[i]->stunned -= multiplier;
5063 Person::players[i]->surprised -= multiplier;
5065 if (i != 0 && Person::players[i]->surprised <= 0 &&
5066 Person::players[i]->aitype == attacktypecutoff &&
5067 !Person::players[i]->dead &&
5068 !Person::players[i]->skeleton.free &&
5069 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5072 if (!Person::players[i]->throwkeydown)
5073 Person::players[i]->throwtogglekeydown = 0;
5076 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5077 if (Person::players[i]->weaponactive == -1 &&
5078 Person::players[i]->num_weapons < 2 &&
5079 (Person::players[i]->isIdle() ||
5080 Person::players[i]->isCrouch() ||
5081 Person::players[i]->animTarget == sneakanim ||
5082 Person::players[i]->animTarget == rollanim ||
5083 Person::players[i]->animTarget == backhandspringanim ||
5084 Person::players[i]->isFlip() ||
5085 Person::players[i]->aitype != playercontrolled)) {
5086 for (unsigned j = 0; j < weapons.size(); j++) {
5087 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5088 Person::players[i]->aitype == playercontrolled) &&
5089 weapons[j].owner == -1 &&
5090 Person::players[i]->weaponactive == -1)
5091 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5092 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5093 if (Person::players[i]->isCrouch() ||
5094 Person::players[i]->animTarget == sneakanim ||
5095 Person::players[i]->isRun() ||
5096 Person::players[i]->isIdle() ||
5097 Person::players[i]->aitype != playercontrolled) {
5098 Person::players[i]->throwtogglekeydown = 1;
5099 Person::players[i]->setAnimation(crouchremoveknifeanim);
5100 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5101 Person::players[i]->hasvictim = 0;
5103 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5104 Person::players[i]->throwtogglekeydown = 1;
5105 Person::players[i]->hasvictim = 0;
5107 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5108 Person::players[i]->aitype == playercontrolled) &&
5109 weapons[j].owner == -1 ||
5110 Person::players[i]->victim &&
5111 weapons[j].owner == int(Person::players[i]->victim->id))
5112 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5113 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5114 if (weapons[j].getType() != staff)
5115 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5117 Person::players[i]->takeWeapon(j);
5120 } else if ((Person::players[i]->isIdle() ||
5121 Person::players[i]->isFlip() ||
5122 Person::players[i]->aitype != playercontrolled) &&
5123 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5124 Person::players[i]->coords.y < weapons[j].position.y) {
5125 if (!Person::players[i]->isFlip()) {
5126 Person::players[i]->throwtogglekeydown = 1;
5127 Person::players[i]->setAnimation(removeknifeanim);
5128 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5130 if (Person::players[i]->isFlip()) {
5131 Person::players[i]->throwtogglekeydown = 1;
5132 Person::players[i]->hasvictim = 0;
5134 for (unsigned k = 0; k < weapons.size(); k++) {
5135 if (Person::players[i]->weaponactive == -1)
5136 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5137 Person::players[i]->aitype == playercontrolled) &&
5138 weapons[k].owner == -1 ||
5139 Person::players[i]->victim &&
5140 weapons[k].owner == int(Person::players[i]->victim->id))
5141 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5142 Person::players[i]->weaponactive == -1) {
5143 if (weapons[k].getType() != staff)
5144 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5146 Person::players[i]->takeWeapon(k);
5153 if (Person::players[i]->isCrouch() ||
5154 Person::players[i]->animTarget == sneakanim ||
5155 Person::players[i]->isRun() ||
5156 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
5157 Person::players[i]->animTarget == backhandspringanim) {
5158 if (Person::players.size() > 1)
5159 for (unsigned j = 0; j < Person::players.size(); j++) {
5160 if (Person::players[i]->weaponactive == -1)
5162 if (Person::players[j]->num_weapons &&
5163 Person::players[j]->skeleton.free &&
5164 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
5165 (((Person::players[j]->skeleton.forward.y < 0 &&
5166 Person::players[j]->weaponstuckwhere == 0) ||
5167 (Person::players[j]->skeleton.forward.y > 0 &&
5168 Person::players[j]->weaponstuckwhere == 1)) ||
5169 Person::players[j]->weaponstuck == -1 ||
5170 Person::players[j]->num_weapons > 1)) {
5171 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
5172 Person::players[i]->throwtogglekeydown = 1;
5173 Person::players[i]->victim = Person::players[j];
5174 Person::players[i]->hasvictim = 1;
5175 Person::players[i]->setAnimation(crouchremoveknifeanim);
