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;
71 extern Objects objects;
73 extern float slomodelay;
74 extern bool floatjump;
77 extern float camerashake;
79 extern float blackout;
80 extern bool cellophane;
81 extern bool musictoggle;
82 extern int difficulty;
83 extern int bloodtoggle;
84 extern bool invertmouse;
86 extern float precipdelay;
87 extern XYZ viewerfacing;
88 extern bool ambientsound;
89 extern bool mousejump;
90 extern float viewdistance;
92 extern XYZ windvector;
96 extern int oldmainmenu;
97 extern bool visibleloading;
98 extern XYZ envsound[30];
99 extern float envsoundvol[30];
100 extern int numenvsounds;
101 extern float envsoundlife[30];
102 extern float usermousesensitivity;
103 extern bool ismotionblur;
104 extern bool showdamagebar; // (des)activate the damage bar
106 extern bool skyboxtexture;
107 extern float skyboxr;
108 extern float skyboxg;
109 extern float skyboxb;
110 extern float skyboxlightr;
111 extern float skyboxlightg;
112 extern float skyboxlightb;
113 extern float fadestart;
114 extern float slomospeed;
115 extern float slomofreq;
116 extern int tutoriallevel;
117 extern float smoketex;
118 extern float tutorialstagetime;
119 extern int tutorialstage;
120 extern float tutorialmaxtime;
121 extern float tutorialsuccess;
122 extern bool againbonus;
123 extern bool reversaltrain;
124 extern bool canattack;
125 extern bool cananger;
126 extern float damagedealt;
128 extern int editoractive;
129 extern int editorpathtype;
131 extern float hostiletime;
133 extern bool gamestarted;
137 extern bool stillloading;
138 extern bool winfreeze;
140 extern bool campaign;
142 extern void toggleFullscreen();
146 bool winhotspot = false;
147 bool windialogue = false;
150 float cameradist = 0;
151 bool oldattackkey = 0;
153 float musicvolume[4] = {};
154 float oldmusicvolume[4] = {};
155 int musicselected = 0;
157 const char *rabbitskin[] = {
162 "Textures/Otter.jpg",
164 "Textures/Sable.jpg",
165 "Textures/Chocolate.jpg",
170 const char *wolfskin[] = {
172 "Textures/DarkWolf.jpg",
173 "Textures/SnowWolf.jpg"
176 const char **creatureskin[] = {rabbitskin, wolfskin};
178 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
179 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
183 // TODO: this is slightly incorrect
184 inline float roughDirection(XYZ vec)
187 float angle = -asin(-vec.x) * 180 / M_PI;
192 inline float roughDirectionTo(XYZ start, XYZ end)
194 return roughDirection(end - start);
196 inline float pitchOf(XYZ vec)
199 return -asin(vec.y) * 180 / M_PI;
201 inline float pitchTo(XYZ start, XYZ end)
203 return pitchOf(end - start);
205 inline float sq(float n)
209 inline float stepTowardf(float from, float to, float by)
211 if (fabs(from - to) < by)
219 void Game::playdialoguescenesound()
222 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
223 temppos = temppos - viewer;
228 switch (Dialog::currentScene().sound) {
233 sound = consolefailsound;
236 sound = consolesuccesssound;
239 sound = firestartsound;
242 sound = fireendsound;
245 sound = rabbitchitter;
248 sound = rabbitchitter2;
251 sound = rabbitpainsound;
254 sound = rabbitpain1sound;
257 sound = rabbitattacksound;
260 sound = rabbitattack2sound;
263 sound = rabbitattack3sound;
266 sound = rabbitattack4sound;
290 sound = barkgrowlsound;
296 emit_sound_at(sound, temppos);
299 // ================================================================
301 int Game::findClosestPlayer()
304 float closestdist = std::numeric_limits<float>::max();
306 for (unsigned i = 1; i < Person::players.size(); i++) {
307 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
308 if (distance < closestdist) {
309 closestdist = distance;
316 static int findClosestObject()
319 float closestdist = std::numeric_limits<float>::max();
321 for (int i = 0; i < objects.numobjects; i++) {
322 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
323 if (distance < closestdist) {
324 closestdist = distance;
331 static void cmd_dispatch(const string cmd)
333 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
335 for (i = 0; i < n_cmds; i++)
336 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
337 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
338 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
341 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
344 /********************> Tick() <*****/
345 extern bool save_screenshot(const char * fname);
346 void Screenshot (void)
349 time_t t = time(NULL);
350 struct tm *tme = localtime(&t);
351 sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
352 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
354 save_screenshot(filename);
357 void Game::SetUpLighting()
359 if (environment == snowyenvironment)
360 light.setColors(.65, .65, .7, .4, .4, .44);
361 if (environment == desertenvironment)
362 light.setColors(.95, .95, .95, .4, .35, .3);
363 if (environment == grassyenvironment)
364 light.setColors(.95, .95, 1, .4, .4, .44);
366 light.setColors(1, 1, 1, .4, .4, .4);
368 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
369 light.color[0] *= (skyboxlightr + average) / 2;
370 light.color[1] *= (skyboxlightg + average) / 2;
371 light.color[2] *= (skyboxlightb + average) / 2;
372 light.ambient[0] *= (skyboxlightr + average) / 2;
373 light.ambient[1] *= (skyboxlightg + average) / 2;
374 light.ambient[2] *= (skyboxlightb + average) / 2;
377 int findPathDist(int start, int end)
379 int smallestcount, count, connected;
380 int last, last2, last3, last4;
383 smallestcount = 1000;
384 for (int i = 0; i < 50; i++) {
390 while (last != end && count < 30) {
392 for (int j = 0; j < numpathpoints; j++) {
393 if (j != last && j != last2 && j != last3 && j != last4) {
395 if (numpathpointconnect[j])
396 for (int k = 0; k < numpathpointconnect[j]; k++) {
397 if (pathpointconnect[j][k] == last)connected = 1;
400 if (numpathpointconnect[last])
401 for (int k = 0; k < numpathpointconnect[last]; k++) {
402 if (pathpointconnect[last][k] == j)connected = 1;
405 if (closest == -1 || Random() % 2 == 0) {
416 if (count < smallestcount)
417 smallestcount = count;
419 return smallestcount;
422 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
424 static XYZ colpoint, colviewer, coltarget;
425 static float minx, minz, maxx, maxz, miny, maxy;
427 minx = min(startpoint.x, endpoint.x) - 1;
428 miny = min(startpoint.y, endpoint.y) - 1;
429 minz = min(startpoint.z, endpoint.z) - 1;
430 maxx = max(startpoint.x, endpoint.x) + 1;
431 maxy = max(startpoint.y, endpoint.y) + 1;
432 maxz = max(startpoint.z, endpoint.z) + 1;
434 for (int i = 0; i < objects.numobjects; i++) {
435 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
436 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
437 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
438 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
439 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
440 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
441 if ( objects.type[i] != treeleavestype &&
442 objects.type[i] != bushtype &&
443 objects.type[i] != firetype) {
444 colviewer = startpoint;
445 coltarget = endpoint;
446 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
455 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
457 static XYZ colpoint, colviewer, coltarget;
458 static float minx, minz, maxx, maxz, miny, maxy;
459 static int i; //FIXME: see below
461 minx = min(startpoint.x, endpoint.x) - 1;
462 miny = min(startpoint.y, endpoint.y) - 1;
463 minz = min(startpoint.z, endpoint.z) - 1;
464 maxx = max(startpoint.x, endpoint.x) + 1;
465 maxy = max(startpoint.y, endpoint.y) + 1;
466 maxz = max(startpoint.z, endpoint.z) + 1;
469 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
470 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
471 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
472 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
473 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
474 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
475 if ( objects.type[what] != treeleavestype &&
476 objects.type[what] != bushtype &&
477 objects.type[what] != firetype) {
478 colviewer = startpoint;
479 coltarget = endpoint;
481 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
488 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
494 void Setenvironment(int which)
498 LOG(" Setting environment...");
503 pause_sound(stream_snowtheme);
504 pause_sound(stream_grasstheme);
505 pause_sound(stream_deserttheme);
506 pause_sound(stream_wind);
507 pause_sound(stream_desertambient);
510 if (environment == snowyenvironment) {
514 emit_stream_np(stream_wind);
516 objects.treetextureptr.load("Textures/SnowTree.png", 0);
517 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
518 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
519 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
521 footstepsound = footstepsn1;
522 footstepsound2 = footstepsn2;
523 footstepsound3 = footstepst1;
524 footstepsound4 = footstepst2;
526 terraintexture.load("Textures/Snow.jpg", 1);
527 terraintexture2.load("Textures/Rock.jpg", 1);
530 temptexdetail = texdetail;
533 skybox->load( "Textures/Skybox(snow)/Front.jpg",
534 "Textures/Skybox(snow)/Left.jpg",
535 "Textures/Skybox(snow)/Back.jpg",
536 "Textures/Skybox(snow)/Right.jpg",
537 "Textures/Skybox(snow)/Up.jpg",
538 "Textures/Skybox(snow)/Down.jpg");
543 texdetail = temptexdetail;
544 } else if (environment == desertenvironment) {
547 objects.treetextureptr.load("Textures/DesertTree.png", 0);
548 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
549 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
550 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
554 emit_stream_np(stream_desertambient);
556 footstepsound = footstepsn1;
557 footstepsound2 = footstepsn2;
558 footstepsound3 = footstepsn1;
559 footstepsound4 = footstepsn2;
561 terraintexture.load("Textures/Sand.jpg", 1);
562 terraintexture2.load("Textures/SandSlope.jpg", 1);
565 temptexdetail = texdetail;
568 skybox->load( "Textures/Skybox(sand)/Front.jpg",
569 "Textures/Skybox(sand)/Left.jpg",
570 "Textures/Skybox(sand)/Back.jpg",
571 "Textures/Skybox(sand)/Right.jpg",
572 "Textures/Skybox(sand)/Up.jpg",
573 "Textures/Skybox(sand)/Down.jpg");
578 texdetail = temptexdetail;
579 } else if (environment == grassyenvironment) {
582 objects.treetextureptr.load("Textures/Tree.png", 0);
583 objects.bushtextureptr.load("Textures/Bush.png", 0);
584 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
585 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
588 emit_stream_np(stream_wind, 100.);
590 footstepsound = footstepgr1;
591 footstepsound2 = footstepgr2;
592 footstepsound3 = footstepst1;
593 footstepsound4 = footstepst2;
595 terraintexture.load("Textures/GrassDirt.jpg", 1);
596 terraintexture2.load("Textures/MossRock.jpg", 1);
599 temptexdetail = texdetail;
602 skybox->load( "Textures/Skybox(grass)/Front.jpg",
603 "Textures/Skybox(grass)/Left.jpg",
604 "Textures/Skybox(grass)/Back.jpg",
605 "Textures/Skybox(grass)/Right.jpg",
606 "Textures/Skybox(grass)/Up.jpg",
607 "Textures/Skybox(grass)/Down.jpg");
611 texdetail = temptexdetail;
613 temptexdetail = texdetail;
615 terrain.load("Textures/HeightMap.png");
617 texdetail = temptexdetail;
620 void Game::Loadlevel(int which)
627 Loadlevel("tutorial");
628 } else if (which >= 0 && which <= 15) {
630 snprintf(buf, 32, "map%d", which + 1); // challenges
633 Loadlevel("mapsave");
636 void Game::Loadlevel(const std::string& name)
638 int indemo; // FIXME this should be removed
644 LOG(std::string("Loading level...") + name);
656 if (tutoriallevel != -1)
661 if (tutoriallevel == 1)
663 if (tutorialstage == 0) {
664 tutorialstagetime = 0;
667 pause_sound(whooshsound);
668 pause_sound(stream_firesound);
673 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
675 pause_sound(stream_firesound);
681 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
683 Dialog::dialogs.clear();
685 Dialog::indialogue = -1;
691 if (Account::hasActive()) {
692 difficulty = Account::active().getDifficulty();
695 Hotspot::hotspots.clear();
696 Hotspot::current = -1;
707 for (int i = 0; i < 100; i++)
716 numunarmedattack = 0;
727 bonustotal = startbonustotal;
732 emit_sound_np(consolesuccesssound);
737 if (!stealthloading) {
738 terrain.numdecals = 0;
739 Sprite::deleteSprites();
740 for (int i = 0; i < objects.numobjects; i++)
741 objects.model[i].numdecals = 0;
743 int j = objects.numobjects;
744 for (int i = 0; i < j; i++) {
745 objects.DeleteObject(0);
750 for (int i = 0; i < subdivision; i++)
751 for (int j = 0; j < subdivision; j++)
752 terrain.patchobjectnum[i][j] = 0;
758 Person::players.resize(1);
760 funpackf(tfile, "Bi", &mapvers);
762 cerr << name << " has obsolete map version " << mapvers << endl;
765 funpackf(tfile, "Bi", &indemo);
769 funpackf(tfile, "Bi", &maptype);
771 maptype = mapkilleveryone;
773 funpackf(tfile, "Bi", &hostile);
777 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
783 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
791 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
793 skyboxlightr = skyboxr;
794 skyboxlightg = skyboxg;
795 skyboxlightb = skyboxb;
797 /* 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) */
798 if (stealthloading) {
799 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
801 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);
803 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
804 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
805 Person::players[0]->weaponids[j] = weapons.size();
807 funpackf(tfile, "Bi", &type);
808 weapons.push_back(Weapon(type, 0));
814 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
815 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
816 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
817 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
819 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
822 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
824 Person::players[0]->whichskin = 0;
825 Person::players[0]->creature = rabbittype;
828 Person::players[0]->lastattack = -1;
829 Person::players[0]->lastattack2 = -1;
830 Person::players[0]->lastattack3 = -1;
834 Dialog::loadDialogs(tfile);
837 for (int k = 0; k < Person::players[0]->numclothes; k++) {
838 funpackf(tfile, "Bi", &templength);
839 for (int l = 0; l < templength; l++)
840 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
841 Person::players[0]->clothes[k][templength] = '\0';
842 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
845 funpackf(tfile, "Bi", &environment);
847 funpackf(tfile, "Bi", &objects.numobjects);
848 for (int i = 0; i < objects.numobjects; i++) {
849 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
850 if (objects.type[i] == treeleavestype)
851 objects.scale[i] = objects.scale[i - 1];
856 funpackf(tfile, "Bi", &numhotspots);
857 if (numhotspots < 0) {
858 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
861 Hotspot::hotspots.resize(numhotspots);
862 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
863 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);
864 funpackf(tfile, "Bi", &templength);
866 for (int l = 0; l < templength; l++)
867 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
868 Hotspot::hotspots[i].text[templength] = '\0';
869 if (Hotspot::hotspots[i].type == -111)
873 Hotspot::hotspots.clear();
879 if (!stealthloading) {
881 for (int i = 0; i < objects.numobjects; i++)
882 objects.center += objects.position[i];
883 objects.center /= objects.numobjects;
889 float maxdistance = 0;
891 for (int i = 0; i < objects.numobjects; i++) {
892 tempdist = distsq(&objects.center, &objects.position[i]);
893 if (tempdist > maxdistance) {
894 maxdistance = tempdist;
897 objects.radius = fast_sqrt(maxdistance);
904 funpackf(tfile, "Bi", &numplayers);
905 if (numplayers > maxplayers) {
906 cout << "Warning: this level contains more players than allowed" << endl;
909 for (int i = 1; i < numplayers; i++) {
911 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
913 } catch (InvalidPersonException e) {
914 cerr << "Invalid Person found in " << name << endl;
920 funpackf(tfile, "Bi", &numpathpoints);
921 if (numpathpoints > 30 || numpathpoints < 0)
923 for (int j = 0; j < numpathpoints; j++) {
924 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
925 for (int k = 0; k < numpathpointconnect[j]; k++) {
926 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
932 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
935 if (environment != oldenvironment)
936 Setenvironment(environment);
937 oldenvironment = environment;
939 if (!stealthloading) {
940 int j = objects.numobjects;
941 objects.numobjects = 0;
942 for (int i = 0; i < j; i++) {
943 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
958 for (unsigned i = 0; i < Person::players.size(); i++) {
962 Person::players[i]->burnt = 0;
963 Person::players[i]->bled = 0;
964 Person::players[i]->onfire = 0;
965 Person::players[i]->scale = .2;
967 Person::players[i]->creature = rabbittype;
970 Person::players[i]->skeleton.free = 0;
972 Person::players[i]->skeletonLoad();
974 Person::players[i]->addClothes();
977 Person::players[i]->animCurrent = bounceidleanim;
978 Person::players[i]->animTarget = bounceidleanim;
979 Person::players[i]->frameCurrent = 0;
980 Person::players[i]->frameTarget = 1;
981 Person::players[i]->target = 0;
983 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
985 Person::players[i]->speed -= .2;
987 Person::players[i]->speed -= .1;
990 Person::players[i]->velocity = 0;
991 Person::players[i]->oldcoords = Person::players[i]->coords;
992 Person::players[i]->realoldcoords = Person::players[i]->coords;
994 Person::players[i]->id = i;
995 Person::players[i]->updatedelay = 0;
996 Person::players[i]->normalsupdatedelay = 0;
998 Person::players[i]->proportionhead = 1.2;
999 Person::players[i]->proportionbody = 1.05;
1000 Person::players[i]->proportionarms = 1.00;
1001 Person::players[i]->proportionlegs = 1.1;
1002 Person::players[i]->proportionlegs.y = 1.05;
1003 Person::players[i]->headless = 0;
1004 Person::players[i]->currentoffset = 0;
1005 Person::players[i]->targetoffset = 0;
1006 if (Person::players[i]->creature == wolftype) {
1007 Person::players[i]->scale = .23;
1008 Person::players[i]->damagetolerance = 300;
1010 Person::players[i]->damagetolerance = 200;
1019 Person::players[i]->proportionhead.z = 0;
1020 Person::players[i]->proportionbody.z = 0;
1021 Person::players[i]->proportionarms.z = 0;
1022 Person::players[i]->proportionlegs.z = 0;
1025 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1028 Person::players[i]->headmorphness = 0;
1029 Person::players[i]->targetheadmorphness = 1;
1030 Person::players[i]->headmorphstart = 0;
1031 Person::players[i]->headmorphend = 0;
1033 Person::players[i]->pausetime = 0;
1035 Person::players[i]->dead = 0;
1036 Person::players[i]->jumppower = 5;
1037 Person::players[i]->damage = 0;
1038 Person::players[i]->permanentdamage = 0;
1039 Person::players[i]->superpermanentdamage = 0;
1041 Person::players[i]->forwardkeydown = 0;
1042 Person::players[i]->leftkeydown = 0;
1043 Person::players[i]->backkeydown = 0;
1044 Person::players[i]->rightkeydown = 0;
1045 Person::players[i]->jumpkeydown = 0;
1046 Person::players[i]->crouchkeydown = 0;
1047 Person::players[i]->throwkeydown = 0;
1049 Person::players[i]->collided = -10;
1050 Person::players[i]->loaded = 1;
1051 Person::players[i]->bloodloss = 0;
1052 Person::players[i]->weaponactive = -1;
1053 Person::players[i]->weaponstuck = -1;
1054 Person::players[i]->bleeding = 0;
1055 Person::players[i]->deathbleeding = 0;
1056 Person::players[i]->stunned = 0;
1057 Person::players[i]->hasvictim = 0;
1058 Person::players[i]->wentforweapon = 0;
1062 Person::players[0]->aitype = playercontrolled;
1064 if (difficulty == 1) {
1065 Person::players[0]->power = 1 / .9;
1066 Person::players[0]->damagetolerance = 250;
1067 } else if (difficulty == 0) {
1068 Person::players[0]->power = 1 / .8;
1069 Person::players[0]->damagetolerance = 300;
1070 Person::players[0]->armorhead *= 1.5;
1071 Person::players[0]->armorhigh *= 1.5;
1072 Person::players[0]->armorlow *= 1.5;
1075 cameraloc = Person::players[0]->coords;
1077 yaw = Person::players[0]->yaw;
1079 hawkcoords = Person::players[0]->coords;
1085 LOG("Starting background music...");
1087 OPENAL_StopSound(OPENAL_ALL);
1089 if (environment == snowyenvironment) {
1090 emit_stream_np(stream_wind);
1091 } else if (environment == desertenvironment) {
1092 emit_stream_np(stream_desertambient);
1093 } else if (environment == grassyenvironment) {
1094 emit_stream_np(stream_wind, 100.);
1097 oldmusicvolume[0] = 0;
1098 oldmusicvolume[1] = 0;
1099 oldmusicvolume[2] = 0;
1100 oldmusicvolume[3] = 0;
1112 if (tutorialstagetime > tutorialmaxtime) {
1114 tutorialsuccess = 0;
1115 if (tutorialstage <= 1) {
1120 switch (tutorialstage) {
1122 tutorialmaxtime = 5;
1125 tutorialmaxtime = 2;
1128 tutorialmaxtime = 600;
1131 tutorialmaxtime = 1000;
1134 tutorialmaxtime = 600;
1137 tutorialmaxtime = 600;
1140 tutorialmaxtime = 600;
1143 tutorialmaxtime = 600;
1146 tutorialmaxtime = 600;
1149 tutorialmaxtime = 2;
1152 tutorialmaxtime = 1000;
1155 tutorialmaxtime = 1000;
1158 tutorialmaxtime = 2;
1161 tutorialmaxtime = 3;
1172 Person::players[1]->coords = (temp + temp2) / 2;
1174 emit_sound_at(fireendsound, Person::players[1]->coords);
1176 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1177 if (Random() % 2 == 0) {
1178 if (!Person::players[1]->skeleton.free)
1179 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1180 if (Person::players[1]->skeleton.free)
1181 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1182 if (!Person::players[1]->skeleton.free)
1183 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;
1184 if (Person::players[1]->skeleton.free)
1185 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1186 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1192 tutorialmaxtime = 500;
1195 tutorialmaxtime = 500;
1198 tutorialmaxtime = 500;
1201 tutorialmaxtime = 500;
1207 tutorialmaxtime = 500;
1210 tutorialmaxtime = 500;
1211 if (bonus == cannon) {
1218 tutorialmaxtime = 500;
1221 tutorialmaxtime = 500;
1224 tutorialmaxtime = 500;
1227 tutorialmaxtime = 500;
1230 tutorialmaxtime = 2;
1233 tutorialmaxtime = 4;
1236 Person::players[1]->aitype = attacktypecutoff;
1239 tutorialmaxtime = 400;
1242 tutorialmaxtime = 400;
1243 Person::players[0]->escapednum = 0;
1246 tutorialmaxtime = 4;
1249 Person::players[1]->aitype = passivetype;
1252 tutorialmaxtime = 13;
1255 tutorialmaxtime = 8;
1258 tutorialmaxtime = 400;
1261 Person::players[1]->aitype = attacktypecutoff;
1264 tutorialmaxtime = 400;
1267 tutorialmaxtime = 400;
1270 tutorialmaxtime = 2;
1273 Person::players[1]->aitype = passivetype;
1278 tutorialmaxtime = 50;
1281 Person::players[1]->aitype = attacktypecutoff;
1284 tutorialmaxtime = 4;
1287 Person::players[1]->aitype = passivetype;
1299 Weapon w(knife, -1);
1300 w.position = (temp + temp2) / 2;
1301 w.tippoint = (temp + temp2) / 2;
1304 w.tipvelocity = 0.1;
1311 weapons.push_back(w);
1315 tutorialmaxtime = 300;
1318 tutorialmaxtime = 300;
1321 tutorialmaxtime = 8;
1324 tutorialmaxtime = 300;
1327 weapons[0].owner = 1;
1328 Person::players[0]->weaponactive = -1;
1329 Person::players[0]->num_weapons = 0;
1330 Person::players[1]->weaponactive = 0;
1331 Person::players[1]->num_weapons = 1;
1332 Person::players[1]->weaponids[0] = 0;
1336 Person::players[1]->aitype = attacktypecutoff;
1338 tutorialmaxtime = 300;
1341 weapons[0].owner = 1;
1342 Person::players[0]->weaponactive = -1;
1343 Person::players[0]->num_weapons = 0;
1344 Person::players[1]->weaponactive = 0;
1345 Person::players[1]->num_weapons = 1;
1346 Person::players[1]->weaponids[0] = 0;
1348 tutorialmaxtime = 300;
1351 weapons[0].owner = 1;
1352 Person::players[0]->weaponactive = -1;
1353 Person::players[0]->num_weapons = 0;
1354 Person::players[1]->weaponactive = 0;
1355 Person::players[1]->num_weapons = 1;
1356 Person::players[1]->weaponids[0] = 0;
1358 weapons[0].setType(sword);
1360 tutorialmaxtime = 300;
1363 tutorialmaxtime = 10;
1374 Weapon w(sword, -1);
1375 w.position = (temp + temp2) / 2;
1376 w.tippoint = (temp + temp2) / 2;
1379 w.tipvelocity = 0.1;
1386 weapons.push_back(w);
1388 weapons[0].owner = 1;
1389 weapons[1].owner = 0;
1390 Person::players[0]->weaponactive = 0;
1391 Person::players[0]->num_weapons = 1;
1392 Person::players[0]->weaponids[0] = 1;
1393 Person::players[1]->weaponactive = 0;
1394 Person::players[1]->num_weapons = 1;
1395 Person::players[1]->weaponids[0] = 0;
1402 Person::players[1]->aitype = passivetype;
1404 tutorialmaxtime = 15;
1406 weapons[0].owner = 1;
1407 weapons[1].owner = 0;
1408 Person::players[0]->weaponactive = 0;
1409 Person::players[0]->num_weapons = 1;
1410 Person::players[0]->weaponids[0] = 1;
1411 Person::players[1]->weaponactive = 0;
1412 Person::players[1]->num_weapons = 1;
1413 Person::players[1]->weaponids[0] = 0;
1415 if (Person::players[0]->weaponactive != -1)
1416 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1418 weapons[0].setType(staff);
1423 Person::players[1]->aitype = passivetype;
1425 tutorialmaxtime = 200;
1427 weapons[1].position = 1000;
1428 weapons[1].tippoint = 1000;
1430 weapons[0].setType(knife);
1432 weapons[0].owner = 0;
1433 Person::players[1]->weaponactive = -1;
1434 Person::players[1]->num_weapons = 0;
1435 Person::players[0]->weaponactive = 0;
1436 Person::players[0]->num_weapons = 1;
1437 Person::players[0]->weaponids[0] = 0;
1441 tutorialmaxtime = 8;
1444 emit_sound_at(fireendsound, Person::players[1]->coords);
1446 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1447 if (Random() % 2 == 0) {
1448 if (!Person::players[1]->skeleton.free)
1449 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1450 if (Person::players[1]->skeleton.free)
1451 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1452 if (!Person::players[1]->skeleton.free)
1453 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;
1454 if (Person::players[1]->skeleton.free)
1455 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1456 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1460 Person::players[1]->num_weapons = 0;
1461 Person::players[1]->weaponstuck = -1;
1462 Person::players[1]->weaponactive = -1;
1468 tutorialmaxtime = 80000;
1473 if (tutorialstage <= 51)
1474 tutorialstagetime = 0;
1478 if (tutorialstagetime < tutorialmaxtime - 3) {
1479 switch (tutorialstage) {
1481 if (deltah || deltav)
1482 tutorialsuccess += multiplier;
1485 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1486 tutorialsuccess += multiplier;
1489 if (Person::players[0]->jumpkeydown)
1490 tutorialsuccess = 1;
1493 if (Person::players[0]->isCrouch())
1494 tutorialsuccess = 1;
1497 if (Person::players[0]->animTarget == rollanim)
1498 tutorialsuccess = 1;
1501 if (Person::players[0]->animTarget == sneakanim)
1502 tutorialsuccess += multiplier;
1505 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1506 tutorialsuccess += multiplier;
1509 if (Person::players[0]->isWallJump())
1510 tutorialsuccess = 1;
1513 if (Person::players[0]->animTarget == flipanim)
1514 tutorialsuccess = 1;
1517 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1518 tutorialsuccess = 1;
1521 if (Person::players[0]->animTarget == winduppunchanim)
1522 tutorialsuccess = 1;
1525 if (Person::players[0]->animTarget == spinkickanim)
1526 tutorialsuccess = 1;
1529 if (Person::players[0]->animTarget == sweepanim)
1530 tutorialsuccess = 1;
1533 if (Person::players[0]->animTarget == dropkickanim)
1534 tutorialsuccess = 1;
1537 if (Person::players[0]->animTarget == rabbitkickanim)
1538 tutorialsuccess = 1;
1541 if (bonus == cannon)
1542 tutorialsuccess = 1;
1545 if (bonus == spinecrusher)
1546 tutorialsuccess = 1;
1549 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1550 tutorialsuccess = 1;
1553 if (Person::players[0]->animTarget == rabbittacklinganim)
1554 tutorialsuccess = 1;
1557 if (Person::players[0]->animTarget == backhandspringanim)
1558 tutorialsuccess = 1;
1561 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1562 tutorialsuccess = 1;
1565 if (Person::players[0]->escapednum == 2) {
1566 tutorialsuccess = 1;
1569 Person::players[1]->aitype = passivetype;
1573 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1574 tutorialsuccess = 1;
1577 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1578 tutorialsuccess = 1;
1581 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1582 tutorialsuccess = 1;
1585 Person::players[1]->aitype = passivetype;
1589 if (Person::players[0]->num_weapons > 0)
1590 tutorialsuccess = 1;
1593 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1594 tutorialsuccess = 1;
1597 if (Person::players[0]->animTarget == knifeslashstartanim)
1598 tutorialsuccess = 1;
1601 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1602 tutorialsuccess = 1;
1605 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1606 tutorialsuccess = 1;
1609 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1610 tutorialsuccess = 1;
1613 if (Person::players[1]->weaponstuck != -1)
1614 tutorialsuccess = 1;
1619 if (tutorialsuccess >= 1)
1620 tutorialstagetime = tutorialmaxtime - 3;
1623 if (tutorialstagetime == tutorialmaxtime - 3) {
1624 emit_sound_np(consolesuccesssound);
1627 if (tutorialsuccess >= 1) {
1628 if (tutorialstage == 34 || tutorialstage == 35)
1629 tutorialstagetime = tutorialmaxtime - 1;
1633 if (tutorialstage < 14 || tutorialstage >= 50) {
1634 Person::players[1]->coords.y = 300;
1635 Person::players[1]->velocity = 0;
1641 float headprop, bodyprop, armprop, legprop;
1646 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1648 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1649 Person::players[0]->damagetolerance = 200000;
1650 Person::players[0]->damage = 0;
1651 Person::players[0]->burnt = 0;
1652 Person::players[0]->permanentdamage = 0;
1653 Person::players[0]->superpermanentdamage = 0;
1656 /* Change environment */
1657 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1659 if (environment > 2)
1661 Setenvironment(environment);
1665 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1666 cameramode = !cameramode;
1669 /* Toggle Slow motion */
1670 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1676 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1677 Person::players[0]->RagDoll(0);
1679 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1682 /* Grow tree leaves?? */
1683 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1684 for (int i = 0; i < objects.numobjects; i++) {
1685 if (objects.type[i] == treeleavestype) {
1686 objects.scale[i] *= .9;
1691 /* Change (or add) weapon */
1692 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1694 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1695 closest = findClosestPlayer();
1699 if (Person::players[closest]->num_weapons > 0) {
1700 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1701 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1702 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1703 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1705 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1707 Person::players[closest]->weaponids[0] = weapons.size();
1709 weapons.push_back(Weapon(knife, closest));
1711 Person::players[closest]->num_weapons = 1;
1717 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1719 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1720 closest = findClosestPlayer();
1724 Person::players[closest]->yaw += multiplier * 50;
1725 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1730 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1731 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1732 if (Person::players[0]->onfire) {
1733 Person::players[0]->CatchFire();
1735 if (!Person::players[0]->onfire) {
1736 emit_sound_at(fireendsound, Person::players[0]->coords);
1737 pause_sound(stream_firesound);
1742 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1744 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1745 closest = findClosestPlayer();
1749 Person::players[closest]->whichskin++;
1750 if (Person::players[closest]->whichskin > 9)
1751 Person::players[closest]->whichskin = 0;
1752 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1753 Person::players[closest]->whichskin = 0;
1755 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1756 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1759 Person::players[closest]->addClothes();
1762 /* Change creature type */
1763 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1765 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1766 closest = findClosestPlayer();
1770 if (Person::players[closest]->creature == wolftype) {
1771 headprop = Person::players[closest]->proportionhead.x / 1.1;
1772 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1773 armprop = Person::players[closest]->proportionarms.x / 1.1;
1774 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1777 headprop = Person::players[closest]->proportionhead.x / 1.2;
1778 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1779 armprop = Person::players[closest]->proportionarms.x / 1.00;
1780 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1784 if (Person::players[closest]->creature == rabbittype) {
1785 Person::players[closest]->creature = wolftype;
1786 Person::players[closest]->whichskin = 0;
1787 Person::players[closest]->skeletonLoad();
1789 Person::players[closest]->proportionhead = 1.1;
1790 Person::players[closest]->proportionbody = 1.1;
1791 Person::players[closest]->proportionarms = 1.1;
1792 Person::players[closest]->proportionlegs = 1.1;
1793 Person::players[closest]->proportionlegs.y = 1.1;
1794 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1796 Person::players[closest]->damagetolerance = 300;
1798 Person::players[closest]->creature = rabbittype;
1799 Person::players[closest]->whichskin = 0;
1800 Person::players[closest]->skeletonLoad(true);
1802 Person::players[closest]->proportionhead = 1.2;
1803 Person::players[closest]->proportionbody = 1.05;
1804 Person::players[closest]->proportionarms = 1.00;
1805 Person::players[closest]->proportionlegs = 1.1;
1806 Person::players[closest]->proportionlegs.y = 1.05;
1807 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1809 Person::players[closest]->damagetolerance = 200;
1812 if (Person::players[closest]->creature == wolftype) {
1813 Person::players[closest]->proportionhead = 1.1 * headprop;
1814 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1815 Person::players[closest]->proportionarms = 1.1 * armprop;
1816 Person::players[closest]->proportionlegs = 1.1 * legprop;
1819 if (Person::players[closest]->creature == rabbittype) {
1820 Person::players[closest]->proportionhead = 1.2 * headprop;
1821 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1822 Person::players[closest]->proportionarms = 1.00 * armprop;
1823 Person::players[closest]->proportionlegs = 1.1 * legprop;
1824 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1831 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1833 float closestdist = std::numeric_limits<float>::max();
1835 for (unsigned i = 1; i < Person::players.size(); i++) {
1836 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1837 if (!Person::players[i]->headless)
1838 if (distance < closestdist) {
1839 closestdist = distance;
1844 XYZ flatfacing2, flatvelocity2;
1846 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1847 blah = Person::players[closest]->coords;
1848 XYZ headspurtdirection;
1849 //int i = Person::players[closest]->skeleton.jointlabels[head];
1850 Joint& headjoint = Person::players[closest]->joint(head);
1851 for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1852 if (!Person::players[closest]->skeleton.free)
1853 flatvelocity2 = Person::players[closest]->velocity;
1854 if (Person::players[closest]->skeleton.free)
1855 flatvelocity2 = headjoint.velocity;
1856 if (!Person::players[closest]->skeleton.free)
1857 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;
1858 if (Person::players[closest]->skeleton.free)
1859 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1860 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1861 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1862 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1863 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1864 Normalise(&headspurtdirection);
1865 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1866 flatvelocity2 += headspurtdirection * 8;
1867 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1869 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1871 emit_sound_at(splattersound, blah);
1872 emit_sound_at(breaksound2, blah, 100.);
1874 if (Person::players[closest]->skeleton.free == 2)
1875 Person::players[closest]->skeleton.free = 0;
1876 Person::players[closest]->RagDoll(0);
1877 Person::players[closest]->dead = 2;
1878 Person::players[closest]->headless = 1;
1879 Person::players[closest]->DoBloodBig(3, 165);
1886 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1887 int closest = findClosestPlayer();
1888 XYZ flatfacing2, flatvelocity2;
1890 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1891 blah = Person::players[closest]->coords;
1892 emit_sound_at(splattersound, blah);
1893 emit_sound_at(breaksound2, blah);
1895 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1896 if (!Person::players[closest]->skeleton.free)
1897 flatvelocity2 = Person::players[closest]->velocity;
1898 if (Person::players[closest]->skeleton.free)
1899 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1900 if (!Person::players[closest]->skeleton.free)
1901 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;
1902 if (Person::players[closest]->skeleton.free)
1903 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1904 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1905 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1906 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1907 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1908 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
1909 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1912 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1913 if (!Person::players[closest]->skeleton.free)
1914 flatvelocity2 = Person::players[closest]->velocity;
1915 if (Person::players[closest]->skeleton.free)
1916 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1917 if (!Person::players[closest]->skeleton.free)
1918 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;
1919 if (Person::players[closest]->skeleton.free)
1920 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1921 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1922 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1923 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1924 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1925 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1928 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1929 if (!Person::players[closest]->skeleton.free)
1930 flatvelocity2 = Person::players[closest]->velocity;
1931 if (Person::players[closest]->skeleton.free)
1932 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1933 if (!Person::players[closest]->skeleton.free)
1934 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;
1935 if (Person::players[closest]->skeleton.free)
1936 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1937 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1938 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1939 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1940 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1941 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1944 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1945 if (!Person::players[closest]->skeleton.free)
1946 flatvelocity2 = Person::players[closest]->velocity;
1947 if (Person::players[closest]->skeleton.free)
1948 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1949 if (!Person::players[closest]->skeleton.free)
1950 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;
1951 if (Person::players[closest]->skeleton.free)
1952 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1953 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1954 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1955 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1956 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
1957 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
1961 for (unsigned j = 0; j < Person::players.size(); j++) {
1962 if (int(j) != closest) {
1963 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
1964 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
1965 if (Person::players[j]->skeleton.free == 2)
1966 Person::players[j]->skeleton.free = 1;
1967 Person::players[j]->skeleton.longdead = 0;
1968 Person::players[j]->RagDoll(0);
1969 for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
1970 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
1971 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
1972 flatvelocity2 = temppos - Person::players[closest]->coords;
1973 Normalise(&flatvelocity2);
1974 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
1981 Person::players[closest]->DoDamage(10000);
1982 Person::players[closest]->RagDoll(0);
1983 Person::players[closest]->dead = 2;
1984 Person::players[closest]->coords = 20;
1985 Person::players[closest]->skeleton.free = 2;
1993 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1994 editorenabled = !editorenabled;
1995 if (editorenabled) {
1996 Person::players[0]->damagetolerance = 100000;
1998 Person::players[0]->damagetolerance = 200;
2000 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2001 Person::players[0]->permanentdamage = 0;
2002 Person::players[0]->superpermanentdamage = 0;
2003 Person::players[0]->bloodloss = 0;
2004 Person::players[0]->deathbleeding = 0;
2009 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2011 if (targetlevel > numchallengelevels - 1)
2017 if (editorenabled) {
2018 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2019 int closest = findClosestPlayer();
2021 Person::players.erase(Person::players.begin()+closest);
2025 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2026 int closest = findClosestObject();
2028 objects.position[closest].y -= 500;
2031 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2032 if (objects.numobjects < max_objects - 1) {
2034 scenecoords.x = Person::players[0]->coords.x;
2035 scenecoords.z = Person::players[0]->coords.z;
2036 scenecoords.y = Person::players[0]->coords.y - 3;
2037 if (editortype == bushtype)
2038 scenecoords.y = Person::players[0]->coords.y - .5;
2039 if (editortype == firetype)
2040 scenecoords.y = Person::players[0]->coords.y - .5;
2041 float temprotat, temprotat2;
2042 temprotat = editoryaw;
2043 temprotat2 = editorpitch;
2044 if (temprotat < 0 || editortype == bushtype)
2045 temprotat = Random() % 360;
2047 temprotat2 = Random() % 360;
2049 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2050 if (editortype == treetrunktype)
2051 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2055 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2056 Person::players.push_back(shared_ptr<Person>(new Person()));
2058 Person::players.back()->id = Person::players.size()-1;
2060 Person::players.back()->scale = Person::players[0]->scale;
2061 Person::players.back()->creature = rabbittype;
2062 Person::players.back()->howactive = editoractive;
2064 int k = abs(Random() % 2) + 1;
2066 Person::players.back()->whichskin = 0;
2067 } else if (k == 1) {
2068 Person::players.back()->whichskin = 1;
2070 Person::players.back()->whichskin = 2;
2073 Person::players.back()->skeletonLoad(true);
2075 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2076 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2078 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2079 Person::players.back()->yaw = Person::players[0]->yaw;
2081 Person::players.back()->coords = Person::players[0]->coords;
2082 Person::players.back()->oldcoords = Person::players.back()->coords;
2083 Person::players.back()->realoldcoords = Person::players.back()->coords;
2085 if (Person::players[0]->creature == wolftype) {
2086 headprop = Person::players[0]->proportionhead.x / 1.1;
2087 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2088 armprop = Person::players[0]->proportionarms.x / 1.1;
2089 legprop = Person::players[0]->proportionlegs.x / 1.1;
2092 headprop = Person::players[0]->proportionhead.x / 1.2;
2093 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2094 armprop = Person::players[0]->proportionarms.x / 1.00;
2095 legprop = Person::players[0]->proportionlegs.x / 1.1;
2098 if (Person::players.back()->creature == wolftype) {
2099 Person::players.back()->proportionhead = 1.1 * headprop;
2100 Person::players.back()->proportionbody = 1.1 * bodyprop;
2101 Person::players.back()->proportionarms = 1.1 * armprop;
2102 Person::players.back()->proportionlegs = 1.1 * legprop;
2105 if (Person::players.back()->creature == rabbittype) {
2106 Person::players.back()->proportionhead = 1.2 * headprop;