5176 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5178 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5179 Person::players[i]->throwtogglekeydown = 1;
5180 Person::players[i]->victim = Person::players[j];
5181 Person::players[i]->hasvictim = 1;
5182 int k = Person::players[j]->weaponids[0];
5183 if (Person::players[i]->hasvictim) {
5186 if (Person::players[i]->victim->weaponstuck != -1) {
5187 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5192 if (weapons[k].getType() != staff)
5193 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5196 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
5198 if (weapons[k].owner != -1) {
5199 if (Person::players[i]->victim->num_weapons == 1)
5200 Person::players[i]->victim->num_weapons = 0;
5202 Person::players[i]->victim->num_weapons = 1;
5204 Person::players[i]->victim->skeleton.longdead = 0;
5205 Person::players[i]->victim->skeleton.free = 1;
5206 Person::players[i]->victim->skeleton.broken = 0;
5208 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
5209 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
5210 Person::players[i]->victim->skeleton.joints[l].locked = 0;
5216 Normalise(&relative);
5217 XYZ footvel, footpoint;
5219 footpoint = weapons[k].position;
5220 if (Person::players[i]->victim->weaponstuck != -1) {
5221 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5223 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
5224 weapons[k].bloody = 2;
5225 weapons[k].blooddrip = 5;
5226 Person::players[i]->victim->weaponstuck = -1;
5227 Person::players[i]->victim->bloodloss += 2000;
5228 Person::players[i]->victim->DoDamage(2000);
5231 if (Person::players[i]->victim->num_weapons > 0) {
5232 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
5233 Person::players[i]->victim->weaponstuck = 0;
5234 if (Person::players[i]->victim->weaponids[0] == k)
5235 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
5238 Person::players[i]->victim->weaponactive = -1;
5240 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
5241 Person::players[i]->victim->jointVel(neck) += relative * 6;
5242 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
5243 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
5245 Person::players[i]->takeWeapon(k);
5252 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5253 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5254 if (Person::players[i]->isIdle() ||
5255 Person::players[i]->isRun() ||
5256 Person::players[i]->isCrouch() ||
5257 Person::players[i]->animTarget == sneakanim ||
5258 Person::players[i]->isFlip())
5259 if (Person::players.size() > 1)
5260 for (unsigned j = 0; j < Person::players.size(); j++) {
5262 if (tutoriallevel != 1 || tutorialstage == 49)
5264 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
5265 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
5266 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
5267 !Person::players[j]->skeleton.free &&
5268 -1 == Object::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)) {
5269 if (!Person::players[i]->isFlip()) {
5270 Person::players[i]->throwtogglekeydown = 1;
5271 Person::players[i]->victim = Person::players[j];
5272 Person::players[i]->setAnimation(knifethrowanim);
5273 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5274 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
5276 if (Person::players[i]->isFlip()) {
5277 if (Person::players[i]->weaponactive != -1) {
5278 Person::players[i]->throwtogglekeydown = 1;
5279 Person::players[i]->victim = Person::players[j];
5281 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);
5284 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
5286 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
5287 Person::players[i]->num_weapons--;
5288 if (Person::players[i]->num_weapons) {
5289 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5291 Person::players[i]->weaponactive = -1;
5298 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5299 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
5300 Person::players[i]->throwtogglekeydown = 1;
5301 XYZ tempVelocity = Person::players[i]->velocity * .2;
5302 if (tempVelocity.x == 0)
5303 tempVelocity.x = .1;
5304 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
5305 Person::players[i]->num_weapons--;
5306 if (Person::players[i]->num_weapons) {
5307 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5308 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
5309 Person::players[i]->weaponstuck = 0;
5312 Person::players[i]->weaponactive = -1;
5313 for (unsigned j = 0; j < Person::players.size(); j++) {