2107 Person::players.back()->proportionbody = 1.05 * bodyprop;
2108 Person::players.back()->proportionarms = 1.00 * armprop;
2109 Person::players.back()->proportionlegs = 1.1 * legprop;
2110 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2114 Person::players.back()->proportionhead.z = 0;
2115 Person::players.back()->proportionbody.z = 0;
2116 Person::players.back()->proportionarms.z = 0;
2117 Person::players.back()->proportionlegs.z = 0;
2120 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2122 Person::players.back()->damagetolerance = 200;
2124 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2125 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2126 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2127 Person::players.back()->armorhead = Person::players[0]->armorhead;
2128 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2129 Person::players.back()->armorlow = Person::players[0]->armorlow;
2130 Person::players.back()->metalhead = Person::players[0]->metalhead;
2131 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2132 Person::players.back()->metallow = Person::players[0]->metallow;
2134 Person::players.back()->immobile = Person::players[0]->immobile;
2136 Person::players.back()->numclothes = Person::players[0]->numclothes;
2137 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2138 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2139 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2140 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2141 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2143 Person::players.back()->addClothes();
2145 Person::players.back()->power = Person::players[0]->power;
2146 Person::players.back()->speedmult = Person::players[0]->speedmult;
2148 Person::players.back()->loaded = true;
2151 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2152 if (Person::players.back()->numwaypoints < 90) {
2153 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2154 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2155 Person::players.back()->numwaypoints++;
2159 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2160 if (numpathpoints < 30) {
2161 bool connected, alreadyconnected;
2163 if (numpathpoints > 1)
2164 for (int i = 0; i < numpathpoints; i++) {
2165 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2166 alreadyconnected = 0;
2167 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2168 if (pathpointconnect[pathpointselected][j] == i)
2169 alreadyconnected = 1;
2171 if (!alreadyconnected) {
2172 numpathpointconnect[pathpointselected]++;
2174 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2180 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2181 numpathpointconnect[numpathpoints - 1] = 0;
2182 if (numpathpoints > 1 && pathpointselected != -1) {
2183 numpathpointconnect[pathpointselected]++;
2184 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2186 pathpointselected = numpathpoints - 1;
2191 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2192 pathpointselected++;
2193 if (pathpointselected >= numpathpoints)
2194 pathpointselected = -1;
2196 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2197 pathpointselected--;
2198 if (pathpointselected <= -2)
2199 pathpointselected = numpathpoints - 1;
2201 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2202 if (pathpointselected != -1) {
2204 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2205 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2206 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2207 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2209 for (int i = 0; i < numpathpoints; i++) {
2210 for (int j = 0; j < numpathpointconnect[i]; j++) {
2211 if (pathpointconnect[i][j] == pathpointselected) {
2212 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2213 numpathpointconnect[i]--;
2215 if (pathpointconnect[i][j] == numpathpoints) {
2216 pathpointconnect[i][j] = pathpointselected;
2220 pathpointselected = numpathpoints - 1;
2224 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2226 if (editortype == treeleavestype || editortype == 10)
2229 editortype = firetype;
2232 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2234 if (editortype == treeleavestype || editortype == 10)
2236 if (editortype > firetype)
2240 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2241 editoryaw -= multiplier * 100;
2242 if (editoryaw < -.01)
2246 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2247 editoryaw += multiplier * 100;
2250 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2251 editorsize += multiplier;
2254 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2255 editorsize -= multiplier;
2256 if (editorsize < .1)
2261 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2262 mapradius -= multiplier * 10;
2265 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2266 mapradius += multiplier * 10;
2268 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2269 editorpitch += multiplier * 100;
2272 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2273 editorpitch -= multiplier * 100;
2274 if (editorpitch < -.01)
2277 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2278 int closest = findClosestObject();
2280 objects.DeleteObject(closest);
2285 void doJumpReversals()
2287 for (unsigned k = 0; k < Person::players.size(); k++)
2288 for (unsigned i = k; i < Person::players.size(); i++) {
2291 if ( Person::players[k]->skeleton.free == 0 &&
2292 Person::players[i]->skeleton.oldfree == 0 &&
2293 (Person::players[i]->animTarget == jumpupanim ||
2294 Person::players[k]->animTarget == jumpupanim) &&
2295 (Person::players[i]->aitype == playercontrolled ||
2296 Person::players[k]->aitype == playercontrolled) &&
2297 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2298 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2299 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2300 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2301 //TODO: refactor two huge similar ifs
2302 if (Person::players[i]->animTarget == jumpupanim &&
2303 Person::players[k]->animTarget != getupfrombackanim &&
2304 Person::players[k]->animTarget != getupfromfrontanim &&
2305 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2306 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2307 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2308 Person::players[k]->aitype != playercontrolled)) {
2309 Person::players[i]->victim = Person::players[k];
2310 Person::players[i]->velocity = 0;
2311 Person::players[i]->animCurrent = jumpreversedanim;
2312 Person::players[i]->animTarget = jumpreversedanim;
2313 Person::players[i]->frameCurrent = 0;
2314 Person::players[i]->frameTarget = 1;
2315 Person::players[i]->targettilt2 = 0;
2316 Person::players[k]->victim = Person::players[i];
2317 Person::players[k]->velocity = 0;
2318 Person::players[k]->animCurrent = jumpreversalanim;
2319 Person::players[k]->animTarget = jumpreversalanim;
2320 Person::players[k]->frameCurrent = 0;
2321 Person::players[k]->frameTarget = 1;
2322 Person::players[k]->targettilt2 = 0;
2323 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2324 Person::players[i]->animCurrent = rabbitkickreversedanim;
2325 Person::players[i]->animTarget = rabbitkickreversedanim;
2326 Person::players[i]->frameCurrent = 1;
2327 Person::players[i]->frameTarget = 2;
2328 Person::players[k]->animCurrent = rabbitkickreversalanim;
2329 Person::players[k]->animTarget = rabbitkickreversalanim;
2330 Person::players[k]->frameCurrent = 1;
2331 Person::players[k]->frameTarget = 2;
2333 Person::players[i]->target = 0;
2334 Person::players[k]->oldcoords = Person::players[k]->coords;
2335 Person::players[i]->coords = Person::players[k]->coords;
2336 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2337 Person::players[k]->yaw = Person::players[i]->targetyaw;
2338 if (Person::players[k]->aitype == attacktypecutoff)
2339 Person::players[k]->stunned = .5;
2341 if (Person::players[k]->animTarget == jumpupanim &&
2342 Person::players[i]->animTarget != getupfrombackanim &&
2343 Person::players[i]->animTarget != getupfromfrontanim &&
2344 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2345 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2346 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2347 Person::players[i]->aitype != playercontrolled)) {
2348 Person::players[k]->victim = Person::players[i];
2349 Person::players[k]->velocity = 0;
2350 Person::players[k]->animCurrent = jumpreversedanim;
2351 Person::players[k]->animTarget = jumpreversedanim;
2352 Person::players[k]->frameCurrent = 0;
2353 Person::players[k]->frameTarget = 1;
2354 Person::players[k]->targettilt2 = 0;
2355 Person::players[i]->victim = Person::players[k];
2356 Person::players[i]->velocity = 0;
2357 Person::players[i]->animCurrent = jumpreversalanim;
2358 Person::players[i]->animTarget = jumpreversalanim;
2359 Person::players[i]->frameCurrent = 0;
2360 Person::players[i]->frameTarget = 1;
2361 Person::players[i]->targettilt2 = 0;
2362 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2363 Person::players[k]->animTarget = rabbitkickreversedanim;
2364 Person::players[k]->animCurrent = rabbitkickreversedanim;
2365 Person::players[i]->animCurrent = rabbitkickreversalanim;
2366 Person::players[i]->animTarget = rabbitkickreversalanim;
2367 Person::players[k]->frameCurrent = 1;
2368 Person::players[k]->frameTarget = 2;
2369 Person::players[i]->frameCurrent = 1;
2370 Person::players[i]->frameTarget = 2;
2372 Person::players[k]->target = 0;
2373 Person::players[i]->oldcoords = Person::players[i]->coords;
2374 Person::players[k]->coords = Person::players[i]->coords;
2375 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2376 Person::players[i]->yaw = Person::players[k]->targetyaw;
2377 if (Person::players[i]->aitype == attacktypecutoff)
2378 Person::players[i]->stunned = .5;
2385 void doAerialAcrobatics()
2387 static XYZ facing, flatfacing;
2388 for (unsigned k = 0; k < Person::players.size(); k++) {
2389 Person::players[k]->turnspeed = 500;
2391 if ((Person::players[k]->isRun() &&
2392 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2393 Person::players[k]->targetyaw != wolfrunninganim) ||
2394 Person::players[k]->frameTarget == 4)) ||
2395 Person::players[k]->animTarget == removeknifeanim ||
2396 Person::players[k]->animTarget == crouchremoveknifeanim ||
2397 Person::players[k]->animTarget == flipanim ||
2398 Person::players[k]->animTarget == fightsidestep ||
2399 Person::players[k]->animTarget == walkanim) {
2400 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2404 if (Person::players[k]->isStop() ||
2405 Person::players[k]->isLanding() ||
2406 Person::players[k]->animTarget == staggerbackhighanim ||
2407 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2408 Person::players[k]->animTarget == staggerbackhardanim ||
2409 Person::players[k]->animTarget == backhandspringanim ||
2410 Person::players[k]->animTarget == dodgebackanim ||
2411 Person::players[k]->animTarget == rollanim ||
2412 (Animation::animations[Person::players[k]->animTarget].attack &&
2413 Person::players[k]->animTarget != rabbitkickanim &&
2414 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2415 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2416 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2419 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2420 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2423 Person::players[k]->DoStuff();
2424 if (Person::players[k]->immobile && k != 0)
2425 Person::players[k]->coords = Person::players[k]->realoldcoords;
2427 //if player's position has changed (?)
2428 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2429 !Person::players[k]->skeleton.free &&
2430 Person::players[k]->animTarget != climbanim &&
2431 Person::players[k]->animTarget != hanganim) {
2432 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2434 bool tempcollide = 0;
2436 if (Person::players[k]->collide < -.3)
2437 Person::players[k]->collide = -.3;
2438 if (Person::players[k]->collide > 1)
2439 Person::players[k]->collide = 1;
2440 Person::players[k]->collide -= multiplier * 30;
2443 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2445 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2446 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2447 if (objects.type[i] != rocktype ||
2448 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2449 objects.position[i].y > Person::players[k]->coords.y) {
2450 lowpoint = Person::players[k]->coords;
2451 if (Person::players[k]->animTarget != jumpupanim &&
2452 Person::players[k]->animTarget != jumpdownanim &&
2453 !Person::players[k]->isFlip())
2457 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2458 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2459 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2460 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2461 flatfacing = lowpoint - Person::players[k]->coords;
2462 Person::players[k]->coords = lowpoint;
2463 Person::players[k]->coords.y -= 1.3;
2464 Person::players[k]->collide = 1;
2467 //TODO: refactor four similar blocks
2468 if (Person::players[k]->aitype == playercontrolled &&
2469 (Person::players[k]->animTarget == jumpupanim ||
2470 Person::players[k]->animTarget == jumpdownanim ||
2471 Person::players[k]->isFlip()) &&
2472 !Person::players[k]->jumptogglekeydown &&
2473 Person::players[k]->jumpkeydown) {
2474 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2475 XYZ tempcoords1 = lowpoint;
2476 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2477 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2478 Person::players[k]->setAnimation(walljumpleftanim);
2479 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2481 pause_sound(whooshsound);
2483 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2484 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2485 if (lowpointtarget.z < 0)
2486 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2487 Person::players[k]->targetyaw = Person::players[k]->yaw;
2488 Person::players[k]->lowyaw = Person::players[k]->yaw;
2492 lowpoint = tempcoords1;
2493 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2494 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2495 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2496 Person::players[k]->setAnimation(walljumprightanim);
2497 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2499 pause_sound(whooshsound);
2501 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2502 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2503 if (lowpointtarget.z < 0)
2504 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2505 Person::players[k]->targetyaw = Person::players[k]->yaw;
2506 Person::players[k]->lowyaw = Person::players[k]->yaw;
2510 lowpoint = tempcoords1;
2511 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2512 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2513 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2514 Person::players[k]->setAnimation(walljumpbackanim);
2515 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2517 pause_sound(whooshsound);
2519 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2520 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2521 if (lowpointtarget.z < 0)
2522 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2523 Person::players[k]->targetyaw = Person::players[k]->yaw;
2524 Person::players[k]->lowyaw = Person::players[k]->yaw;
2528 lowpoint = tempcoords1;
2529 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2530 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2531 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2532 Person::players[k]->setAnimation(walljumpfrontanim);
2533 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2535 pause_sound(whooshsound);
2537 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2538 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2539 if (lowpointtarget.z < 0)
2540 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2541 Person::players[k]->yaw += 180;
2542 Person::players[k]->targetyaw = Person::players[k]->yaw;
2543 Person::players[k]->lowyaw = Person::players[k]->yaw;
2552 } else if (objects.type[i] == rocktype) {
2553 lowpoint2 = Person::players[k]->coords;
2554 lowpoint = Person::players[k]->coords;
2556 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2557 Person::players[k]->coords = colpoint;
2558 Person::players[k]->collide = 1;
2561 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2562 //flipped into a rock
2563 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2564 Person::players[k]->RagDoll(0);
2566 if (Person::players[k]->animTarget == jumpupanim) {
2567 Person::players[k]->jumppower = -4;
2568 Person::players[k]->animTarget = Person::players[k]->getIdle();
2570 Person::players[k]->target = 0;
2571 Person::players[k]->frameTarget = 0;
2572 Person::players[k]->onterrain = 1;
2574 if (Person::players[k]->id == 0) {
2575 pause_sound(whooshsound);
2576 OPENAL_SetVolume(channels[whooshsound], 0);
2580 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2581 if (Person::players[k]->isFlip())
2582 Person::players[k]->jumppower = -4;
2583 Person::players[k]->animTarget = Person::players[k]->getLanding();
2584 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2586 addEnvSound(Person::players[k]->coords);
2595 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2596 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2597 lowpoint = Person::players[k]->coords;
2599 if (objects.type[i] != rocktype)
2600 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2601 if (Person::players[k]->animTarget != jumpupanim &&
2602 Person::players[k]->animTarget != jumpdownanim &&
2603 Person::players[k]->onterrain)
2604 Person::players[k]->avoidcollided = 1;
2605 Person::players[k]->coords = lowpoint;
2606 Person::players[k]->coords.y -= 1.35;
2607 Person::players[k]->collide = 1;
2609 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2610 (Person::players[k]->animCurrent != climbanim &&
2611 Person::players[k]->animCurrent != hanganim &&
2612 !Person::players[k]->isWallJump() ||
2613 Person::players[k]->animTarget == jumpupanim ||
2614 Person::players[k]->animTarget == jumpdownanim)) {
2615 lowpoint = Person::players[k]->coords;
2616 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2617 lowpoint = Person::players[k]->coords;
2621 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2622 lowpointtarget = lowpoint + facing * 1.4;
2623 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2624 if (whichhit != -1) {
2625 lowpoint = Person::players[k]->coords;
2627 lowpointtarget = lowpoint + facing * 1.4;
2628 lowpoint2 = lowpoint;
2629 lowpointtarget2 = lowpointtarget;
2630 lowpoint3 = lowpoint;
2631 lowpointtarget3 = lowpointtarget;
2632 lowpoint4 = lowpoint;
2633 lowpointtarget4 = lowpointtarget;
2634 lowpoint5 = lowpoint;
2635 lowpointtarget5 = lowpointtarget;
2636 lowpoint6 = lowpoint;
2637 lowpointtarget6 = lowpointtarget;
2638 lowpoint7 = lowpoint;
2639 lowpointtarget7 = lowpoint;
2641 lowpointtarget2.x += .1;
2643 lowpointtarget3.z += .1;
2645 lowpointtarget4.x -= .1;
2647 lowpointtarget5.z -= .1;
2648 lowpoint6.y += 45 / 13;
2649 lowpointtarget6.y += 45 / 13;
2650 lowpointtarget6 += facing * .6;
2651 lowpointtarget7.y += 90 / 13;
2652 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2653 if (objects.friction[i] > .5)
2654 if (whichhit != -1) {
2655 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2656 Person::players[k]->collided = 1;
2657 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2658 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2659 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2660 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2661 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2662 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2663 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2664 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2665 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2666 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2667 for (int j = 0; j < 45; j++) {
2668 lowpoint = Person::players[k]->coords;
2669 lowpoint.y += (float)j / 13;
2670 lowpointtarget = lowpoint + facing * 1.4;
2671 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2672 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2673 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2675 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2676 lowpoint = Person::players[k]->coords;
2677 lowpoint.y += (float)j / 13;
2678 lowpointtarget = lowpoint + facing * 1.3;
2679 flatfacing = Person::players[k]->coords;
2680 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2681 Person::players[k]->coords.y = lowpointtarget.y - .07;
2682 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2684 if (j > 10 || !Person::players[k]->isRun()) {
2685 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2687 pause_sound(whooshsound);
2689 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2691 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2692 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2693 if (lowpointtarget.z < 0)
2694 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2695 Person::players[k]->targetyaw = Person::players[k]->yaw;
2696 Person::players[k]->lowyaw = Person::players[k]->yaw;
2698 //Person::players[k]->velocity=lowpointtarget*.03;
2699 Person::players[k]->velocity = 0;
2702 if (Person::players[k]->animTarget == jumpupanim) {
2703 Person::players[k]->animTarget = climbanim;
2704 Person::players[k]->jumppower = 0;
2705 Person::players[k]->jumpclimb = 1;
2707 Person::players[k]->transspeed = 6;
2708 Person::players[k]->target = 0;
2709 Person::players[k]->frameTarget = 1;
2712 Person::players[k]->setAnimation(hanganim);
2713 Person::players[k]->jumppower = 0;
2725 if (Person::players[k]->collide <= 0) {
2727 if (!Person::players[k]->onterrain &&
2728 Person::players[k]->animTarget != jumpupanim &&
2729 Person::players[k]->animTarget != jumpdownanim &&
2730 Person::players[k]->animTarget != climbanim &&
2731 Person::players[k]->animTarget != hanganim &&
2732 !Person::players[k]->isWallJump() &&
2733 !Person::players[k]->isFlip()) {
2734 if (Person::players[k]->animCurrent != climbanim &&
2735 Person::players[k]->animCurrent != tempanim &&
2736 Person::players[k]->animTarget != backhandspringanim &&
2737 (Person::players[k]->animTarget != rollanim ||
2738 Person::players[k]->frameTarget < 2 ||
2739 Person::players[k]->frameTarget > 6)) {
2740 //stagger off ledge (?)
2741 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2742 Person::players[k]->RagDoll(0);
2743 Person::players[k]->setAnimation(jumpdownanim);
2746 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2749 Person::players[k]->velocity.y += gravity;
2753 Person::players[k]->realoldcoords = Person::players[k]->coords;
2759 static int randattack;
2760 static bool playerrealattackkeydown = 0;
2762 if (!Input::isKeyDown(attackkey))
2765 Person::players[0]->attackkeydown = 0;
2767 playerrealattackkeydown = 0;
2769 playerrealattackkeydown = Input::isKeyDown(attackkey);
2770 if ((Person::players[0]->parriedrecently <= 0 ||
2771 Person::players[0]->weaponactive == -1) &&
2774 Person::players[0]->lastattack != swordslashanim &&
2775 Person::players[0]->lastattack != knifeslashstartanim &&
2776 Person::players[0]->lastattack != staffhitanim &&
2777 Person::players[0]->lastattack != staffspinhitanim)))
2778 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2779 if (Input::isKeyDown(attackkey) &&
2781 !Person::players[0]->backkeydown) {
2782 for (unsigned k = 0; k < Person::players.size(); k++) {
2783 if ((Person::players[k]->animTarget == swordslashanim ||
2784 Person::players[k]->animTarget == staffhitanim ||
2785 Person::players[k]->animTarget == staffspinhitanim) &&
2786 Person::players[0]->animCurrent != dodgebackanim &&
2787 !Person::players[k]->skeleton.free)
2788 Person::players[k]->Reverse();
2792 if (!hostile || Dialog::inDialog())
2793 Person::players[0]->attackkeydown = 0;
2795 for (unsigned k = 0; k < Person::players.size(); k++) {
2796 if (Dialog::inDialog())
2797 Person::players[k]->attackkeydown = 0;
2798 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2799 if (Person::players[k]->aitype != playercontrolled)
2800 Person::players[k]->victim = Person::players[0];
2801 //attack key pressed
2802 if (Person::players[k]->attackkeydown) {
2804 if (Person::players[k]->backkeydown &&
2805 Person::players[k]->animTarget != backhandspringanim &&
2806 (Person::players[k]->isIdle() ||
2807 Person::players[k]->isStop() ||
2808 Person::players[k]->isRun() ||
2809 Person::players[k]->animTarget == walkanim)) {
2810 if (Person::players[k]->jumppower <= 1) {
2811 Person::players[k]->jumppower -= 2;
2813 for (unsigned i = 0; i < Person::players.size(); i++) {
2816 if (Person::players[i]->animTarget == swordslashanim ||
2817 Person::players[i]->animTarget == knifeslashstartanim ||
2818 Person::players[i]->animTarget == staffhitanim ||
2819 Person::players[i]->animTarget == staffspinhitanim)
2820 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2821 Person::players[k]->setAnimation(dodgebackanim);
2822 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2823 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2826 if (Person::players[k]->animTarget != dodgebackanim) {
2829 Person::players[k]->setAnimation(backhandspringanim);
2830 Person::players[k]->targetyaw = -yaw + 180;
2831 if (Person::players[k]->leftkeydown)
2832 Person::players[k]->targetyaw -= 45;
2833 if (Person::players[k]->rightkeydown)
2834 Person::players[k]->targetyaw += 45;
2835 Person::players[k]->yaw = Person::players[k]->targetyaw;
2836 Person::players[k]->jumppower -= 2;
2841 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2842 !Person::players[k]->backkeydown &&
2843 (Person::players[k]->isIdle() ||
2844 Person::players[k]->isRun() ||
2845 Person::players[k]->animTarget == walkanim ||
2846 Person::players[k]->animTarget == sneakanim ||
2847 Person::players[k]->isCrouch())) {
2848 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2849 //normal attacks (?)
2850 Person::players[k]->hasvictim = 0;
2851 if (Person::players.size() > 1)
2852 for (unsigned i = 0; i < Person::players.size(); i++) {
2853 if (i == k || !(k == 0 || i == 0))
2855 if (!Person::players[k]->hasvictim)
2856 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2858 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2859 if (distance < 4.5 &&
2860 !Person::players[i]->skeleton.free &&
2861 Person::players[i]->howactive < typedead1 &&
2862 Person::players[i]->animTarget != jumpreversedanim &&
2863 Person::players[i]->animTarget != rabbitkickreversedanim &&
2864 Person::players[i]->animTarget != rabbitkickanim &&
2865 Person::players[k]->animTarget != rabbitkickanim &&
2866 Person::players[i]->animTarget != getupfrombackanim &&
2867 (Person::players[i]->animTarget != staggerbackhighanim &&
2868 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2869 Person::players[i]->animTarget != jumpdownanim &&
2870 Person::players[i]->animTarget != jumpupanim &&
2871 Person::players[i]->animTarget != getupfromfrontanim) {
2872 Person::players[k]->victim = Person::players[i];
2873 Person::players[k]->hasvictim = 1;
2874 if (Person::players[k]->aitype == playercontrolled) { //human player
2876 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2877 Person::players[k]->crouchkeydown &&
2878 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2879 Person::players[k]->animTarget = sweepanim;
2881 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
2882 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2883 !Person::players[k]->forwardkeydown &&
2884 !Person::players[k]->leftkeydown &&
2885 !Person::players[k]->rightkeydown &&
2886 !Person::players[k]->crouchkeydown &&
2889 Person::players[k]->animTarget = winduppunchanim;
2891 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2892 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2893 !Person::players[k]->forwardkeydown &&
2894 !Person::players[k]->leftkeydown &&
2895 !Person::players[k]->rightkeydown &&
2896 !Person::players[k]->crouchkeydown &&
2898 Person::players[k]->animTarget = upunchanim;
2900 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2901 Person::players[i]->staggerdelay > 0 &&
2902 attackweapon == knife &&
2903 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
2904 Person::players[k]->animTarget = knifefollowanim;
2906 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2907 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2908 !Person::players[k]->forwardkeydown &&
2909 !Person::players[k]->leftkeydown &&
2910 !Person::players[k]->rightkeydown &&
2911 !Person::players[k]->crouchkeydown &&
2912 attackweapon == knife &&
2913 Person::players[k]->weaponmissdelay <= 0)
2914 Person::players[k]->animTarget = knifeslashstartanim;
2916 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2917 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2918 !Person::players[k]->crouchkeydown &&
2919 attackweapon == sword &&
2920 Person::players[k]->weaponmissdelay <= 0)
2921 Person::players[k]->animTarget = swordslashanim;
2923 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2924 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2925 !Person::players[k]->crouchkeydown &&
2926 attackweapon == staff &&
2927 Person::players[k]->weaponmissdelay <= 0 &&
2928 !Person::players[k]->leftkeydown &&
2929 !Person::players[k]->rightkeydown &&
2930 !Person::players[k]->forwardkeydown)
2931 Person::players[k]->animTarget = staffhitanim;
2933 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
2934 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2935 !Person::players[k]->crouchkeydown &&
2936 attackweapon == staff &&
2937 Person::players[k]->weaponmissdelay <= 0)
2938 Person::players[k]->animTarget = staffspinhitanim;
2940 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2941 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2942 Person::players[k]->animTarget = spinkickanim;
2944 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2945 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
2946 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
2947 Person::players[k]->animTarget = lowkickanim;
2948 } else { //AI player
2949 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
2950 randattack = abs(Random() % 5);
2951 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
2953 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2954 Person::players[k]->animTarget = sweepanim;
2956 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
2958 Person::players[k]->animTarget = upunchanim;
2960 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
2961 Person::players[k]->animTarget = spinkickanim;
2963 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
2964 Person::players[k]->animTarget = lowkickanim;
2968 if ((tutoriallevel != 1 || !attackweapon) &&
2969 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2971 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2972 Person::players[k]->animTarget = sweepanim;
2974 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2975 attackweapon == knife &&
2976 Person::players[k]->weaponmissdelay <= 0)
2977 Person::players[k]->animTarget = knifeslashstartanim;
2979 else if (!(Person::players[0]->victim == Person::players[i] &&
2980 Person::players[0]->hasvictim &&
2981 Person::players[0]->animTarget == swordslashanim) &&
2982 attackweapon == sword &&
2983 Person::players[k]->weaponmissdelay <= 0)
2984 Person::players[k]->animTarget = swordslashanim;
2986 else if (!(Person::players[0]->victim == Person::players[i] &&
2987 Person::players[0]->hasvictim &&
2988 Person::players[0]->animTarget == swordslashanim) &&
2989 attackweapon == staff &&
2990 Person::players[k]->weaponmissdelay <= 0 &&
2992 Person::players[k]->animTarget = staffhitanim;
2994 else if (!(Person::players[0]->victim == Person::players[i] &&
2995 Person::players[0]->hasvictim &&
2996 Person::players[0]->animTarget == swordslashanim) &&
2997 attackweapon == staff &&
2998 Person::players[k]->weaponmissdelay <= 0 &&
3000 Person::players[k]->animTarget = staffspinhitanim;
3002 else if ((tutoriallevel != 1 || !attackweapon) &&
3003 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3005 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3006 Person::players[k]->animTarget = spinkickanim;
3008 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3009 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3010 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3011 Person::players[k]->animTarget = lowkickanim;
3015 //upunch becomes wolfslap
3016 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3017 Person::players[k]->animTarget = wolfslapanim;
3020 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3021 Person::players[i]->howactive < typedead1 &&
3022 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3023 !Person::players[i]->skeleton.free &&
3024 Person::players[i]->animTarget != getupfrombackanim &&
3025 Person::players[i]->animTarget != getupfromfrontanim &&
3026 (Person::players[i]->surprised > 0 ||
3027 Person::players[i]->aitype == passivetype ||
3028 attackweapon && Person::players[i]->stunned > 0) &&
3029 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3031 if (!attackweapon) {
3032 Person::players[k]->animCurrent = sneakattackanim;
3033 Person::players[k]->animTarget = sneakattackanim;
3034 Person::players[i]->animCurrent = sneakattackedanim;
3035 Person::players[i]->animTarget = sneakattackedanim;
3036 Person::players[k]->oldcoords = Person::players[k]->coords;
3037 Person::players[k]->coords = Person::players[i]->coords;
3040 if (attackweapon == knife) {
3041 Person::players[k]->animCurrent = knifesneakattackanim;
3042 Person::players[k]->animTarget = knifesneakattackanim;
3043 Person::players[i]->animCurrent = knifesneakattackedanim;
3044 Person::players[i]->animTarget = knifesneakattackedanim;
3045 Person::players[i]->oldcoords = Person::players[i]->coords;
3046 Person::players[i]->coords = Person::players[k]->coords;
3049 if (attackweapon == sword) {
3050 Person::players[k]->animCurrent = swordsneakattackanim;
3051 Person::players[k]->animTarget = swordsneakattackanim;
3052 Person::players[i]->animCurrent = swordsneakattackedanim;
3053 Person::players[i]->animTarget = swordsneakattackedanim;
3054 Person::players[i]->oldcoords = Person::players[i]->coords;
3055 Person::players[i]->coords = Person::players[k]->coords;
3057 if (attackweapon != staff) {
3058 Person::players[k]->victim = Person::players[i];
3059 Person::players[k]->hasvictim = 1;
3060 Person::players[i]->targettilt2 = 0;
3061 Person::players[i]->frameTarget = 1;
3062 Person::players[i]->frameCurrent = 0;
3063 Person::players[i]->target = 0;
3064 Person::players[i]->velocity = 0;
3065 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3066 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3067 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3068 Person::players[k]->target = Person::players[i]->target;
3069 Person::players[k]->velocity = 0;
3070 Person::players[k]->targetyaw = Person::players[i]->yaw;
3071 Person::players[k]->yaw = Person::players[i]->yaw;
3072 Person::players[i]->targetyaw = Person::players[i]->yaw;
3075 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3076 Person::players[k]->victim == Person::players[i] &&
3077 (!Person::players[i]->skeleton.free)) {
3079 Person::players[k]->frameTarget = 0;
3080 Person::players[k]->target = 0;
3082 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3083 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3084 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3085 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3086 Person::players[k]->lastattack = Person::players[k]->animTarget;
3088 if (Person::players[k]->animTarget == knifefollowanim &&
3089 Person::players[k]->victim == Person::players[i]) {
3091 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3092 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3093 Person::players[k]->victim = Person::players[i];
3094 Person::players[k]->hasvictim = 1;
3095 Person::players[i]->animTarget = knifefollowedanim;
3096 Person::players[i]->animCurrent = knifefollowedanim;
3097 Person::players[i]->targettilt2 = 0;
3098 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3099 Person::players[i]->frameTarget = 1;
3100 Person::players[i]->frameCurrent = 0;
3101 Person::players[i]->target = 0;
3102 Person::players[i]->velocity = 0;
3103 Person::players[k]->animCurrent = knifefollowanim;
3104 Person::players[k]->animTarget = knifefollowanim;
3105 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3106 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3107 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3108 Person::players[k]->target = Person::players[i]->target;
3109 Person::players[k]->velocity = 0;
3110 Person::players[k]->oldcoords = Person::players[k]->coords;
3111 Person::players[i]->coords = Person::players[k]->coords;
3112 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3113 Person::players[i]->yaw = Person::players[k]->targetyaw;
3114 Person::players[k]->yaw = Person::players[k]->targetyaw;
3115 Person::players[i]->yaw = Person::players[k]->targetyaw;
3119 const bool hasstaff = attackweapon == staff;
3120 if (k == 0 && Person::players.size() > 1)
3121 for (unsigned i = 0; i < Person::players.size(); i++) {
3124 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3125 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3126 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3127 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3128 if (Person::players[i]->skeleton.free)
3129 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3130 (Person::players[i]->dead ||
3131 Person::players[i]->skeleton.longdead > 1000 ||
3132 Person::players[k]->isRun() ||
3135 (Person::players[i]->skeleton.longdead > 2000 ||
3136 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3137 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3138 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3139 Person::players[k]->victim = Person::players[i];
3140 Person::players[k]->hasvictim = 1;
3141 if (attackweapon && tutoriallevel != 1) {
3143 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3144 Person::players[k]->animTarget = crouchstabanim;
3146 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3147 Person::players[k]->animTarget = swordgroundstabanim;
3149 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3150 Person::players[k]->animTarget = staffgroundsmashanim;
3152 if (distance < 2.5 &&
3153 Person::players[k]->crouchkeydown &&
3154 Person::players[k]->animTarget != crouchstabanim &&
3156 Person::players[i]->dead &&
3157 Person::players[i]->skeleton.free &&
3158 Person::players[i]->skeleton.longdead > 1000) {
3159 Person::players[k]->animTarget = killanim;
3160 //TODO: refactor this out, what does it do?
3161 for (int j = 0; j < terrain.numdecals; j++) {
3162 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3163 terrain.decalalivetime[j] < 2)
3164 terrain.DeleteDecal(j);
3166 for (int l = 0; l < objects.numobjects; l++) {
3167 if (objects.model[l].type == decalstype)
3168 for (int j = 0; j < objects.model[l].numdecals; j++) {
3169 if ((objects.model[l].decaltype[j] == blooddecal ||
3170 objects.model[l].decaltype[j] == blooddecalslow) &&
3171 objects.model[l].decalalivetime[j] < 2)
3172 objects.model[l].DeleteDecal(j);
3176 if (!Person::players[i]->dead || musictype != 2)
3177 if (distance < 3.5 &&
3178 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3179 Person::players[k]->staggerdelay <= 0 &&
3180 (Person::players[i]->dead ||
3181 Person::players[i]->skeleton.longdead < 300 &&
3182 Person::players[k]->lastattack != spinkickanim &&
3183 Person::players[i]->skeleton.free) &&
3184 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3185 Person::players[k]->animTarget = dropkickanim;
3186 for (int j = 0; j < terrain.numdecals; j++) {
3187 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3188 terrain.decalalivetime[j] < 2) {
3189 terrain.DeleteDecal(j);
3192 for (int l = 0; l < objects.numobjects; l++) {
3193 if (objects.model[l].type == decalstype)
3194 for (int j = 0; j < objects.model[l].numdecals; j++) {
3195 if ((objects.model[l].decaltype[j] == blooddecal ||
3196 objects.model[l].decaltype[j] == blooddecalslow) &&
3197 objects.model[l].decalalivetime[j] < 2) {
3198 objects.model[l].DeleteDecal(j);
3204 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3205 Person::players[k]->victim == Person::players[i] &&
3206 (!Person::players[i]->skeleton.free ||
3207 Person::players[k]->animTarget == killanim ||
3208 Person::players[k]->animTarget == crouchstabanim ||
3209 Person::players[k]->animTarget == swordgroundstabanim ||
3210 Person::players[k]->animTarget == staffgroundsmashanim ||
3211 Person::players[k]->animTarget == dropkickanim)) {
3213 Person::players[k]->frameTarget = 0;
3214 Person::players[k]->target = 0;
3216 XYZ targetpoint = Person::players[i]->coords;
3217 if (Person::players[k]->animTarget == crouchstabanim ||
3218 Person::players[k]->animTarget == swordgroundstabanim ||
3219 Person::players[k]->animTarget == staffgroundsmashanim) {
3220 targetpoint += (Person::players[i]->jointPos(abdomen) +
3221 Person::players[i]->jointPos(neck)) / 2 *
3222 Person::players[i]->scale;
3224 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3225 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3227 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3228 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3231 if (Person::players[k]->animTarget == staffgroundsmashanim)
3232 Person::players[k]->targettilt2 += 10;
3234 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3235 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3236 Person::players[k]->lastattack = Person::players[k]->animTarget;
3238 if (Person::players[k]->animTarget == swordgroundstabanim) {
3239 Person::players[k]->targetyaw += 30;
3244 if (!Person::players[k]->hasvictim) {
3246 for (unsigned i = 0; i < Person::players.size(); i++) {
3247 if (i == k || !(i == 0 || k == 0))
3249 if (!Person::players[i]->skeleton.free) {
3250 if (Person::players[k]->hasvictim) {
3251 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3252 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3253 Person::players[k]->victim = Person::players[i];
3255 Person::players[k]->victim = Person::players[i];
3256 Person::players[k]->hasvictim = 1;
3261 if (Person::players[k]->aitype == playercontrolled)
3263 if (Person::players[k]->attackkeydown &&
3264 Person::players[k]->isRun() &&
3265 Person::players[k]->wasRun() &&
3266 ((Person::players[k]->hasvictim &&
3267 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3268 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3269 !Person::players[k]->victim->skeleton.free &&
3270 Person::players[k]->victim->animTarget != getupfrombackanim &&
3271 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3272 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3273 Person::players[k]->aitype != playercontrolled && //wat???
3274 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3275 Person::players[k]->rabbitkickenabled) ||
3276 Person::players[k]->jumpkeydown)) {
3278 Person::players[k]->setAnimation(rabbitkickanim);
3281 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3283 switch (attackweapon) {
3304 void doPlayerCollisions()
3306 static XYZ rotatetarget;
3307 static float collisionradius;
3308 if (Person::players.size() > 1)
3309 for (unsigned k = 0; k < Person::players.size(); k++)
3310 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3311 //neither player is part of a reversal
3312 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3313 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3314 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3315 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3316 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3317 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3318 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3319 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3320 //neither is sleeping
3321 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3322 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3323 //in same patch, neither is climbing
3324 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3325 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3326 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3327 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3328 Person::players[i]->animTarget != climbanim &&
3329 Person::players[i]->animTarget != hanganim &&
3330 Person::players[k]->animTarget != climbanim &&
3331 Person::players[k]->animTarget != hanganim)
3332 //players are close (bounding box test)
3333 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3334 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3335 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3336 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3337 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3338 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3339 //spread fire from player to player
3340 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3341 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3342 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3343 if (!Person::players[i]->onfire)
3344 Person::players[i]->CatchFire();
3345 if (!Person::players[k]->onfire)
3346 Person::players[k]->CatchFire();
3350 XYZ tempcoords1 = Person::players[i]->coords;
3351 XYZ tempcoords2 = Person::players[k]->coords;
3352 if (!Person::players[i]->skeleton.oldfree)
3353 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3354 if (!Person::players[k]->skeleton.oldfree)
3355 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3356 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3357 if (Person::players[0]->hasvictim)
3358 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3359 collisionradius = 3;
3360 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3361 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3362 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3363 //jump down on a dead body
3364 if (k == 0 || i == 0) {
3366 if (Person::players[0]->animTarget == jumpdownanim &&
3367 !Person::players[0]->skeleton.oldfree &&
3368 !Person::players[0]->skeleton.free &&
3369 Person::players[l]->skeleton.oldfree &&
3370 Person::players[l]->skeleton.free &&
3371 Person::players[l]->dead &&
3372 Person::players[0]->lastcollide <= 0 &&
3373 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3374 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3375 Person::players[0]->coords.y = Person::players[l]->coords.y;
3376 Person::players[l]->velocity = Person::players[0]->velocity;
3377 Person::players[l]->skeleton.free = 0;
3378 Person::players[l]->yaw = 0;
3379 Person::players[l]->RagDoll(0);
3380 Person::players[l]->DoDamage(20);
3382 Person::players[l]->skeleton.longdead = 0;
3383 Person::players[0]->lastcollide = 1;
3387 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3388 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3389 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3390 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3391 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3392 Person::players[i]->skeleton.free) &&
3393 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3394 Person::players[k]->skeleton.free))
3395 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3396 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3397 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3399 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3400 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3401 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3402 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3403 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3405 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3406 (k != 0 || Person::players[k]->skeleton.free) ||
3407 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3408 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3409 if (tutoriallevel != 1) {
3410 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3413 Person::players[i]->RagDoll(0);
3414 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3415 award_bonus(0, aimbonus);
3417 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3418 Person::players[k]->RagDoll(0);
3419 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3420 award_bonus(0, aimbonus); // Huh, again?