5314 Person::players[j]->wentforweapon = 0;
5322 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
5323 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
5324 (Person::players[i]->num_weapons == 2) &&
5325 (Person::players[i]->weaponactive == -1) &&
5326 Person::players[i]->isIdle() ||
5327 Person::players[0]->dead &&
5328 (Person::players[i]->weaponactive != -1) &&
5331 if (Person::players[i]->weaponactive != -1)
5332 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
5334 if (isgood && Person::players[i]->creature != wolftype) {
5335 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5336 Person::players[i]->setAnimation(drawrightanim);
5337 Person::players[i]->drawtogglekeydown = 1;
5339 if ((Person::players[i]->isIdle() ||
5340 (Person::players[i]->aitype != playercontrolled &&
5341 Person::players[0]->weaponactive != -1 &&
5342 Person::players[i]->isRun())) &&
5343 Person::players[i]->num_weapons &&
5344 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
5345 Person::players[i]->setAnimation(drawleftanim);
5346 Person::players[i]->drawtogglekeydown = 1;
5348 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5349 Person::players[i]->setAnimation(crouchdrawrightanim);
5350 Person::players[i]->drawtogglekeydown = 1;
5357 if (Person::players[i]->weaponactive != -1) {
5358 if (Person::players[i]->isCrouch() &&
5359 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
5361 Person::players[i]->onterrain &&
5362 Person::players[i]->num_weapons &&
5363 Person::players[i]->attackkeydown &&
5364 musictype != stream_fighttheme) {
5365 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
5366 Person::players[i]->setAnimation(crouchstabanim);
5367 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
5368 Person::players[i]->setAnimation(swordgroundstabanim);
5369 Person::players[i]->hasvictim = 0;
5373 if (!Person::players[i]->drawkeydown)
5374 Person::players[i]->drawtogglekeydown = 0;
5379 absflatfacing.z = -1;
5381 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
5383 absflatfacing = flatfacing;
5385 if (Dialog::inDialog()) {
5386 Person::players[i]->forwardkeydown = 0;
5387 Person::players[i]->leftkeydown = 0;
5388 Person::players[i]->backkeydown = 0;
5389 Person::players[i]->rightkeydown = 0;
5390 Person::players[i]->jumpkeydown = 0;
5391 Person::players[i]->crouchkeydown = 0;
5392 Person::players[i]->drawkeydown = 0;
5393 Person::players[i]->throwkeydown = 0;
5397 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5398 Person::players[i]->animTarget != staggerbackhighanim &&
5399 Person::players[i]->animTarget != staggerbackhardanim &&
5400 Person::players[i]->animTarget != backhandspringanim &&
5401 Person::players[i]->animTarget != dodgebackanim) {
5402 if (!Person::players[i]->forwardkeydown)
5403 Person::players[i]->forwardstogglekeydown = 0;
5404 if (Person::players[i]->crouchkeydown) {
5408 Person::players[i]->superruntoggle = 1;
5409 if (Person::players.size() > 1)
5410 for (unsigned j = 0; j < Person::players.size(); j++)
5411 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
5412 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
5413 Person::players[i]->superruntoggle = 0;
5416 if (Person::players.size() > 1)
5417 for (unsigned j = 0; j < Person::players.size(); j++) {
5418 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
5419 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5420 Person::players[j]->victim == Person::players[i] &&
5421 (Person::players[j]->animTarget == sweepanim ||
5422 Person::players[j]->animTarget == upunchanim ||
5423 Person::players[j]->animTarget == wolfslapanim ||
5424 ((Person::players[j]->animTarget == swordslashanim ||
5425 Person::players[j]->animTarget == knifeslashstartanim ||
5426 Person::players[j]->animTarget == staffhitanim ||
5427 Person::players[j]->animTarget == staffspinhitanim) &&
5428 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
5437 Person::players[target]->Reverse();
5438 Person::players[i]->lowreversaldelay = .5;
5440 if (Person::players[i]->isIdle()) {
5441 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
5442 Person::players[i]->transspeed = 10;
5444 if (Person::players[i]->isRun() ||
5445 (Person::players[i]->isStop() &&
5446 (Person::players[i]->leftkeydown ||
5447 Person::players[i]->rightkeydown ||
5448 Person::players[i]->forwardkeydown ||
5449 Person::players[i]->backkeydown))) {
5450 Person::players[i]->setAnimation(rollanim);
5451 Person::players[i]->transspeed = 20;
5454 if (!Person::players[i]->crouchkeydown) {
5456 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
5457 Person::players[i]->superruntoggle = 0;