3422 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3424 for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3425 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3427 for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3428 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3433 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3434 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3435 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3436 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3438 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3439 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3440 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3441 Normalise(&rotatetarget);
3442 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3443 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3444 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3445 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3446 if (Person::players[k]->howactive == typeactive || hostile)
3447 if (Person::players[k]->isIdle()) {
3448 if (Person::players[k]->howactive < typesleeping)
3449 Person::players[k]->setAnimation(Person::players[k]->getStop());
3450 else if (Person::players[k]->howactive == typesleeping)
3451 Person::players[k]->setAnimation(getupfromfrontanim);
3453 Person::players[k]->howactive = typeactive;
3455 if (Person::players[i]->howactive == typeactive || hostile)
3456 if (Person::players[i]->isIdle()) {
3457 if (Person::players[i]->howactive < typesleeping)
3458 Person::players[i]->setAnimation(Person::players[k]->getStop());
3460 Person::players[i]->setAnimation(getupfromfrontanim);
3462 Person::players[i]->howactive = typeactive;
3465 //jump down on player
3467 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3468 !Person::players[i]->isCrouch() &&
3469 Person::players[i]->animTarget != rollanim &&
3470 !Person::players[k]->skeleton.oldfree && !
3471 Person::players[k]->skeleton.free &&
3472 Person::players[k]->lastcollide <= 0 &&
3473 Person::players[k]->velocity.y < -10) {
3474 Person::players[i]->velocity = Person::players[k]->velocity;
3475 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3476 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3477 Person::players[i]->DoDamage(20);
3478 Person::players[i]->RagDoll(0);
3479 Person::players[k]->lastcollide = 1;
3480 award_bonus(k, AboveBonus);
3482 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3483 !Person::players[k]->isCrouch() &&
3484 Person::players[k]->animTarget != rollanim &&
3485 !Person::players[i]->skeleton.oldfree &&
3486 !Person::players[i]->skeleton.free &&
3487 Person::players[i]->lastcollide <= 0 &&
3488 Person::players[i]->velocity.y < -10) {
3489 Person::players[k]->velocity = Person::players[i]->velocity;
3490 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3491 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3492 Person::players[k]->DoDamage(20);
3493 Person::players[k]->RagDoll(0);
3494 Person::players[i]->lastcollide = 1;
3495 award_bonus(i, AboveBonus);
3501 Person::players[i]->CheckKick();
3502 Person::players[k]->CheckKick();
3508 void doAI(unsigned i)
3510 static bool connected;
3511 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3512 Person::players[i]->jumpclimb = 0;
3513 //disable movement in editor
3515 Person::players[i]->stunned = 1;
3517 Person::players[i]->pause = 0;
3518 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3519 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3520 !Person::players[0]->onterrain)
3521 Person::players[i]->pause = 1;
3524 if (Person::players[i]->aitype == pathfindtype) {
3525 if (Person::players[i]->finalpathfindpoint == -1) {
3526 float closestdistance;
3531 closestdistance = -1;
3532 for (int j = 0; j < numpathpoints; j++) {
3533 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3534 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3536 Person::players[i]->finaltarget = pathpoint[j];
3539 Person::players[i]->finalpathfindpoint = closest;
3540 for (int j = 0; j < numpathpoints; j++) {
3541 for (int k = 0; k < numpathpointconnect[j]; k++) {
3542 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint);
3543 if (sq(tempdist) < closestdistance)
3544 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3545 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3546 closestdistance = sq(tempdist);
3548 Person::players[i]->finaltarget = colpoint;
3552 Person::players[i]->finalpathfindpoint = closest;
3555 if (Person::players[i]->targetpathfindpoint == -1) {
3556 float closestdistance;
3561 closestdistance = -1;
3562 if (Person::players[i]->lastpathfindpoint == -1) {
3563 for (int j = 0; j < numpathpoints; j++) {
3564 if (j != Person::players[i]->lastpathfindpoint)
3565 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3566 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3570 Person::players[i]->targetpathfindpoint = closest;
3571 for (int j = 0; j < numpathpoints; j++)
3572 if (j != Person::players[i]->lastpathfindpoint)
3573 for (int k = 0; k < numpathpointconnect[j]; k++) {
3574 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3575 if (sq(tempdist) < closestdistance) {
3576 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3577 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3578 closestdistance = sq(tempdist);
3583 Person::players[i]->targetpathfindpoint = closest;
3585 for (int j = 0; j < numpathpoints; j++)
3586 if (j != Person::players[i]->lastpathfindpoint &&
3587 j != Person::players[i]->lastpathfindpoint2 &&
3588 j != Person::players[i]->lastpathfindpoint3 &&
3589 j != Person::players[i]->lastpathfindpoint4) {
3591 if (numpathpointconnect[j])
3592 for (int k = 0; k < numpathpointconnect[j]; k++)
3593 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3596 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3597 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3598 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3601 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3602 if (closest == -1 || tempdist < closestdistance) {
3603 closestdistance = tempdist;
3608 Person::players[i]->targetpathfindpoint = closest;
3611 Person::players[i]->losupdatedelay -= multiplier;
3613 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3614 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3616 //reached target point
3617 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3618 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3619 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3620 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3621 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3622 if (Person::players[i]->lastpathfindpoint2 == -1)
3623 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3624 if (Person::players[i]->lastpathfindpoint3 == -1)
3625 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3626 if (Person::players[i]->lastpathfindpoint4 == -1)
3627 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3628 Person::players[i]->targetpathfindpoint = -1;
3630 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3631 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3632 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3633 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3634 Person::players[i]->aitype = passivetype;
3637 Person::players[i]->forwardkeydown = 1;
3638 Person::players[i]->leftkeydown = 0;
3639 Person::players[i]->backkeydown = 0;
3640 Person::players[i]->rightkeydown = 0;
3641 Person::players[i]->crouchkeydown = 0;
3642 Person::players[i]->attackkeydown = 0;
3643 Person::players[i]->throwkeydown = 0;
3645 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3646 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3648 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3649 Person::players[i]->jumpkeydown = 0;
3650 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3651 Person::players[i]->jumpkeydown = 1;
3653 if ((tutoriallevel != 1 || cananger) &&
3655 !Person::players[0]->dead &&
3656 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3657 Person::players[i]->occluded < 25) {
3658 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3659 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3661 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3662 Person::players[i]->aitype = attacktypecutoff;
3663 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3664 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3666 Person::players[i]->aitype = attacktypecutoff;
3668 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3669 Person::players[i]->losupdatedelay = .2;
3670 for (unsigned j = 0; j < Person::players.size(); j++)
3671 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3672 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3673 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3674 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3675 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3676 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3677 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3678 *Person::players[i]->scale + Person::players[i]->coords,
3679 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3680 *Person::players[j]->scale + Person::players[j]->coords) ||
3681 (Person::players[j]->animTarget == hanganim &&
3682 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3683 Person::players[i]->aitype = searchtype;
3684 Person::players[i]->lastchecktime = 12;
3685 Person::players[i]->lastseen = Person::players[j]->coords;
3686 Person::players[i]->lastseentime = 12;
3690 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3691 if (Person::players[i]->creature != wolftype) {
3692 Person::players[i]->stunned = .6;
3693 Person::players[i]->surprised = .6;
3697 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3698 Person::players[i]->howactive = typeactive;
3700 if (Person::players[i]->aitype == passivetype) {
3701 Person::players[i]->aiupdatedelay -= multiplier;
3702 Person::players[i]->losupdatedelay -= multiplier;
3703 Person::players[i]->lastseentime += multiplier;
3704 Person::players[i]->pausetime -= multiplier;
3705 if (Person::players[i]->lastseentime > 1)
3706 Person::players[i]->lastseentime = 1;
3708 if (Person::players[i]->aiupdatedelay < 0) {
3709 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3710 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3711 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3712 Person::players[i]->aiupdatedelay = .05;
3714 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3715 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3716 Person::players[i]->pausetime = 4;
3717 Person::players[i]->waypoint++;
3718 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3719 Person::players[i]->waypoint = 0;
3724 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3725 Person::players[i]->forwardkeydown = 1;
3727 Person::players[i]->forwardkeydown = 0;
3728 Person::players[i]->leftkeydown = 0;
3729 Person::players[i]->backkeydown = 0;
3730 Person::players[i]->rightkeydown = 0;
3731 Person::players[i]->crouchkeydown = 0;
3732 Person::players[i]->attackkeydown = 0;
3733 Person::players[i]->throwkeydown = 0;
3735 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3736 if (!Person::players[i]->avoidsomething)
3737 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3739 XYZ leftpos, rightpos;
3740 float leftdist, rightdist;
3741 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3742 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3743 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3744 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3745 if (leftdist < rightdist)
3746 Person::players[i]->targetyaw += 90;
3748 Person::players[i]->targetyaw -= 90;
3752 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3753 Person::players[i]->jumpkeydown = 0;
3754 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3755 Person::players[i]->jumpkeydown = 1;
3759 if (!editorenabled) {
3760 if (Person::players[i]->howactive <= typesleeping)
3761 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3762 for (int j = 0; j < numenvsounds; j++) {
3763 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3764 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3765 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3766 Person::players[i]->aitype = attacktypecutoff;
3769 if (Person::players[i]->aitype != passivetype) {
3770 if (Person::players[i]->howactive == typesleeping)
3771 Person::players[i]->setAnimation(getupfromfrontanim);
3772 Person::players[i]->howactive = typeactive;
3776 if (Person::players[i]->howactive < typesleeping &&
3777 ((tutoriallevel != 1 || cananger) && hostile) &&
3778 !Person::players[0]->dead &&
3779 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3780 Person::players[i]->occluded < 25) {
3781 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3782 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3783 Person::players[i]->aitype = attacktypecutoff;
3784 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3785 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3786 Person::players[i]->aitype = attacktypecutoff;
3789 if (Person::players[i]->creature == wolftype) {
3791 for (unsigned j = 0; j < Person::players.size(); j++) {
3792 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3793 float smelldistance = 50;
3794 if (j == 0 && Person::players[j]->num_weapons > 0) {
3795 if (weapons[Person::players[j]->weaponids[0]].bloody)
3796 smelldistance = 100;
3797 if (Person::players[j]->num_weapons == 2)
3798 if (weapons[Person::players[j]->weaponids[1]].bloody)
3799 smelldistance = 100;
3802 smelldistance = 100;
3803 windsmell = windvector;
3804 Normalise(&windsmell);
3805 windsmell = windsmell * 2 + Person::players[j]->coords;
3806 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3807 Person::players[i]->aitype = attacktypecutoff;
3812 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3813 Person::players[i]->losupdatedelay = .2;
3814 for (unsigned j = 0; j < Person::players.size(); j++) {
3815 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3816 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3817 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3818 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3819 if ((-1 == checkcollide(
3820 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3821 Person::players[i]->scale + Person::players[i]->coords,
3822 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3823 Person::players[j]->scale + Person::players[j]->coords) &&
3824 !Person::players[j]->isWallJump()) ||
3825 (Person::players[j]->animTarget == hanganim &&
3826 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3827 Person::players[i]->lastseentime -= .2;
3828 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3829 Person::players[i]->lastseentime -= .4;
3831 Person::players[i]->lastseentime -= .6;
3833 if (Person::players[i]->lastseentime <= 0) {
3834 Person::players[i]->aitype = searchtype;
3835 Person::players[i]->lastchecktime = 12;
3836 Person::players[i]->lastseen = Person::players[j]->coords;
3837 Person::players[i]->lastseentime = 12;
3844 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3845 if (Person::players[i]->creature != wolftype) {
3846 Person::players[i]->stunned = .6;
3847 Person::players[i]->surprised = .6;
3849 if (Person::players[i]->creature == wolftype) {
3850 Person::players[i]->stunned = .47;
3851 Person::players[i]->surprised = .47;
3859 if (Person::players[i]->aitype == searchtype) {
3860 Person::players[i]->aiupdatedelay -= multiplier;
3861 Person::players[i]->losupdatedelay -= multiplier;
3862 if (!Person::players[i]->pause)
3863 Person::players[i]->lastseentime -= multiplier;
3864 Person::players[i]->lastchecktime -= multiplier;
3866 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3867 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3868 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3870 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3872 j = checkcollide(test2, test, Person::players[i]->laststanding);
3874 j = checkcollide(test2, test);
3876 Person::players[i]->velocity = 0;
3877 Person::players[i]->setAnimation(Person::players[i]->getStop());
3878 Person::players[i]->targetyaw += 180;
3879 Person::players[i]->stunned = .5;
3880 //Person::players[i]->aitype=passivetype;
3881 Person::players[i]->aitype = pathfindtype;
3882 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3883 Person::players[i]->finalpathfindpoint = -1;
3884 Person::players[i]->targetpathfindpoint = -1;
3885 Person::players[i]->lastpathfindpoint = -1;
3886 Person::players[i]->lastpathfindpoint2 = -1;
3887 Person::players[i]->lastpathfindpoint3 = -1;
3888 Person::players[i]->lastpathfindpoint4 = -1;
3890 Person::players[i]->laststanding = j;
3893 //check out last seen location
3894 if (Person::players[i]->aiupdatedelay < 0) {
3895 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
3896 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3897 Person::players[i]->aiupdatedelay = .05;
3898 Person::players[i]->forwardkeydown = 1;
3900 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
3901 Person::players[i]->forwardkeydown = 0;
3902 Person::players[i]->aiupdatedelay = 1;
3903 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
3904 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
3905 Person::players[i]->lastchecktime = 3;
3908 Person::players[i]->leftkeydown = 0;
3909 Person::players[i]->backkeydown = 0;
3910 Person::players[i]->rightkeydown = 0;
3911 Person::players[i]->crouchkeydown = 0;
3912 Person::players[i]->attackkeydown = 0;
3913 Person::players[i]->throwkeydown = 0;
3915 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3916 if (!Person::players[i]->avoidsomething)
3917 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3919 XYZ leftpos, rightpos;
3920 float leftdist, rightdist;
3921 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3922 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3923 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3924 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3925 if (leftdist < rightdist)
3926 Person::players[i]->targetyaw += 90;
3928 Person::players[i]->targetyaw -= 90;
3932 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3933 Person::players[i]->jumpkeydown = 0;
3934 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3935 Person::players[i]->jumpkeydown = 1;
3937 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
3938 for (int k = 0; k < numenvsounds; k++) {
3939 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
3940 Person::players[i]->aitype = attacktypecutoff;
3944 if (!Person::players[0]->dead &&
3945 Person::players[i]->losupdatedelay < 0 &&
3947 Person::players[i]->occluded < 2 &&
3948 ((tutoriallevel != 1 || cananger) && hostile)) {
3949 Person::players[i]->losupdatedelay = .2;
3950 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
3951 Person::players[i]->aitype = attacktypecutoff;
3952 Person::players[i]->lastseentime = 1;
3954 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
3955 //TODO: factor out canSeePlayer()
3956 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
3957 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
3959 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3960 Person::players[i]->scale + Person::players[i]->coords,
3961 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
3962 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
3963 (Person::players[0]->animTarget == hanganim && normaldotproduct(
3964 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
3965 /* //TODO: changed j to 0 on a whim, make sure this is correct
3966 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
3967 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
3969 Person::players[i]->aitype = attacktypecutoff;
3970 Person::players[i]->lastseentime = 1;
3974 if (Person::players[i]->lastseentime < 0) {
3975 //Person::players[i]->aitype=passivetype;
3977 Person::players[i]->aitype = pathfindtype;
3978 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3979 Person::players[i]->finalpathfindpoint = -1;
3980 Person::players[i]->targetpathfindpoint = -1;
3981 Person::players[i]->lastpathfindpoint = -1;
3982 Person::players[i]->lastpathfindpoint2 = -1;
3983 Person::players[i]->lastpathfindpoint3 = -1;
3984 Person::players[i]->lastpathfindpoint4 = -1;
3988 if (Person::players[i]->aitype != gethelptype)
3989 Person::players[i]->runninghowlong = 0;
3991 //get help from buddies
3992 if (Person::players[i]->aitype == gethelptype) {
3993 Person::players[i]->runninghowlong += multiplier;
3994 Person::players[i]->aiupdatedelay -= multiplier;
3996 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
3997 Person::players[i]->aiupdatedelay = .2;
4000 //TODO: factor out closest search somehow
4001 if (!Person::players[i]->ally) {
4003 float closestdist = -1;
4004 for (unsigned k = 0; k < Person::players.size(); k++) {
4005 if (k != i && k != 0 && !Person::players[k]->dead &&
4006 Person::players[k]->howactive < typedead1 &&
4007 !Person::players[k]->skeleton.free &&
4008 Person::players[k]->aitype == passivetype) {
4009 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4010 if (closestdist == -1 || distance < closestdist) {
4011 closestdist = distance;
4018 Person::players[i]->ally = closest;
4020 Person::players[i]->ally = 0;
4021 Person::players[i]->lastseen = Person::players[0]->coords;
4022 Person::players[i]->lastseentime = 12;
4026 Person::players[i]->lastchecktime = 12;
4028 XYZ facing = Person::players[i]->coords;
4029 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4030 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4031 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4032 if (-1 != checkcollide(facing, flatfacing))
4033 Person::players[i]->lastseentime -= .1;
4035 //no available ally, run back to player
4036 if (Person::players[i]->ally <= 0 ||
4037 Person::players[Person::players[i]->ally]->skeleton.free ||
4038 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4039 Person::players[i]->lastseentime <= 0) {
4040 Person::players[i]->aitype = searchtype;
4041 Person::players[i]->lastseentime = 12;
4045 if (Person::players[i]->ally > 0) {
4046 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4047 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4048 Person::players[i]->aiupdatedelay = .05;
4049 Person::players[i]->forwardkeydown = 1;
4051 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4052 Person::players[i]->aitype = searchtype;
4053 Person::players[i]->lastseentime = 12;
4054 Person::players[Person::players[i]->ally]->aitype = searchtype;
4055 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4056 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4057 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4058 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4062 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4063 if (!Person::players[i]->avoidsomething)
4064 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4066 XYZ leftpos, rightpos;
4067 float leftdist, rightdist;
4068 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4069 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4070 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4071 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4072 if (leftdist < rightdist)
4073 Person::players[i]->targetyaw += 90;
4075 Person::players[i]->targetyaw -= 90;
4080 Person::players[i]->leftkeydown = 0;
4081 Person::players[i]->backkeydown = 0;
4082 Person::players[i]->rightkeydown = 0;
4083 Person::players[i]->crouchkeydown = 0;
4084 Person::players[i]->attackkeydown = 0;
4086 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4087 Person::players[i]->jumpkeydown = 0;
4088 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4089 Person::players[i]->jumpkeydown = 1;
4092 //retreiving a weapon on the ground
4093 if (Person::players[i]->aitype == getweapontype) {
4094 Person::players[i]->aiupdatedelay -= multiplier;
4095 Person::players[i]->lastchecktime -= multiplier;
4097 if (Person::players[i]->aiupdatedelay < 0) {
4098 Person::players[i]->aiupdatedelay = .2;
4101 if (Person::players[i]->ally < 0) {
4103 float closestdist = -1;
4104 for (unsigned k = 0; k < weapons.size(); k++)
4105 if (weapons[k].owner == -1) {
4106 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4107 if (closestdist == -1 || distance < closestdist) {
4108 closestdist = distance;
4114 Person::players[i]->ally = closest;
4116 Person::players[i]->ally = -1;
4119 Person::players[i]->lastseentime = 12;
4121 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4122 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4123 Person::players[i]->aitype = attacktypecutoff;
4124 Person::players[i]->lastseentime = 1;
4126 if (!Person::players[0]->dead)
4127 if (Person::players[i]->ally >= 0) {
4128 if (weapons[Person::players[i]->ally].owner != -1 ||
4129 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4130 Person::players[i]->aitype = attacktypecutoff;
4131 Person::players[i]->lastseentime = 1;
4133 //TODO: factor these out as moveToward()
4134 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4135 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4136 Person::players[i]->aiupdatedelay = .05;
4137 Person::players[i]->forwardkeydown = 1;
4140 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4141 if (!Person::players[i]->avoidsomething)
4142 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4144 XYZ leftpos, rightpos;
4145 float leftdist, rightdist;
4146 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4147 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4148 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4149 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4150 if (leftdist < rightdist)
4151 Person::players[i]->targetyaw += 90;
4153 Person::players[i]->targetyaw -= 90;
4158 Person::players[i]->leftkeydown = 0;
4159 Person::players[i]->backkeydown = 0;
4160 Person::players[i]->rightkeydown = 0;
4161 Person::players[i]->attackkeydown = 0;
4162 Person::players[i]->throwkeydown = 1;
4163 Person::players[i]->crouchkeydown = 0;
4164 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4165 Person::players[i]->animTarget != removeknifeanim)
4166 Person::players[i]->throwtogglekeydown = 0;
4167 Person::players[i]->drawkeydown = 0;
4169 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4170 Person::players[i]->jumpkeydown = 0;
4171 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4172 Person::players[i]->jumpkeydown = 1;
4175 if (Person::players[i]->aitype == attacktypecutoff) {
4176 Person::players[i]->aiupdatedelay -= multiplier;
4177 //dodge or reverse rabbit kicks, knife throws, flips
4178 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4179 if ((Person::players[0]->animTarget == rabbitkickanim ||
4180 Person::players[0]->animTarget == knifethrowanim ||
4181 (Person::players[0]->isFlip() &&
4182 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4183 !Person::players[0]->skeleton.free &&
4184 (Person::players[i]->aiupdatedelay < .1)) {
4185 Person::players[i]->attackkeydown = 0;
4186 if (Person::players[i]->isIdle())
4187 Person::players[i]->crouchkeydown = 1;
4188 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4189 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4190 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4191 if (abs(Random() % 2) == 0)
4192 Person::players[i]->setAnimation(backhandspringanim);
4194 Person::players[i]->setAnimation(rollanim);
4195 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4196 Person::players[i]->wentforweapon = 0;
4198 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4199 Person::players[i]->setAnimation(flipanim);
4202 Person::players[i]->forwardkeydown = 0;
4203 Person::players[i]->aiupdatedelay = .02;
4205 //get confused by flips
4206 if (Person::players[0]->isFlip() &&
4207 !Person::players[0]->skeleton.free &&
4208 Person::players[0]->animTarget != walljumprightkickanim &&
4209 Person::players[0]->animTarget != walljumpleftkickanim) {
4210 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4211 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4212 Person::players[i]->stunned = 1;
4214 //go for weapon on the ground
4215 if (Person::players[i]->wentforweapon < 3)
4216 for (unsigned k = 0; k < weapons.size(); k++)
4217 if (Person::players[i]->creature != wolftype)
4218 if (Person::players[i]->num_weapons == 0 &&
4219 weapons[k].owner == -1 &&
4220 weapons[i].velocity.x == 0 &&
4221 weapons[i].velocity.z == 0 &&
4222 weapons[i].velocity.y == 0) {
4223 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4224 Person::players[i]->wentforweapon++;
4225 Person::players[i]->lastchecktime = 6;
4226 Person::players[i]->aitype = getweapontype;
4227 Person::players[i]->ally = -1;
4230 //dodge/reverse walljump kicks
4231 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4232 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4233 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4234 ((Person::players[0]->animTarget == walljumprightkickanim ||
4235 Person::players[0]->animTarget == walljumpleftkickanim) &&
4236 ((Person::players[i]->aiupdatedelay < .15 &&
4238 (Person::players[i]->aiupdatedelay < .08 &&
4239 difficulty != 2)))) {
4240 Person::players[i]->crouchkeydown = 1;
4242 //walked off a ledge (?)
4243 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4244 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4245 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4247 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4249 j = checkcollide(test2, test, Person::players[i]->laststanding);
4251 j = checkcollide(test2, test);
4253 Person::players[i]->velocity = 0;
4254 Person::players[i]->setAnimation(Person::players[i]->getStop());
4255 Person::players[i]->targetyaw += 180;
4256 Person::players[i]->stunned = .5;
4257 Person::players[i]->aitype = pathfindtype;
4258 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4259 Person::players[i]->finalpathfindpoint = -1;
4260 Person::players[i]->targetpathfindpoint = -1;
4261 Person::players[i]->lastpathfindpoint = -1;
4262 Person::players[i]->lastpathfindpoint2 = -1;
4263 Person::players[i]->lastpathfindpoint3 = -1;
4264 Person::players[i]->lastpathfindpoint4 = -1;
4266 Person::players[i]->laststanding = j;
4268 //lose sight of player in the air (?)
4269 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4270 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4271 !Person::players[0]->onterrain) {
4272 Person::players[i]->aitype = pathfindtype;
4273 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4274 Person::players[i]->finalpathfindpoint = -1;
4275 Person::players[i]->targetpathfindpoint = -1;
4276 Person::players[i]->lastpathfindpoint = -1;
4277 Person::players[i]->lastpathfindpoint2 = -1;
4278 Person::players[i]->lastpathfindpoint3 = -1;
4279 Person::players[i]->lastpathfindpoint4 = -1;
4281 //it's time to think (?)
4282 if (Person::players[i]->aiupdatedelay < 0 &&
4283 !Animation::animations[Person::players[i]->animTarget].attack &&
4284 Person::players[i]->animTarget != staggerbackhighanim &&
4285 Person::players[i]->animTarget != staggerbackhardanim &&
4286 Person::players[i]->animTarget != backhandspringanim &&
4287 Person::players[i]->animTarget != dodgebackanim) {
4289 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4290 Person::players[i]->drawkeydown = Random() % 2;
4292 Person::players[i]->drawkeydown = 0;
4293 Person::players[i]->rabbitkickenabled = Random() % 2;
4295 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4296 XYZ targetpoint = Person::players[0]->coords;
4297 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4298 distsq(&rotatetarget, &Person::players[i]->coords))
4299 targetpoint += Person::players[0]->velocity *
4300 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4301 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4302 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4303 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4305 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4306 Person::players[i]->forwardkeydown = 1;
4307 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4308 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4309 Person::players[0]->weaponactive != -1)
4310 Person::players[i]->forwardkeydown = 1;
4311 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4312 Person::players[i]->forwardkeydown = 1;
4314 Person::players[i]->forwardkeydown = 0;
4315 //chill out around the corpse
4316 if (Person::players[0]->dead) {
4317 Person::players[i]->forwardkeydown = 0;
4318 if (Random() % 10 == 0)
4319 Person::players[i]->forwardkeydown = 1;
4320 if (Random() % 100 == 0) {
4321 Person::players[i]->aitype = pathfindtype;
4322 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4323 Person::players[i]->finalpathfindpoint = -1;
4324 Person::players[i]->targetpathfindpoint = -1;
4325 Person::players[i]->lastpathfindpoint = -1;
4326 Person::players[i]->lastpathfindpoint2 = -1;
4327 Person::players[i]->lastpathfindpoint3 = -1;
4328 Person::players[i]->lastpathfindpoint4 = -1;
4331 Person::players[i]->leftkeydown = 0;
4332 Person::players[i]->backkeydown = 0;
4333 Person::players[i]->rightkeydown = 0;
4334 Person::players[i]->crouchkeydown = 0;
4335 Person::players[i]->throwkeydown = 0;
4337 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4338 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4340 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4341 Person::players[i]->attackkeydown = 1;
4343 Person::players[i]->attackkeydown = 0;
4344 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4345 Person::players[i]->attackkeydown = 0;
4348 if (Person::players[i]->aitype != playercontrolled &&
4349 (Person::players[i]->isIdle() ||
4350 Person::players[i]->isCrouch() ||
4351 Person::players[i]->isRun())) {
4353 for (unsigned j = 0; j < Person::players.size(); j++)
4354 if (j != i && !Person::players[j]->skeleton.free &&
4355 Person::players[j]->hasvictim &&
4356 (tutoriallevel == 1 && reversaltrain ||
4357 Random() % 2 == 0 && difficulty == 2 ||
4358 Random() % 4 == 0 && difficulty == 1 ||
4359 Random() % 8 == 0 && difficulty == 0 ||
4360 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4361 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4362 (Random() % 2 == 0 || difficulty == 2) ||
4363 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4364 Person::players[j]->weaponactive != -1 ||
4365 Person::players[j]->animTarget == swordslashanim &&
4366 Person::players[i]->weaponactive != -1 ||
4367 Person::players[j]->animTarget == staffhitanim ||
4368 Person::players[j]->animTarget == staffspinhitanim))
4369 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4370 Person::players[j]->victim == Person::players[i] &&
4371 (Person::players[j]->animTarget == sweepanim ||
4372 Person::players[j]->animTarget == spinkickanim ||
4373 Person::players[j]->animTarget == staffhitanim ||
4374 Person::players[j]->animTarget == staffspinhitanim ||
4375 Person::players[j]->animTarget == winduppunchanim ||
4376 Person::players[j]->animTarget == upunchanim ||
4377 Person::players[j]->animTarget == wolfslapanim ||
4378 Person::players[j]->animTarget == knifeslashstartanim ||
4379 Person::players[j]->animTarget == swordslashanim &&
4380 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4381 Person::players[i]->weaponactive != -1))) {
4388 Person::players[target]->Reverse();
4391 if (Person::players[i]->collided < 1)
4392 Person::players[i]->jumpkeydown = 0;
4393 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4394 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4395 Person::players[i]->onterrain &&
4396 Person::players[i]->creature == rabbittype)
4397 Person::players[i]->jumpkeydown = 1;
4398 //TODO: why are we controlling the human?
4399 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4400 Person::players[0]->jumpkeydown = 0;
4401 if (Person::players[0]->animTarget == jumpdownanim &&
4402 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4403 Person::players[i]->crouchkeydown = 1;
4404 if (Person::players[i]->jumpkeydown)
4405 Person::players[i]->attackkeydown = 0;
4407 if (tutoriallevel == 1)
4409 Person::players[i]->attackkeydown = 0;
4412 XYZ facing = Person::players[i]->coords;
4413 XYZ flatfacing = Person::players[0]->coords;
4414 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4415 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4416 if (Person::players[i]->occluded >= 2)
4417 if (-1 != checkcollide(facing, flatfacing)) {
4418 if (!Person::players[i]->pause)
4419 Person::players[i]->lastseentime -= .2;
4420 if (Person::players[i]->lastseentime <= 0 &&
4421 (Person::players[i]->creature != wolftype ||
4422 Person::players[i]->weaponstuck == -1)) {
4423 Person::players[i]->aitype = searchtype;
4424 Person::players[i]->lastchecktime = 12;
4425 Person::players[i]->lastseen = Person::players[0]->coords;
4426 Person::players[i]->lastseentime = 12;
4429 Person::players[i]->lastseentime = 1;
4432 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4433 (Person::players[i]->aitype == attacktypecutoff ||
4434 Person::players[i]->aitype == searchtype))
4435 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4436 XYZ test = Person::players[0]->coords;
4438 if (-1 == checkcollide(Person::players[0]->coords, test))
4439 Person::players[i]->stunned = 1;
4442 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4443 Person::players[i]->stunned > 0 ||
4444 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4445 if (Person::players[i]->pause)
4446 Person::players[i]->lastseentime = 1;
4447 Person::players[i]->targetyaw = Person::players[i]->yaw;
4448 Person::players[i]->forwardkeydown = 0;
4449 Person::players[i]->leftkeydown = 0;
4450 Person::players[i]->backkeydown = 0;
4451 Person::players[i]->rightkeydown = 0;
4452 Person::players[i]->jumpkeydown = 0;
4453 Person::players[i]->attackkeydown = 0;
4454 Person::players[i]->crouchkeydown = 0;
4455 Person::players[i]->throwkeydown = 0;
4463 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4464 facing = flatfacing;
4466 if (Person::players[i]->aitype == attacktypecutoff) {
4467 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4468 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4469 } else if (Person::players[i]->howactive >= typesleeping) {
4470 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4471 Person::players[i]->targetheadpitch = 0;
4473 if (Person::players[i]->interestdelay <= 0) {
4474 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4475 Person::players[i]->headtarget = Person::players[i]->coords;
4476 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4477 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4478 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4479 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4481 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4482 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4489 static XYZ facing, flatfacing;
4494 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
4495 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4496 stereoreverse = true;
4498 stereoreverse = false;
4501 printf("Stereo reversed\n");
4503 printf("Stereo unreversed\n");
4506 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
4507 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4508 stereoseparation -= 0.001;
4510 stereoseparation -= 0.010;
4511 printf("Stereo decreased increased to %f\n", stereoseparation);
4514 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
4515 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
4516 stereoseparation += 0.001;
4518 stereoseparation += 0.010;
4519 printf("Stereo separation increased to %f\n", stereoseparation);
4523 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
4524 if (tutorialstage != 51)
4525 tutorialstagetime = tutorialmaxtime;
4526 emit_sound_np(consolefailsound, 128.);
4530 Values of mainmenu :
4532 2 Menu pause (resume/end game)
4534 4 Controls configuration menu
4535 5 Main game menu (choose level or challenge)
4536 6 Deleting user menu
4537 7 User managment menu (select/add)
4538 8 Choose difficulty menu
4539 9 Challenge level selection menu
4540 10 End of the campaign congratulation (is that really a menu?)
4541 11 Same that 9 ??? => unused
4542 18 stereo configuration
4547 if (mainmenu && endgame == 1)
4549 //go to level select after completing a campaign level
4550 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
4557 OPENAL_SetFrequency(OPENAL_ALL);
4558 emit_stream_np(stream_menutheme);
4559 pause_sound(leveltheme);
4563 //escape key pressed
4564 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
4565 (gameon || mainmenu == 0)) {
4567 if (mainmenu == 0 && !winfreeze)
4568 mainmenu = 2; //pause
4569 else if (mainmenu == 1 || mainmenu == 2) {
4570 mainmenu = 0; //unpause
4573 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
4574 OPENAL_SetFrequency(OPENAL_ALL);
4575 emit_stream_np(stream_menutheme);
4576 pause_sound(leveltheme);
4578 //on resume, play level music
4580 pause_sound(stream_menutheme);
4581 resume_stream(leveltheme);
4592 hostiletime += multiplier;
4596 leveltime += multiplier;
4599 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
4602 OPENAL_SetFrequency(OPENAL_ALL);
4606 if (Input::isKeyPressed(consolekey) && devtools) {
4609 OPENAL_SetFrequency(OPENAL_ALL);
4618 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
4619 inputText(consoletext[0], &consoleselected);
4621 if (!consoletext[0].empty()) {
4622 cmd_dispatch(consoletext[0]);
4623 for (int k = 14; k >= 1; k--) {
4624 consoletext[k] = consoletext[k - 1];
4626 consoletext[0].clear();
4627 consoleselected = 0;
4631 consoleblinkdelay -= multiplier;
4632 if (consoleblinkdelay <= 0) {
4633 consoleblinkdelay = .3;
4634 consoleblink = !consoleblink;
4638 static int oldwinfreeze;
4639 if (winfreeze && !oldwinfreeze) {
4640 OPENAL_SetFrequency(OPENAL_ALL);
4641 emit_sound_np(consolesuccesssound);
4644 oldwinfreeze = winfreeze;
4648 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
4651 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
4655 } else if (winfreeze) {
4663 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
4666 static float talkdelay = 0;
4668 if (Dialog::inDialog())
4670 talkdelay -= multiplier;
4672 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
4673 for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
4674 Dialog::dialogs[i].tick(i);
4678 windvar += multiplier;
4679 smoketex += multiplier;
4680 tutorialstagetime += multiplier;
4683 static float hotspotvisual[40];
4684 if (Hotspot::hotspots.size()) {
4686 if (editorenabled) {
4687 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4688 hotspotvisual[i] -= multiplier / 320;
4692 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4693 while (hotspotvisual[i] < 0) {
4695 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
4696 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
4697 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
4698 hotspotsprite += Hotspot::hotspots[i].position;
4699 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
4700 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
4704 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
4705 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
4706 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
4712 if (tutoriallevel) {
4717 if (tutoriallevel != 1) {
4718 if (bonustime == 0 &&
4719 bonus != solidhit &&
4720 bonus != spinecrusher &&
4721 bonus != tracheotomy &&
4722 bonus != backstab &&
4724 emit_sound_np(consolesuccesssound);
4726 } else if (bonustime == 0) {
4727 emit_sound_np(fireendsound);
4729 if (bonustime == 0) {
4730 if (bonus != solidhit &&
4731 bonus != twoxcombo &&
4732 bonus != threexcombo &&
4733 bonus != fourxcombo &&
4737 bonusnum[bonus] += 0.15;
4740 bonusvalue /= bonusnum[bonus];
4741 bonustotal += bonusvalue;
4743 bonustime += multiplier;
4746 if (environment == snowyenvironment) {
4747 precipdelay -= multiplier;
4748 while (precipdelay < 0) {
4752 XYZ footvel, footpoint;
4755 footpoint = viewer + viewerfacing * 6;
4756 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
4757 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
4758 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
4759 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
4764 doAerialAcrobatics();
4767 static XYZ oldviewer;
4770 if (!Dialog::inDialog()) {
4771 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
4772 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
4773 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
4774 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
4775 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
4776 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
4777 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
4778 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
4780 Person::players[0]->forwardkeydown = 0;
4781 Person::players[0]->leftkeydown = 0;
4782 Person::players[0]->backkeydown = 0;
4783 Person::players[0]->rightkeydown = 0;
4784 Person::players[0]->jumpkeydown = 0;
4785 Person::players[0]->crouchkeydown = 0;
4786 Person::players[0]->drawkeydown = 0;
4787 Person::players[0]->throwkeydown = 0;
4790 if (!Person::players[0]->jumpkeydown)
4791 Person::players[0]->jumpclimb = 0;
4794 if (Dialog::inDialog()) {
4796 if (Dialog::directing) {
4800 facing = DoRotation(facing, -pitch, 0, 0);
4801 facing = DoRotation(facing, 0, 0 - yaw, 0);
4806 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
4808 if (Input::isKeyDown(forwardkey))
4809 viewer += facing * multiplier * 4;
4810 if (Input::isKeyDown(backkey))
4811 viewer -= facing * multiplier * 4;
4812 if (Input::isKeyDown(leftkey))
4813 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
4814 if (Input::isKeyDown(rightkey))
4815 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
4816 if (Input::isKeyDown(jumpkey))
4817 viewer.y += multiplier * 4;
4818 if (Input::isKeyDown(crouchkey))
4819 viewer.y -= multiplier * 4;
4820 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
4821 Input::isKeyPressed(SDL_SCANCODE_2) ||
4822 Input::isKeyPressed(SDL_SCANCODE_3) ||
4823 Input::isKeyPressed(SDL_SCANCODE_4) ||
4824 Input::isKeyPressed(SDL_SCANCODE_5) ||
4825 Input::isKeyPressed(SDL_SCANCODE_6) ||
4826 Input::isKeyPressed(SDL_SCANCODE_7) ||
4827 Input::isKeyPressed(SDL_SCANCODE_8) ||
4828 Input::isKeyPressed(SDL_SCANCODE_9) ||
4829 Input::isKeyPressed(SDL_SCANCODE_0) ||
4830 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
4832 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
4833 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
4834 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
4835 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
4836 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
4837 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
4838 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
4839 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
4840 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
4841 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
4842 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
4844 if (whichend != -1) {
4845 Dialog::currentScene().participantfocus = whichend;
4846 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
4847 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
4849 if (whichend == -1) {
4850 Dialog::currentScene().participantfocus = -1;
4852 /* FIXME: potentially accessing -1 in Person::players! */
4853 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4854 Dialog::indialogue = -1;
4855 Dialog::directing = false;
4858 Dialog::currentScene().camera = viewer;
4859 Dialog::currentScene().camerayaw = yaw;
4860 Dialog::currentScene().camerapitch = pitch;
4861 Dialog::indialogue++;
4862 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4863 if (Dialog::currentScene().sound != 0) {
4864 playdialoguescenesound();
4868 for (unsigned j = 0; j < Person::players.size(); j++) {
4869 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
4872 //TODO: should these be KeyDown or KeyPressed?