5459 if (Person::players[i]->isCrouch()) {
5460 if (Person::players.size() > 1)
5461 for (unsigned j = 0; j < Person::players.size(); j++) {
5463 !Person::players[j]->skeleton.free &&
5464 Person::players[j]->victim &&
5465 Person::players[i]->highreversaldelay <= 0) {
5466 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5467 Person::players[j]->victim == Person::players[i] &&
5468 (Person::players[j]->animTarget == spinkickanim) &&
5469 Person::players[i]->isCrouch()) {
5478 Person::players[target]->Reverse();
5479 Person::players[i]->highreversaldelay = .5;
5481 if (Person::players[i]->isCrouch()) {
5482 if (!Person::players[i]->wasCrouch()) {
5483 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
5484 Person::players[i]->frameCurrent = 0;
5486 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5487 Person::players[i]->transspeed = 10;
5490 if (Person::players[i]->animTarget == sneakanim) {
5491 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5492 Person::players[i]->transspeed = 10;
5495 if (Person::players[i]->forwardkeydown) {
5496 if (Person::players[i]->isIdle() ||
5497 (Person::players[i]->isStop() &&
5498 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5499 (Person::players[i]->isLanding() &&
5500 Person::players[i]->frameTarget > 0 &&
5501 !Person::players[i]->jumpkeydown) ||
5502 (Person::players[i]->isLandhard() &&
5503 Person::players[i]->frameTarget > 0 &&
5504 !Person::players[i]->jumpkeydown &&
5505 Person::players[i]->crouchkeydown)) {
5506 if (Person::players[i]->aitype == passivetype)
5507 Person::players[i]->setAnimation(walkanim);
5509 Person::players[i]->setAnimation(Person::players[i]->getRun());
5511 if (Person::players[i]->isCrouch()) {
5512 Person::players[i]->animTarget = sneakanim;
5513 if (Person::players[i]->wasCrouch())
5514 Person::players[i]->target = 0;
5515 Person::players[i]->frameTarget = 0;
5517 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
5518 Person::players[i]->setAnimation(climbanim);
5519 Person::players[i]->frameTarget = 1;
5520 Person::players[i]->jumpclimb = 1;
5522 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5523 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
5525 Person::players[i]->forwardstogglekeydown = 1;
5528 if (Person::players[i]->rightkeydown) {
5529 if (Person::players[i]->isIdle() ||
5530 (Person::players[i]->isStop() &&
5531 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5532 (Person::players[i]->isLanding() &&
5533 Person::players[i]->frameTarget > 0 &&
5534 !Person::players[i]->jumpkeydown) ||
5535 (Person::players[i]->isLandhard() &&
5536 Person::players[i]->frameTarget > 0 &&
5537 !Person::players[i]->jumpkeydown &&
5538 Person::players[i]->crouchkeydown)) {
5539 Person::players[i]->setAnimation(Person::players[i]->getRun());
5541 if (Person::players[i]->isCrouch()) {
5542 Person::players[i]->animTarget = sneakanim;
5543 if (Person::players[i]->wasCrouch())
5544 Person::players[i]->target = 0;
5545 Person::players[i]->frameTarget = 0;
5547 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5548 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5550 Person::players[i]->targetyaw -= 90;
5551 if (Person::players[i]->forwardkeydown)
5552 Person::players[i]->targetyaw += 45;
5553 if (Person::players[i]->backkeydown)
5554 Person::players[i]->targetyaw -= 45;
5557 if ( Person::players[i]->leftkeydown) {
5558 if (Person::players[i]->isIdle() ||
5559 (Person::players[i]->isStop() &&
5560 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5561 (Person::players[i]->isLanding() &&
5562 Person::players[i]->frameTarget > 0 &&
5563 !Person::players[i]->jumpkeydown) ||
5564 (Person::players[i]->isLandhard() &&
5565 Person::players[i]->frameTarget > 0 &&
5566 !Person::players[i]->jumpkeydown &&
5567 Person::players[i]->crouchkeydown)) {
5568 Person::players[i]->setAnimation(Person::players[i]->getRun());
5570 if (Person::players[i]->isCrouch()) {
5571 Person::players[i]->animTarget = sneakanim;
5572 if (Person::players[i]->wasCrouch())
5573 Person::players[i]->target = 0;
5574 Person::players[i]->frameTarget = 0;
5576 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5577 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5579 Person::players[i]->targetyaw += 90;
5580 if (Person::players[i]->forwardkeydown)
5581 Person::players[i]->targetyaw -= 45;
5582 if (Person::players[i]->backkeydown)
5583 Person::players[i]->targetyaw += 45;
5586 if (Person::players[i]->backkeydown) {
5587 if (Person::players[i]->isIdle() ||
5588 (Person::players[i]->isStop() &&
5589 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5590 (Person::players[i]->isLanding() &&
5591 Person::players[i]->frameTarget > 0 &&
5592 !Person::players[i]->jumpkeydown) ||
5593 (Person::players[i]->isLandhard() &&
5594 Person::players[i]->frameTarget > 0 &&
5595 !Person::players[i]->jumpkeydown &&
5596 Person::players[i]->crouchkeydown)) {
5597 Person::players[i]->setAnimation(Person::players[i]->getRun());
5599 if (Person::players[i]->isCrouch()) {
5600 Person::players[i]->animTarget = sneakanim;
5601 if (Person::players[i]->wasCrouch())
5602 Person::players[i]->target = 0;
5603 Person::players[i]->frameTarget = 0;
5605 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5606 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5608 if (Person::players[i]->animTarget == hanganim) {
5609 Person::players[i]->animCurrent = jumpdownanim;
5610 Person::players[i]->animTarget = jumpdownanim;
5611 Person::players[i]->target = 0;
5612 Person::players[i]->frameCurrent = 0;
5613 Person::players[i]->frameTarget = 1;
5614 Person::players[i]->velocity = 0;
5615 Person::players[i]->velocity.y += gravity;
5616 Person::players[i]->coords.y -= 1.4;
5617 Person::players[i]->grabdelay = 1;
5619 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5620 Person::players[i]->targetyaw += 180;
5623 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5624 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5625 Person::players[i]->isRun() ||
5626 Person::players[i]->animTarget == walkanim ||
5627 Person::players[i]->isCrouch() ||
5628 Person::players[i]->animTarget == sneakanim) &&
5629 Person::players[i]->jumppower > 1) &&
5630 ((Person::players[i]->animTarget != rabbitrunninganim &&
5631 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5632 Person::players[i]->jumpstart = 0;
5633 Person::players[i]->setAnimation(jumpupanim);
5634 Person::players[i]->yaw = Person::players[i]->targetyaw;
5635 Person::players[i]->transspeed = 20;
5636 Person::players[i]->FootLand(leftfoot, 1);
5637 Person::players[i]->FootLand(rightfoot, 1);
5641 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5644 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5646 Person::players[i]->velocity = 0;
5650 if (Person::players.size() > 1)
5651 for (unsigned j = 0; j < Person::players.size(); j++) {
5652 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5653 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5654 (Person::players[j]->victim == Person::players[i]) &&
5655 (Person::players[j]->animTarget == sweepanim)) {
5664 Person::players[i]->velocity.y = 1;
5666 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5667 Person::players[i]->velocity.y = 7;
5668 Person::players[i]->crouchtogglekeydown = 1;
5669 } else Person::players[i]->velocity.y = 5;
5671 if (mousejump && i == 0 && devtools) {
5672 if (!Person::players[i]->isLanding())
5673 Person::players[i]->tempdeltav = deltav;
5674 if (Person::players[i]->tempdeltav < 0)
5675 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5678 Person::players[i]->coords.y += .2;
5679 Person::players[i]->jumppower -= 1;
5682 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5684 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5686 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5687 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5688 Person::players[i]->frameTarget = 2;
5689 Person::players[i]->landhard = 0;
5690 Person::players[i]->jumpstart = 1;
5691 Person::players[i]->tempdeltav = deltav;
5693 if (Person::players[i]->animTarget == jumpupanim &&
5697 Person::players[i]->aitype != playercontrolled)) {
5698 if (Person::players[i]->jumppower > multiplier * 6) {
5699 Person::players[i]->velocity.y += multiplier * 6;
5700 Person::players[i]->jumppower -= multiplier * 6;
5702 if (Person::players[i]->jumppower <= multiplier * 6) {
5703 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5704 Person::players[i]->jumppower = 0;
5707 if (((floatjump || editorenabled) && devtools) && i == 0)
5708 Person::players[i]->velocity.y += multiplier * 30;
5712 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5713 Person::players[i]->setAnimation(Person::players[i]->getStop());
5714 if (Person::players[i]->animTarget == sneakanim) {
5715 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5716 if (Person::players[i]->animCurrent == sneakanim)
5717 Person::players[i]->target = 0;
5718 Person::players[i]->frameTarget = 0;
5721 if (Person::players[i]->animTarget == walkanim &&
5722 (Person::players[i]->aitype == attacktypecutoff ||
5723 Person::players[i]->aitype == searchtype ||
5724 (Person::players[i]->aitype == passivetype &&
5725 Person::players[i]->numwaypoints <= 1)))