4873 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
4874 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
4875 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
4876 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
4877 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
4878 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
4879 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
4880 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
4881 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
4882 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
4884 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
4885 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
4886 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
4887 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
4888 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
4889 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
4890 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
4891 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
4892 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
4893 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
4894 Dialog::currentScene().participantfacing[whichend] = facing;
4896 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4897 Dialog::indialogue = -1;
4898 Dialog::directing = false;
4902 if (!Dialog::directing) {
4903 pause_sound(whooshsound);
4904 viewer = Dialog::currentScene().camera;
4905 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
4906 yaw = Dialog::currentScene().camerayaw;
4907 pitch = Dialog::currentScene().camerapitch;
4908 if (Dialog::dialoguetime > 0.5) {
4909 if (Input::isKeyPressed(attackkey)) {
4910 Dialog::indialogue++;
4911 if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
4912 if (Dialog::currentScene().sound != 0) {
4913 playdialoguescenesound();
4914 if (Dialog::currentScene().sound == -5) {
4915 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
4917 if (Dialog::currentScene().sound == -6) {
4921 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
4922 Dialog::indialogue = -1;
4923 Dialog::directing = false;
4930 if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
4931 Dialog::indialogue = -1;
4932 Dialog::directing = false;
4934 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
4937 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
4940 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
4942 for (unsigned i = 1; i < Person::players.size(); i++) {
4943 Person::players[i]->aitype = attacktypecutoff;
4950 if (!Person::players[0]->jumpkeydown) {
4951 Person::players[0]->jumptogglekeydown = 0;
4953 if (Person::players[0]->jumpkeydown &&
4954 Person::players[0]->animTarget != jumpupanim &&
4955 Person::players[0]->animTarget != jumpdownanim &&
4956 !Person::players[0]->isFlip())
4957 Person::players[0]->jumptogglekeydown = 1;
4960 Dialog::dialoguetime += multiplier;
4961 hawkyaw += multiplier * 25;
4963 realhawkcoords.x = 25;
4964 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
4965 hawkcalldelay -= multiplier / 2;
4967 if (hawkcalldelay <= 0) {
4968 emit_sound_at(hawksound, realhawkcoords);
4970 hawkcalldelay = 16 + abs(Random() % 8);
4977 doPlayerCollisions();
4981 for (unsigned k = 0; k < Person::players.size(); k++)
4982 if (k != 0 && Person::players[k]->immobile)
4983 Person::players[k]->coords = Person::players[k]->realoldcoords;
4985 for (unsigned k = 0; k < Person::players.size(); k++) {
4986 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4987 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
4988 Person::players[k]->DoDamage(1000);
4994 static bool respawnkeydown;
4995 if (!editorenabled &&
4996 (whichlevel != -2 &&
4997 (Input::isKeyDown(SDL_SCANCODE_Z) &&
4998 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5000 (Input::isKeyDown(jumpkey) &&
5003 Person::players[0]->dead))) {
5004 targetlevel = whichlevel;
5008 respawnkeydown = Input::isKeyDown(jumpkey);
5011 static bool movekey;
5014 for (unsigned i = 0; i < Person::players.size(); i++) {
5015 static float oldtargetyaw;
5016 if (!Person::players[i]->skeleton.free) {
5017 oldtargetyaw = Person::players[i]->targetyaw;
5018 if (i == 0 && !Dialog::inDialog()) {
5019 //TODO: refactor repetitive code
5020 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5021 Person::players[0]->animTarget != staggerbackhighanim &&
5022 Person::players[0]->animTarget != staggerbackhardanim &&
5023 Person::players[0]->animTarget != crouchremoveknifeanim &&
5024 Person::players[0]->animTarget != removeknifeanim &&
5025 Person::players[0]->animTarget != backhandspringanim &&
5026 Person::players[0]->animTarget != dodgebackanim &&
5027 Person::players[0]->animTarget != walljumprightkickanim &&
5028 Person::players[0]->animTarget != walljumpleftkickanim) {
5030 Person::players[0]->targetyaw = 0;
5032 Person::players[0]->targetyaw = -yaw + 180;
5038 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5040 facing = flatfacing;
5042 facing = DoRotation(facing, -pitch, 0, 0);
5043 facing = DoRotation(facing, 0, 0 - yaw, 0);
5046 Person::players[0]->lookyaw = -yaw;
5048 Person::players[i]->targetheadyaw = yaw;
5049 Person::players[i]->targetheadpitch = pitch;
5051 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5052 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5053 Person::players[i]->animTarget != staggerbackhighanim &&
5054 Person::players[i]->animTarget != staggerbackhardanim &&
5055 Person::players[i]->animTarget != crouchremoveknifeanim &&
5056 Person::players[i]->animTarget != removeknifeanim &&
5057 Person::players[i]->animTarget != backhandspringanim &&
5058 Person::players[i]->animTarget != dodgebackanim &&
5059 Person::players[i]->animTarget != walljumprightkickanim &&
5060 Person::players[i]->animTarget != walljumpleftkickanim) {
5061 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5067 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5069 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5070 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5072 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5073 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5075 if (Dialog::inDialog()) {
5076 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5077 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5083 Person::players[i]->avoidsomething = 0;
5085 //avoid flaming things
5086 for (int j = 0; j < objects.numobjects; j++)
5087 if (objects.onfire[j])
5088 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5089 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5090 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5091 Person::players[i]->collided = 0;
5092 Person::players[i]->avoidcollided = 1;
5093 if (Person::players[i]->avoidsomething == 0 ||
5094 distsq(&Person::players[i]->coords, &objects.position[j]) <
5095 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5096 Person::players[i]->avoidwhere = objects.position[j];
5097 Person::players[i]->avoidsomething = 1;
5101 //avoid flaming players
5102 for (unsigned j = 0; j < Person::players.size(); j++)
5103 if (Person::players[j]->onfire)
5104 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5105 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5106 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5107 Person::players[i]->collided = 0;
5108 Person::players[i]->avoidcollided = 1;
5109 if (Person::players[i]->avoidsomething == 0 ||
5110 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5111 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5112 Person::players[i]->avoidwhere = Person::players[j]->coords;
5113 Person::players[i]->avoidsomething = 1;
5117 if (Person::players[i]->collided > .8)
5118 Person::players[i]->avoidcollided = 0;
5122 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5123 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5124 Person::players[i]->forwardkeydown = 0;
5125 Person::players[i]->leftkeydown = 0;
5126 Person::players[i]->backkeydown = 0;
5127 Person::players[i]->rightkeydown = 0;
5128 Person::players[i]->jumpkeydown = 0;
5129 Person::players[i]->attackkeydown = 0;
5130 //Person::players[i]->crouchkeydown=0;
5131 Person::players[i]->throwkeydown = 0;
5134 if (Dialog::inDialog()) {
5135 Person::players[i]->forwardkeydown = 0;
5136 Person::players[i]->leftkeydown = 0;
5137 Person::players[i]->backkeydown = 0;
5138 Person::players[i]->rightkeydown = 0;
5139 Person::players[i]->jumpkeydown = 0;
5140 Person::players[i]->crouchkeydown = 0;
5141 Person::players[i]->drawkeydown = 0;
5142 Person::players[i]->throwkeydown = 0;
5145 if (Person::players[i]->collided < -.3)
5146 Person::players[i]->collided = -.3;
5147 if (Person::players[i]->collided > 1)
5148 Person::players[i]->collided = 1;
5149 Person::players[i]->collided -= multiplier * 4;
5150 Person::players[i]->whichdirectiondelay -= multiplier;
5151 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5152 Person::players[i]->avoidcollided = -.3;
5153 Person::players[i]->whichdirection = abs(Random() % 2);
5154 Person::players[i]->whichdirectiondelay = .4;
5156 if (Person::players[i]->avoidcollided > 1)
5157 Person::players[i]->avoidcollided = 1;
5158 Person::players[i]->avoidcollided -= multiplier / 4;
5159 if (!Person::players[i]->skeleton.free) {
5160 Person::players[i]->stunned -= multiplier;
5161 Person::players[i]->surprised -= multiplier;
5163 if (i != 0 && Person::players[i]->surprised <= 0 &&
5164 Person::players[i]->aitype == attacktypecutoff &&
5165 !Person::players[i]->dead &&
5166 !Person::players[i]->skeleton.free &&
5167 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5170 if (!Person::players[i]->throwkeydown)
5171 Person::players[i]->throwtogglekeydown = 0;
5174 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5175 if (Person::players[i]->weaponactive == -1 &&
5176 Person::players[i]->num_weapons < 2 &&
5177 (Person::players[i]->isIdle() ||
5178 Person::players[i]->isCrouch() ||
5179 Person::players[i]->animTarget == sneakanim ||
5180 Person::players[i]->animTarget == rollanim ||
5181 Person::players[i]->animTarget == backhandspringanim ||
5182 Person::players[i]->isFlip() ||
5183 Person::players[i]->aitype != playercontrolled)) {
5184 for (unsigned j = 0; j < weapons.size(); j++) {
5185 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5186 Person::players[i]->aitype == playercontrolled) &&
5187 weapons[j].owner == -1 &&
5188 Person::players[i]->weaponactive == -1)
5189 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5190 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5191 if (Person::players[i]->isCrouch() ||
5192 Person::players[i]->animTarget == sneakanim ||
5193 Person::players[i]->isRun() ||
5194 Person::players[i]->isIdle() ||
5195 Person::players[i]->aitype != playercontrolled) {
5196 Person::players[i]->throwtogglekeydown = 1;
5197 Person::players[i]->setAnimation(crouchremoveknifeanim);
5198 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5199 Person::players[i]->hasvictim = 0;
5201 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5202 Person::players[i]->throwtogglekeydown = 1;
5203 Person::players[i]->hasvictim = 0;
5205 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5206 Person::players[i]->aitype == playercontrolled) &&
5207 weapons[j].owner == -1 ||
5208 Person::players[i]->victim &&
5209 weapons[j].owner == int(Person::players[i]->victim->id))
5210 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5211 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5212 if (weapons[j].getType() != staff)
5213 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5215 Person::players[i]->takeWeapon(j);
5218 } else if ((Person::players[i]->isIdle() ||
5219 Person::players[i]->isFlip() ||
5220 Person::players[i]->aitype != playercontrolled) &&
5221 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5222 Person::players[i]->coords.y < weapons[j].position.y) {
5223 if (!Person::players[i]->isFlip()) {
5224 Person::players[i]->throwtogglekeydown = 1;
5225 Person::players[i]->setAnimation(removeknifeanim);
5226 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5228 if (Person::players[i]->isFlip()) {
5229 Person::players[i]->throwtogglekeydown = 1;
5230 Person::players[i]->hasvictim = 0;
5232 for (unsigned k = 0; k < weapons.size(); k++) {
5233 if (Person::players[i]->weaponactive == -1)
5234 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5235 Person::players[i]->aitype == playercontrolled) &&
5236 weapons[k].owner == -1 ||
5237 Person::players[i]->victim &&
5238 weapons[k].owner == int(Person::players[i]->victim->id))
5239 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5240 Person::players[i]->weaponactive == -1) {
5241 if (weapons[k].getType() != staff)
5242 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5244 Person::players[i]->takeWeapon(k);
5251 if (Person::players[i]->isCrouch() ||
5252 Person::players[i]->animTarget == sneakanim ||
5253 Person::players[i]->isRun() ||
5254 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
5255 Person::players[i]->animTarget == backhandspringanim) {
5256 if (Person::players.size() > 1)
5257 for (unsigned j = 0; j < Person::players.size(); j++) {
5258 if (Person::players[i]->weaponactive == -1)
5260 if (Person::players[j]->num_weapons &&
5261 Person::players[j]->skeleton.free &&
5262 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
5263 (((Person::players[j]->skeleton.forward.y < 0 &&
5264 Person::players[j]->weaponstuckwhere == 0) ||
5265 (Person::players[j]->skeleton.forward.y > 0 &&
5266 Person::players[j]->weaponstuckwhere == 1)) ||
5267 Person::players[j]->weaponstuck == -1 ||
5268 Person::players[j]->num_weapons > 1)) {
5269 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
5270 Person::players[i]->throwtogglekeydown = 1;
5271 Person::players[i]->victim = Person::players[j];
5272 Person::players[i]->hasvictim = 1;
5273 Person::players[i]->setAnimation(crouchremoveknifeanim);
5274 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5276 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5277 Person::players[i]->throwtogglekeydown = 1;
5278 Person::players[i]->victim = Person::players[j];
5279 Person::players[i]->hasvictim = 1;
5280 int k = Person::players[j]->weaponids[0];
5281 if (Person::players[i]->hasvictim) {
5284 if (Person::players[i]->victim->weaponstuck != -1) {
5285 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5290 if (weapons[k].getType() != staff)
5291 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5294 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
5296 if (weapons[k].owner != -1) {
5297 if (Person::players[i]->victim->num_weapons == 1)
5298 Person::players[i]->victim->num_weapons = 0;
5300 Person::players[i]->victim->num_weapons = 1;
5302 Person::players[i]->victim->skeleton.longdead = 0;
5303 Person::players[i]->victim->skeleton.free = 1;
5304 Person::players[i]->victim->skeleton.broken = 0;
5306 for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
5307 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
5308 Person::players[i]->victim->skeleton.joints[l].locked = 0;
5314 Normalise(&relative);
5315 XYZ footvel, footpoint;
5317 footpoint = weapons[k].position;
5318 if (Person::players[i]->victim->weaponstuck != -1) {
5319 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
5321 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
5322 weapons[k].bloody = 2;
5323 weapons[k].blooddrip = 5;
5324 Person::players[i]->victim->weaponstuck = -1;
5325 Person::players[i]->victim->bloodloss += 2000;
5326 Person::players[i]->victim->DoDamage(2000);
5329 if (Person::players[i]->victim->num_weapons > 0) {
5330 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
5331 Person::players[i]->victim->weaponstuck = 0;
5332 if (Person::players[i]->victim->weaponids[0] == k)
5333 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
5336 Person::players[i]->victim->weaponactive = -1;
5338 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
5339 Person::players[i]->victim->jointVel(neck) += relative * 6;
5340 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
5341 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
5343 Person::players[i]->takeWeapon(k);
5350 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5351 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5352 if (Person::players[i]->isIdle() ||
5353 Person::players[i]->isRun() ||
5354 Person::players[i]->isCrouch() ||
5355 Person::players[i]->animTarget == sneakanim ||
5356 Person::players[i]->isFlip())
5357 if (Person::players.size() > 1)
5358 for (unsigned j = 0; j < Person::players.size(); j++) {
5360 if (tutoriallevel != 1 || tutorialstage == 49)
5362 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
5363 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
5364 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
5365 !Person::players[j]->skeleton.free &&
5366 -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
5367 if (!Person::players[i]->isFlip()) {
5368 Person::players[i]->throwtogglekeydown = 1;
5369 Person::players[i]->victim = Person::players[j];
5370 Person::players[i]->setAnimation(knifethrowanim);
5371 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
5372 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
5374 if (Person::players[i]->isFlip()) {
5375 if (Person::players[i]->weaponactive != -1) {
5376 Person::players[i]->throwtogglekeydown = 1;
5377 Person::players[i]->victim = Person::players[j];
5379 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);
5382 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
5384 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
5385 Person::players[i]->num_weapons--;
5386 if (Person::players[i]->num_weapons) {
5387 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5389 Person::players[i]->weaponactive = -1;
5396 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
5397 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
5398 Person::players[i]->throwtogglekeydown = 1;
5399 XYZ tempVelocity = Person::players[i]->velocity * .2;
5400 if (tempVelocity.x == 0)
5401 tempVelocity.x = .1;
5402 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
5403 Person::players[i]->num_weapons--;
5404 if (Person::players[i]->num_weapons) {
5405 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
5406 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
5407 Person::players[i]->weaponstuck = 0;
5410 Person::players[i]->weaponactive = -1;
5411 for (unsigned j = 0; j < Person::players.size(); j++) {
5412 Person::players[j]->wentforweapon = 0;
5420 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
5421 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
5422 (Person::players[i]->num_weapons == 2) &&
5423 (Person::players[i]->weaponactive == -1) &&
5424 Person::players[i]->isIdle() ||
5425 Person::players[0]->dead &&
5426 (Person::players[i]->weaponactive != -1) &&
5429 if (Person::players[i]->weaponactive != -1)
5430 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
5432 if (isgood && Person::players[i]->creature != wolftype) {
5433 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5434 Person::players[i]->setAnimation(drawrightanim);
5435 Person::players[i]->drawtogglekeydown = 1;
5437 if ((Person::players[i]->isIdle() ||
5438 (Person::players[i]->aitype != playercontrolled &&
5439 Person::players[0]->weaponactive != -1 &&
5440 Person::players[i]->isRun())) &&
5441 Person::players[i]->num_weapons &&
5442 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
5443 Person::players[i]->setAnimation(drawleftanim);
5444 Person::players[i]->drawtogglekeydown = 1;
5446 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
5447 Person::players[i]->setAnimation(crouchdrawrightanim);
5448 Person::players[i]->drawtogglekeydown = 1;
5455 if (Person::players[i]->weaponactive != -1) {
5456 if (Person::players[i]->isCrouch() &&
5457 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
5459 Person::players[i]->onterrain &&
5460 Person::players[i]->num_weapons &&
5461 Person::players[i]->attackkeydown &&
5462 musictype != stream_fighttheme) {
5463 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
5464 Person::players[i]->setAnimation(crouchstabanim);
5465 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
5466 Person::players[i]->setAnimation(swordgroundstabanim);
5467 Person::players[i]->hasvictim = 0;
5471 if (!Person::players[i]->drawkeydown)
5472 Person::players[i]->drawtogglekeydown = 0;
5477 absflatfacing.z = -1;
5479 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
5481 absflatfacing = flatfacing;
5483 if (Dialog::inDialog()) {
5484 Person::players[i]->forwardkeydown = 0;
5485 Person::players[i]->leftkeydown = 0;
5486 Person::players[i]->backkeydown = 0;
5487 Person::players[i]->rightkeydown = 0;
5488 Person::players[i]->jumpkeydown = 0;
5489 Person::players[i]->crouchkeydown = 0;
5490 Person::players[i]->drawkeydown = 0;
5491 Person::players[i]->throwkeydown = 0;
5495 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5496 Person::players[i]->animTarget != staggerbackhighanim &&
5497 Person::players[i]->animTarget != staggerbackhardanim &&
5498 Person::players[i]->animTarget != backhandspringanim &&
5499 Person::players[i]->animTarget != dodgebackanim) {
5500 if (!Person::players[i]->forwardkeydown)
5501 Person::players[i]->forwardstogglekeydown = 0;
5502 if (Person::players[i]->crouchkeydown) {
5506 Person::players[i]->superruntoggle = 1;
5507 if (Person::players.size() > 1)
5508 for (unsigned j = 0; j < Person::players.size(); j++)
5509 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
5510 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
5511 Person::players[i]->superruntoggle = 0;
5514 if (Person::players.size() > 1)
5515 for (unsigned j = 0; j < Person::players.size(); j++) {
5516 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
5517 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5518 Person::players[j]->victim == Person::players[i] &&
5519 (Person::players[j]->animTarget == sweepanim ||
5520 Person::players[j]->animTarget == upunchanim ||
5521 Person::players[j]->animTarget == wolfslapanim ||
5522 ((Person::players[j]->animTarget == swordslashanim ||
5523 Person::players[j]->animTarget == knifeslashstartanim ||
5524 Person::players[j]->animTarget == staffhitanim ||
5525 Person::players[j]->animTarget == staffspinhitanim) &&
5526 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
5535 Person::players[target]->Reverse();
5536 Person::players[i]->lowreversaldelay = .5;
5538 if (Person::players[i]->isIdle()) {
5539 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
5540 Person::players[i]->transspeed = 10;
5542 if (Person::players[i]->isRun() ||
5543 (Person::players[i]->isStop() &&
5544 (Person::players[i]->leftkeydown ||
5545 Person::players[i]->rightkeydown ||
5546 Person::players[i]->forwardkeydown ||
5547 Person::players[i]->backkeydown))) {
5548 Person::players[i]->setAnimation(rollanim);
5549 Person::players[i]->transspeed = 20;
5552 if (!Person::players[i]->crouchkeydown) {
5554 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
5555 Person::players[i]->superruntoggle = 0;