5726 Person::players[i]->setAnimation(Person::players[i]->getStop());
5727 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5728 Person::players[i]->setAnimation(Person::players[i]->getStop());
5731 if (Person::players[i]->animTarget == rollanim)
5732 Person::players[i]->targetyaw = oldtargetyaw;
5736 for (unsigned k = 0; k < Person::players.size(); k++) {
5737 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5738 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5739 Person::players[k]->yaw -= 360;
5741 Person::players[k]->yaw += 360;
5744 //stop to turn in right direction
5745 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5746 Person::players[k]->setAnimation(Person::players[k]->getStop());
5748 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5749 Person::players[k]->targettilt = 0;
5751 if (Person::players[k]->animTarget != jumpupanim &&
5752 Person::players[k]->animTarget != backhandspringanim &&
5753 Person::players[k]->animTarget != jumpdownanim &&
5754 !Person::players[k]->isFlip()) {
5755 Person::players[k]->targettilt = 0;
5756 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5757 Person::players[k]->jumppower = 0;
5758 Person::players[k]->jumppower += multiplier * 7;
5759 if (Person::players[k]->isCrouch())
5760 Person::players[k]->jumppower += multiplier * 7;
5761 if (Person::players[k]->jumppower > 5)
5762 Person::players[k]->jumppower = 5;
5765 if (Person::players[k]->isRun())
5766 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5768 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5769 Person::players[k]->grabdelay -= multiplier;
5773 for (unsigned k = 0; k < Person::players.size(); k++) {
5774 Person::players[k]->DoAnimations();
5775 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5776 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5782 for (int j = numenvsounds - 1; j >= 0; j--) {
5783 envsoundlife[j] -= multiplier;
5784 if (envsoundlife[j] < 0) {
5786 envsoundlife[j] = envsoundlife[numenvsounds];
5787 envsound[j] = envsound[numenvsounds];
5790 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5792 if (tutoriallevel == 1) {
5809 if (tutorialstage >= 51)
5810 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5811 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
5812 OPENAL_SetFrequency(OPENAL_ALL);
5814 emit_stream_np(stream_menutheme);
5823 if (tutorialstage < 51)
5824 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5825 emit_sound_at(fireendsound, Person::players[0]->coords);
5827 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
5831 if (tutorialstage >= 14 && tutorialstage < 50)
5832 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
5833 emit_sound_at(fireendsound, Person::players[1]->coords);
5835 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5836 if (Random() % 2 == 0) {
5837 if (!Person::players[1]->skeleton.free)
5838 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5839 if (Person::players[1]->skeleton.free)
5840 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5841 if (!Person::players[1]->skeleton.free)
5842 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;
5843 if (Person::players[1]->skeleton.free)
5844 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5845 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5849 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
5850 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5851 Person::players[1]->skeleton.joints[i].velocity = 0;
5852 if (Random() % 2 == 0) {
5853 if (!Person::players[1]->skeleton.free)
5854 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5855 if (Person::players[1]->skeleton.free)
5856 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5857 if (!Person::players[1]->skeleton.free)
5858 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;
5859 if (Person::players[1]->skeleton.free)
5860 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5861 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5869 static float gLoc[3];
5873 static float vel[3];
5874 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5875 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5876 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5878 //Set orientation with forward and up vectors
5879 static XYZ upvector;
5883 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5884 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5889 facing = DoRotation(facing, -pitch, 0, 0);
5890 facing = DoRotation(facing, 0, 0 - yaw, 0);
5893 static float ori[6];
5897 ori[3] = -upvector.x;
5898 ori[4] = upvector.y;
5899 ori[5] = -upvector.z;
5901 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