5557 if (Person::players[i]->isCrouch()) {
5558 if (Person::players.size() > 1)
5559 for (unsigned j = 0; j < Person::players.size(); j++) {
5561 !Person::players[j]->skeleton.free &&
5562 Person::players[j]->victim &&
5563 Person::players[i]->highreversaldelay <= 0) {
5564 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5565 Person::players[j]->victim == Person::players[i] &&
5566 (Person::players[j]->animTarget == spinkickanim) &&
5567 Person::players[i]->isCrouch()) {
5576 Person::players[target]->Reverse();
5577 Person::players[i]->highreversaldelay = .5;
5579 if (Person::players[i]->isCrouch()) {
5580 if (!Person::players[i]->wasCrouch()) {
5581 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
5582 Person::players[i]->frameCurrent = 0;
5584 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5585 Person::players[i]->transspeed = 10;
5588 if (Person::players[i]->animTarget == sneakanim) {
5589 Person::players[i]->setAnimation(Person::players[i]->getIdle());
5590 Person::players[i]->transspeed = 10;
5593 if (Person::players[i]->forwardkeydown) {
5594 if (Person::players[i]->isIdle() ||
5595 (Person::players[i]->isStop() &&
5596 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5597 (Person::players[i]->isLanding() &&
5598 Person::players[i]->frameTarget > 0 &&
5599 !Person::players[i]->jumpkeydown) ||
5600 (Person::players[i]->isLandhard() &&
5601 Person::players[i]->frameTarget > 0 &&
5602 !Person::players[i]->jumpkeydown &&
5603 Person::players[i]->crouchkeydown)) {
5604 if (Person::players[i]->aitype == passivetype)
5605 Person::players[i]->setAnimation(walkanim);
5607 Person::players[i]->setAnimation(Person::players[i]->getRun());
5609 if (Person::players[i]->isCrouch()) {
5610 Person::players[i]->animTarget = sneakanim;
5611 if (Person::players[i]->wasCrouch())
5612 Person::players[i]->target = 0;
5613 Person::players[i]->frameTarget = 0;
5615 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
5616 Person::players[i]->setAnimation(climbanim);
5617 Person::players[i]->frameTarget = 1;
5618 Person::players[i]->jumpclimb = 1;
5620 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5621 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
5623 Person::players[i]->forwardstogglekeydown = 1;
5626 if (Person::players[i]->rightkeydown) {
5627 if (Person::players[i]->isIdle() ||
5628 (Person::players[i]->isStop() &&
5629 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5630 (Person::players[i]->isLanding() &&
5631 Person::players[i]->frameTarget > 0 &&
5632 !Person::players[i]->jumpkeydown) ||
5633 (Person::players[i]->isLandhard() &&
5634 Person::players[i]->frameTarget > 0 &&
5635 !Person::players[i]->jumpkeydown &&
5636 Person::players[i]->crouchkeydown)) {
5637 Person::players[i]->setAnimation(Person::players[i]->getRun());
5639 if (Person::players[i]->isCrouch()) {
5640 Person::players[i]->animTarget = sneakanim;
5641 if (Person::players[i]->wasCrouch())
5642 Person::players[i]->target = 0;
5643 Person::players[i]->frameTarget = 0;
5645 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5646 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5648 Person::players[i]->targetyaw -= 90;
5649 if (Person::players[i]->forwardkeydown)
5650 Person::players[i]->targetyaw += 45;
5651 if (Person::players[i]->backkeydown)
5652 Person::players[i]->targetyaw -= 45;
5655 if ( Person::players[i]->leftkeydown) {
5656 if (Person::players[i]->isIdle() ||
5657 (Person::players[i]->isStop() &&
5658 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5659 (Person::players[i]->isLanding() &&
5660 Person::players[i]->frameTarget > 0 &&
5661 !Person::players[i]->jumpkeydown) ||
5662 (Person::players[i]->isLandhard() &&
5663 Person::players[i]->frameTarget > 0 &&
5664 !Person::players[i]->jumpkeydown &&
5665 Person::players[i]->crouchkeydown)) {
5666 Person::players[i]->setAnimation(Person::players[i]->getRun());
5668 if (Person::players[i]->isCrouch()) {
5669 Person::players[i]->animTarget = sneakanim;
5670 if (Person::players[i]->wasCrouch())
5671 Person::players[i]->target = 0;
5672 Person::players[i]->frameTarget = 0;
5674 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5675 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
5677 Person::players[i]->targetyaw += 90;
5678 if (Person::players[i]->forwardkeydown)
5679 Person::players[i]->targetyaw -= 45;
5680 if (Person::players[i]->backkeydown)
5681 Person::players[i]->targetyaw += 45;
5684 if (Person::players[i]->backkeydown) {
5685 if (Person::players[i]->isIdle() ||
5686 (Person::players[i]->isStop() &&
5687 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
5688 (Person::players[i]->isLanding() &&
5689 Person::players[i]->frameTarget > 0 &&
5690 !Person::players[i]->jumpkeydown) ||
5691 (Person::players[i]->isLandhard() &&
5692 Person::players[i]->frameTarget > 0 &&
5693 !Person::players[i]->jumpkeydown &&
5694 Person::players[i]->crouchkeydown)) {
5695 Person::players[i]->setAnimation(Person::players[i]->getRun());
5697 if (Person::players[i]->isCrouch()) {
5698 Person::players[i]->animTarget = sneakanim;
5699 if (Person::players[i]->wasCrouch())
5700 Person::players[i]->target = 0;
5701 Person::players[i]->frameTarget = 0;
5703 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
5704 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
5706 if (Person::players[i]->animTarget == hanganim) {
5707 Person::players[i]->animCurrent = jumpdownanim;
5708 Person::players[i]->animTarget = jumpdownanim;
5709 Person::players[i]->target = 0;
5710 Person::players[i]->frameCurrent = 0;
5711 Person::players[i]->frameTarget = 1;
5712 Person::players[i]->velocity = 0;
5713 Person::players[i]->velocity.y += gravity;
5714 Person::players[i]->coords.y -= 1.4;
5715 Person::players[i]->grabdelay = 1;
5717 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
5718 Person::players[i]->targetyaw += 180;
5721 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
5722 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
5723 Person::players[i]->isRun() ||
5724 Person::players[i]->animTarget == walkanim ||
5725 Person::players[i]->isCrouch() ||
5726 Person::players[i]->animTarget == sneakanim) &&
5727 Person::players[i]->jumppower > 1) &&
5728 ((Person::players[i]->animTarget != rabbitrunninganim &&
5729 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
5730 Person::players[i]->jumpstart = 0;
5731 Person::players[i]->setAnimation(jumpupanim);
5732 Person::players[i]->yaw = Person::players[i]->targetyaw;
5733 Person::players[i]->transspeed = 20;
5734 Person::players[i]->FootLand(leftfoot, 1);
5735 Person::players[i]->FootLand(rightfoot, 1);
5739 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
5742 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
5744 Person::players[i]->velocity = 0;
5748 if (Person::players.size() > 1)
5749 for (unsigned j = 0; j < Person::players.size(); j++) {
5750 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
5751 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
5752 (Person::players[j]->victim == Person::players[i]) &&
5753 (Person::players[j]->animTarget == sweepanim)) {
5762 Person::players[i]->velocity.y = 1;
5764 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
5765 Person::players[i]->velocity.y = 7;
5766 Person::players[i]->crouchtogglekeydown = 1;
5767 } else Person::players[i]->velocity.y = 5;
5769 if (mousejump && i == 0 && devtools) {
5770 if (!Person::players[i]->isLanding())
5771 Person::players[i]->tempdeltav = deltav;
5772 if (Person::players[i]->tempdeltav < 0)
5773 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
5776 Person::players[i]->coords.y += .2;
5777 Person::players[i]->jumppower -= 1;
5780 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
5782 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
5784 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
5785 Person::players[i]->setAnimation(Person::players[i]->getLanding());
5786 Person::players[i]->frameTarget = 2;
5787 Person::players[i]->landhard = 0;
5788 Person::players[i]->jumpstart = 1;
5789 Person::players[i]->tempdeltav = deltav;
5791 if (Person::players[i]->animTarget == jumpupanim &&
5795 Person::players[i]->aitype != playercontrolled)) {
5796 if (Person::players[i]->jumppower > multiplier * 6) {
5797 Person::players[i]->velocity.y += multiplier * 6;
5798 Person::players[i]->jumppower -= multiplier * 6;
5800 if (Person::players[i]->jumppower <= multiplier * 6) {
5801 Person::players[i]->velocity.y += Person::players[i]->jumppower;
5802 Person::players[i]->jumppower = 0;
5805 if (((floatjump || editorenabled) && devtools) && i == 0)
5806 Person::players[i]->velocity.y += multiplier * 30;
5810 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
5811 Person::players[i]->setAnimation(Person::players[i]->getStop());
5812 if (Person::players[i]->animTarget == sneakanim) {
5813 Person::players[i]->animTarget = Person::players[i]->getCrouch();
5814 if (Person::players[i]->animCurrent == sneakanim)
5815 Person::players[i]->target = 0;
5816 Person::players[i]->frameTarget = 0;
5819 if (Person::players[i]->animTarget == walkanim &&
5820 (Person::players[i]->aitype == attacktypecutoff ||
5821 Person::players[i]->aitype == searchtype ||
5822 (Person::players[i]->aitype == passivetype &&
5823 Person::players[i]->numwaypoints <= 1)))
5824 Person::players[i]->setAnimation(Person::players[i]->getStop());
5825 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
5826 Person::players[i]->setAnimation(Person::players[i]->getStop());
5829 if (Person::players[i]->animTarget == rollanim)
5830 Person::players[i]->targetyaw = oldtargetyaw;
5834 for (unsigned k = 0; k < Person::players.size(); k++) {
5835 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
5836 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
5837 Person::players[k]->yaw -= 360;
5839 Person::players[k]->yaw += 360;
5842 //stop to turn in right direction
5843 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
5844 Person::players[k]->setAnimation(Person::players[k]->getStop());
5846 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
5847 Person::players[k]->targettilt = 0;
5849 if (Person::players[k]->animTarget != jumpupanim &&
5850 Person::players[k]->animTarget != backhandspringanim &&
5851 Person::players[k]->animTarget != jumpdownanim &&
5852 !Person::players[k]->isFlip()) {
5853 Person::players[k]->targettilt = 0;
5854 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
5855 Person::players[k]->jumppower = 0;
5856 Person::players[k]->jumppower += multiplier * 7;
5857 if (Person::players[k]->isCrouch())
5858 Person::players[k]->jumppower += multiplier * 7;
5859 if (Person::players[k]->jumppower > 5)
5860 Person::players[k]->jumppower = 5;
5863 if (Person::players[k]->isRun())
5864 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
5866 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
5867 Person::players[k]->grabdelay -= multiplier;
5871 for (unsigned k = 0; k < Person::players.size(); k++) {
5872 Person::players[k]->DoAnimations();
5873 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
5874 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
5880 for (int j = numenvsounds - 1; j >= 0; j--) {
5881 envsoundlife[j] -= multiplier;
5882 if (envsoundlife[j] < 0) {
5884 envsoundlife[j] = envsoundlife[numenvsounds];
5885 envsound[j] = envsound[numenvsounds];
5888 OPENAL_SetFrequency(OPENAL_ALL, slomo);
5890 if (tutoriallevel == 1) {
5907 if (tutorialstage >= 51)
5908 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5909 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
5910 OPENAL_SetFrequency(OPENAL_ALL);
5912 emit_stream_np(stream_menutheme);
5921 if (tutorialstage < 51)
5922 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
5923 emit_sound_at(fireendsound, Person::players[0]->coords);
5925 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
5929 if (tutorialstage >= 14 && tutorialstage < 50)
5930 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
5931 emit_sound_at(fireendsound, Person::players[1]->coords);
5933 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5934 if (Random() % 2 == 0) {
5935 if (!Person::players[1]->skeleton.free)
5936 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5937 if (Person::players[1]->skeleton.free)
5938 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5939 if (!Person::players[1]->skeleton.free)
5940 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;
5941 if (Person::players[1]->skeleton.free)
5942 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5943 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5947 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
5948 for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
5949 Person::players[1]->skeleton.joints[i].velocity = 0;
5950 if (Random() % 2 == 0) {
5951 if (!Person::players[1]->skeleton.free)
5952 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
5953 if (Person::players[1]->skeleton.free)
5954 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
5955 if (!Person::players[1]->skeleton.free)
5956 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;
5957 if (Person::players[1]->skeleton.free)
5958 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
5959 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
5967 static float gLoc[3];
5971 static float vel[3];
5972 vel[0] = (viewer.x - oldviewer.x) / multiplier;
5973 vel[1] = (viewer.y - oldviewer.y) / multiplier;
5974 vel[2] = (viewer.z - oldviewer.z) / multiplier;
5976 //Set orientation with forward and up vectors
5977 static XYZ upvector;
5981 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
5982 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
5987 facing = DoRotation(facing, -pitch, 0, 0);
5988 facing = DoRotation(facing, 0, 0 - yaw, 0);
5991 static float ori[6];
5995 ori[3] = -upvector.x;
5996 ori[4] = upvector.y;
5997 ori[5] = -upvector.z;
5999 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6006 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6010 void Game::TickOnce()
6013 yaw += multiplier * 5;
6014 } else if (Dialog::directing || !Dialog::inDialog()) {
6017 pitch -= deltav * .7;
6019 pitch += deltav * .7;
6028 void Game::TickOnceAfter()
6030 static XYZ colviewer;
6031 static XYZ coltarget;
6035 static float changedelay;
6036 static bool alldead;
6037 static float unseendelay;
6038 static float cameraspeed;
6041 static int oldmusictype = musictype;
6043 if (environment == snowyenvironment)
6044 leveltheme = stream_snowtheme;
6045 if (environment == grassyenvironment)
6046 leveltheme = stream_grasstheme;
6047 if (environment == desertenvironment)
6048 leveltheme = stream_deserttheme;
6052 musictype = leveltheme;
6053 for (unsigned i = 0; i < Person::players.size(); i++) {
6054 if ((Person::players[i]->aitype == attacktypecutoff ||
6055 Person::players[i]->aitype == getweapontype ||
6056 Person::players[i]->aitype == gethelptype ||
6057 Person::players[i]->aitype == searchtype) &&
6058 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6059 (Person::players[i]->animTarget != sneakattackedanim &&
6060 Person::players[i]->animTarget != knifesneakattackedanim &&
6061 Person::players[i]->animTarget != swordsneakattackedanim)) {
6062 musictype = stream_fighttheme;
6066 if (Person::players[0]->dead)
6067 musictype = stream_menutheme;
6070 if (musictype == stream_fighttheme)
6073 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6074 unseendelay -= multiplier;
6075 if (unseendelay > 0)
6076 musictype = stream_fighttheme;
6081 musictype = stream_menutheme;
6082 musicvolume[2] = 512;
6089 if (musictype != oldmusictype && musictype == stream_fighttheme)
6090 emit_sound_np(alarmsound);
6091 musicselected = musictype;
6093 if (musicselected == leveltheme)
6094 musicvolume[0] += multiplier * 450;
6096 musicvolume[0] -= multiplier * 450;
6097 if (musicselected == stream_fighttheme)
6098 musicvolume[1] += multiplier * 450;
6100 musicvolume[1] -= multiplier * 450;
6101 if (musicselected == stream_menutheme)
6102 musicvolume[2] += multiplier * 450;
6104 musicvolume[2] -= multiplier * 450;
6106 for (int i = 0; i < 3; i++) {
6107 if (musicvolume[i] < 0)
6109 if (musicvolume[i] > 512)
6110 musicvolume[i] = 512;
6113 if (musicvolume[2] > 128 && !loading && !mainmenu)
6114 musicvolume[2] = 128;
6117 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6118 emit_stream_np(leveltheme, musicvolume[0]);
6119 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6120 emit_stream_np(stream_fighttheme, musicvolume[1]);
6121 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6122 emit_stream_np(stream_menutheme, musicvolume[2]);
6123 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6124 pause_sound(leveltheme);
6125 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6126 pause_sound(stream_fighttheme);
6127 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6128 pause_sound(stream_menutheme);
6130 if (musicvolume[0] != oldmusicvolume[0])
6131 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6132 if (musicvolume[1] != oldmusicvolume[1])
6133 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6134 if (musicvolume[2] != oldmusicvolume[2])
6135 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6137 for (int i = 0; i < 3; i++)
6138 oldmusicvolume[i] = musicvolume[i];
6140 pause_sound(leveltheme);
6141 pause_sound(stream_fighttheme);
6142 pause_sound(stream_menutheme);
6144 for (int i = 0; i < 4; i++) {
6145 oldmusicvolume[i] = 0;
6150 Hotspot::killhotspot = 2;
6151 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6152 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6153 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6154 Hotspot::killhotspot = 0;
6155 else if (Hotspot::killhotspot == 2)
6156 Hotspot::killhotspot = 1;
6159 if (Hotspot::killhotspot == 2)
6160 Hotspot::killhotspot = 0;
6164 for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
6165 if (Hotspot::hotspots[i].type == -1) {
6166 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
6173 for (unsigned i = 1; i < Person::players.size(); i++) {
6174 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
6178 if (numalarmed > maxalarmed) {
6179 maxalarmed = numalarmed;
6182 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6183 if (Person::players[0]->dead && changedelay <= 0) {
6185 targetlevel = whichlevel;
6188 for (unsigned i = 1; i < Person::players.size(); i++) {
6189 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6196 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6198 targetlevel = whichlevel + 1;
6199 if (targetlevel > numchallengelevels - 1)
6202 if (winhotspot || windialogue) {
6204 targetlevel = whichlevel + 1;
6205 if (targetlevel > numchallengelevels - 1)
6210 if (Hotspot::killhotspot) {
6212 targetlevel = whichlevel + 1;
6213 if (targetlevel > numchallengelevels - 1)
6217 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6218 //high scores, awards, win
6220 Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
6223 wonleveltime = leveltime;
6224 Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6227 Account::saveFile(Folders::getUserSavePath());
6233 if (leveltime < 1) {
6238 Hotspot::killhotspot = 0;
6241 if (!editorenabled && gameon && !mainmenu) {
6242 if (changedelay != -999)
6243 changedelay -= multiplier / 7;
6244 if (Person::players[0]->dead)
6245 targetlevel = whichlevel;
6246 if (loading == 2 && !campaign) {
6249 fireSound(firestartsound);
6251 if (!Person::players[0]->dead && targetlevel != whichlevel)
6252 startbonustotal = bonustotal;
6253 if (Person::players[0]->dead)
6254 Loadlevel(whichlevel);
6256 Loadlevel(targetlevel);
6262 if (loading == 2 && targetlevel == whichlevel) {
6266 fireSound(firestartsound);
6268 Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
6274 if (changedelay <= -999 &&
6277 (Person::players[0]->dead ||
6278 (alldead && maptype == mapkilleveryone) ||
6280 (Hotspot::killhotspot)))
6282 if ((Person::players[0]->dead ||
6283 (alldead && maptype == mapkilleveryone) ||
6286 (Hotspot::killhotspot)) &&
6288 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
6292 if (Person::players[0]->dead)
6298 // campaignchoosenext determines what to do when the level is complete:
6299 // 0 = load next level
6300 // 1 = go back to level select screen
6301 // 2 = stealthload next level
6302 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
6303 if (campaignlevels[actuallevel].nextlevel.empty())
6305 } else if (mainmenu == 0 && winfreeze) {
6306 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
6308 if (!stealthloading) {
6309 fireSound(firestartsound);
6314 startbonustotal = 0;
6324 actuallevel = campaignlevels[actuallevel].nextlevel.front();
6327 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
6331 pause_sound(stream_menutheme);
6342 oldmusictype = musictype;
6348 facing = DoRotation(facing, -pitch, 0, 0);
6349 facing = DoRotation(facing, 0, 0 - yaw, 0);
6350 viewerfacing = facing;
6353 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
6354 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;
6356 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;
6358 if (Person::players[0]->skeleton.free) {
6359 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
6360 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
6361 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
6365 if (Person::players[0]->skeleton.free != 2) {
6367 if (findLengthfast(&Person::players[0]->velocity) > 400) {
6368 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
6370 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
6372 coltarget = target - cameraloc;
6373 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
6376 Normalise(&coltarget);
6377 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
6378 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
6380 cameraloc = cameraloc + coltarget * multiplier * 8;
6384 cameradist += multiplier * 5;
6385 if (cameradist > 2.3)
6387 viewer = cameraloc - facing * cameradist;
6389 coltarget = cameraloc;
6390 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
6391 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6392 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6393 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6395 coltarget = cameraloc;
6396 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
6399 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
6400 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
6401 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
6403 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
6407 cameradist = findDistance(&viewer, &target);
6408 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
6409 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
6410 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
6413 if (camerashake > .8)
6415 woozy += multiplier;
6416 if (Person::players[0]->dead)
6418 if (Person::players[0]->dead)
6420 camerashake -= multiplier * 2;
6421 blackout -= multiplier * 2;
6422 if (camerashake < 0)
6427 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
6428 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
6429 viewer.z += (float)(Random() % 100) * .0005 * camerashake;