5908 if (Input::isKeyPressed(SDL_SCANCODE_F1))
5912 void Game::TickOnce()
5915 yaw += multiplier * 5;
5916 } else if (Dialog::directing || !Dialog::inDialog()) {
5919 pitch -= deltav * .7;
5921 pitch += deltav * .7;
5930 void Game::TickOnceAfter()
5932 static XYZ colviewer;
5933 static XYZ coltarget;
5937 static float changedelay;
5938 static bool alldead;
5939 static float unseendelay;
5940 static float cameraspeed;
5943 static int oldmusictype = musictype;
5945 if (environment == snowyenvironment)
5946 leveltheme = stream_snowtheme;
5947 if (environment == grassyenvironment)
5948 leveltheme = stream_grasstheme;
5949 if (environment == desertenvironment)
5950 leveltheme = stream_deserttheme;
5954 musictype = leveltheme;
5955 for (unsigned i = 0; i < Person::players.size(); i++) {
5956 if ((Person::players[i]->aitype == attacktypecutoff ||
5957 Person::players[i]->aitype == getweapontype ||
5958 Person::players[i]->aitype == gethelptype ||
5959 Person::players[i]->aitype == searchtype) &&
5960 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
5961 (Person::players[i]->animTarget != sneakattackedanim &&
5962 Person::players[i]->animTarget != knifesneakattackedanim &&
5963 Person::players[i]->animTarget != swordsneakattackedanim)) {
5964 musictype = stream_fighttheme;
5968 if (Person::players[0]->dead)
5969 musictype = stream_menutheme;
5972 if (musictype == stream_fighttheme)
5975 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
5976 unseendelay -= multiplier;
5977 if (unseendelay > 0)
5978 musictype = stream_fighttheme;
5983 musictype = stream_menutheme;
5984 musicvolume[2] = 512;
5991 if (musictype != oldmusictype && musictype == stream_fighttheme)
5992 emit_sound_np(alarmsound);
5993 musicselected = musictype;
5995 if (musicselected == leveltheme)
5996 musicvolume[0] += multiplier * 450;
5998 musicvolume[0] -= multiplier * 450;
5999 if (musicselected == stream_fighttheme)
6000 musicvolume[1] += multiplier * 450;
6002 musicvolume[1] -= multiplier * 450;
6003 if (musicselected == stream_menutheme)
6004 musicvolume[2] += multiplier * 450;
6006 musicvolume[2] -= multiplier * 450;
6008 for (int i = 0; i < 3; i++) {
6009 if (musicvolume[i] < 0)
6011 if (musicvolume[i] > 512)
6012 musicvolume[i] = 512;
6015 if (musicvolume[2] > 128 && !loading && !mainmenu)
6016 musicvolume[2] = 128;
6019 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6020 emit_stream_np(leveltheme, musicvolume[0]);
6021 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6022 emit_stream_np(stream_fighttheme, musicvolume[1]);
6023 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6024 emit_stream_np(stream_menutheme, musicvolume[2]);
6025 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6026 pause_sound(leveltheme);
6027 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6028 pause_sound(stream_fighttheme);
6029 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6030 pause_sound(stream_menutheme);
6032 if (musicvolume[0] != oldmusicvolume[0])
6033 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6034 if (musicvolume[1] != oldmusicvolume[1])
6035 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6036 if (musicvolume[2] != oldmusicvolume[2])
6037 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6039 for (int i = 0; i < 3; i++)
6040 oldmusicvolume[i] = musicvolume[i];
6042 pause_sound(leveltheme);
6043 pause_sound(stream_fighttheme);
6044 pause_sound(stream_menutheme);
6046 for (int i = 0; i < 4; i++) {
6047 oldmusicvolume[i] = 0;
6052 Hotspot::killhotspot = 2;
6053 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6054 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6055 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6056 Hotspot::killhotspot = 0;
6057 else if (Hotspot::killhotspot == 2)
6058 Hotspot::killhotspot = 1;
6061 if (Hotspot::killhotspot == 2)
6062 Hotspot::killhotspot = 0;
6066 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6067 if (Hotspot::hotspots[i].type == -1) {
6068 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
6075 for (unsigned i = 1; i < Person::players.size(); i++) {
6076 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
6080 if (numalarmed > maxalarmed) {
6081 maxalarmed = numalarmed;
6084 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6085 if (Person::players[0]->dead && changedelay <= 0) {
6087 targetlevel = whichlevel;
6090 for (unsigned i = 1; i < Person::players.size(); i++) {
6091 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6098 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6100 targetlevel = whichlevel + 1;
6101 if (targetlevel > numchallengelevels - 1)
6104 if (winhotspot || windialogue) {
6106 targetlevel = whichlevel + 1;
6107 if (targetlevel > numchallengelevels - 1)
6112 if (Hotspot::killhotspot) {
6114 targetlevel = whichlevel + 1;
6115 if (targetlevel > numchallengelevels - 1)
6119 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6120 //high scores, awards, win
6122 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
6125 wonleveltime = leveltime;
6126 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6129 Account::saveFile(Folders::getUserSavePath());
6135 if (leveltime < 1) {
6140 Hotspot::killhotspot = 0;
6143 if (!editorenabled && gameon && !mainmenu) {
6144 if (changedelay != -999)
6145 changedelay -= multiplier / 7;
6146 if (Person::players[0]->dead)
6147 targetlevel = whichlevel;
6148 if (loading == 2 && !campaign) {
6151 fireSound(firestartsound);
6153 if (!Person::players[0]->dead && targetlevel != whichlevel)
6154 startbonustotal = bonustotal;
6155 if (Person::players[0]->dead)
6156 Loadlevel(whichlevel);
6158 Loadlevel(targetlevel);
6164 if (loading == 2 && targetlevel == whichlevel) {
6168 fireSound(firestartsound);
6170 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
6176 if (changedelay <= -999 &&
6179 (Person::players[0]->dead ||
6180 (alldead && maptype == mapkilleveryone) ||
6182 (Hotspot::killhotspot)))
6184 if ((Person::players[0]->dead ||
6185 (alldead && maptype == mapkilleveryone) ||
6188 (Hotspot::killhotspot)) &&
6190 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
6194 if (Person::players[0]->dead)
6200 // campaignchoosenext determines what to do when the level is complete:
6201 // 0 = load next level
6202 // 1 = go back to level select screen
6203 // 2 = stealthload next level
6204 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
6205 if (campaignlevels[actuallevel].nextlevel.empty())
6207 } else if (mainmenu == 0 && winfreeze) {
6208 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
6210 if (!stealthloading) {
6211 fireSound(firestartsound);
6216 startbonustotal = 0;
6226 actuallevel = campaignlevels[actuallevel].nextlevel.front();
6229 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6233 pause_sound(stream_menutheme);
6244 oldmusictype = musictype;
6250 facing = DoRotation(facing, -pitch, 0, 0);
6251 facing = DoRotation(facing, 0, 0 - yaw, 0);
6252 viewerfacing = facing;
6255 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
6256 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;
6258 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;
6260 if (Person::players[0]->skeleton.free) {
6261 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
6262 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
6263 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
6267 if (Person::players[0]->skeleton.free != 2) {
6269 if (findLengthfast(&Person::players[0]->velocity) > 400) {
6270 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
6272 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
6274 coltarget = target - cameraloc;
6275 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
6278 Normalise(&coltarget);
6279 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
6280 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
6282 cameraloc = cameraloc + coltarget * multiplier * 8;
6286 cameradist += multiplier * 5;
6287 if (cameradist > 2.3)
6289 viewer = cameraloc - facing * cameradist;
6291 coltarget = cameraloc;
6292 Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
6293 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6294 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6295 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6297 coltarget = cameraloc;
6298 if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
6301 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6302 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6303 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6305 if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
6309 cameradist = findDistance(&viewer, &target);
6310 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
6311 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
6312 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
6315 if (camerashake > .8)
6317 woozy += multiplier;
6318 if (Person::players[0]->dead)
6320 if (Person::players[0]->dead)
6322 camerashake -= multiplier * 2;
6323 blackout -= multiplier * 2;
6324 if (camerashake < 0)
6329 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
6330 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
6331 viewer.z += (float)(Random() % 100) * .0005 * camerashake;