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 <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
54 // Added more evilness needed for MSVC
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 extern float multiplier;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
68 extern float texdetail;
69 extern Objects objects;
71 extern float slomodelay;
72 extern bool floatjump;
75 extern float camerashake;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
247 "Textures/Otter.jpg",
249 "Textures/Sable.jpg",
250 "Textures/Chocolate.jpg",
255 const char *wolfskin[] = {
257 "Textures/DarkWolf.jpg",
258 "Textures/SnowWolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialoguescenesound()
307 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308 temppos = temppos - viewer;
313 switch (Dialog::currentScene().sound) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load("Textures/SnowTree.png", 0);
606 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
607 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
608 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load("Textures/Snow.jpg", 1);
616 terraintexture2.load("Textures/Rock.jpg", 1);
619 temptexdetail = texdetail;
622 skybox->load( "Textures/Skybox(snow)/Front.jpg",
623 "Textures/Skybox(snow)/Left.jpg",
624 "Textures/Skybox(snow)/Back.jpg",
625 "Textures/Skybox(snow)/Right.jpg",
626 "Textures/Skybox(snow)/Up.jpg",
627 "Textures/Skybox(snow)/Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load("Textures/DesertTree.png", 0);
637 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
638 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
639 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load("Textures/Sand.jpg", 1);
651 terraintexture2.load("Textures/SandSlope.jpg", 1);
654 temptexdetail = texdetail;
657 skybox->load( "Textures/Skybox(sand)/Front.jpg",
658 "Textures/Skybox(sand)/Left.jpg",
659 "Textures/Skybox(sand)/Back.jpg",
660 "Textures/Skybox(sand)/Right.jpg",
661 "Textures/Skybox(sand)/Up.jpg",
662 "Textures/Skybox(sand)/Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load("Textures/Tree.png", 0);
672 objects.bushtextureptr.load("Textures/Bush.png", 0);
673 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
674 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load("Textures/GrassDirt.jpg", 1);
685 terraintexture2.load("Textures/MossRock.jpg", 1);
688 temptexdetail = texdetail;
691 skybox->load( "Textures/Skybox(grass)/Front.jpg",
692 "Textures/Skybox(grass)/Left.jpg",
693 "Textures/Skybox(grass)/Back.jpg",
694 "Textures/Skybox(grass)/Right.jpg",
695 "Textures/Skybox(grass)/Up.jpg",
696 "Textures/Skybox(grass)/Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load("Textures/HeightMap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
736 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
738 Mainmenuitems[7].load("Textures/World.png", 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
750 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
751 struct dirent *campaign = NULL;
753 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const std::string& name)
787 int indemo; // FIXME this should be removed
793 LOG(std::string("Loading level...") + name);
805 if (tutoriallevel != -1)
810 if (tutoriallevel == 1)
812 if (tutorialstage == 0) {
813 tutorialstagetime = 0;
816 pause_sound(whooshsound);
817 pause_sound(stream_firesound);
822 tfile = fopen( Folders::getResourcePath("Maps/"+name).c_str(), "rb" );
824 pause_sound(stream_firesound);
830 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
832 Dialog::dialogs.clear();
834 Dialog::indialogue = -1;
841 difficulty = accountactive->getDifficulty();
855 for (int i = 0; i < 100; i++)
864 numunarmedattack = 0;
875 bonustotal = startbonustotal;
880 emit_sound_np(consolesuccesssound);
885 if (!stealthloading) {
886 terrain.numdecals = 0;
887 Sprite::deleteSprites();
888 for (int i = 0; i < objects.numobjects; i++)
889 objects.model[i].numdecals = 0;
891 int j = objects.numobjects;
892 for (int i = 0; i < j; i++) {
893 objects.DeleteObject(0);
898 for (int i = 0; i < subdivision; i++)
899 for (int j = 0; j < subdivision; j++)
900 terrain.patchobjectnum[i][j] = 0;
906 Person::players.resize(1);
908 funpackf(tfile, "Bi", &mapvers);
910 funpackf(tfile, "Bi", &indemo);
914 funpackf(tfile, "Bi", &maptype);
916 maptype = mapkilleveryone;
918 funpackf(tfile, "Bi", &hostile);
922 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
928 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
936 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
938 skyboxlightr = skyboxr;
939 skyboxlightg = skyboxg;
940 skyboxlightb = skyboxb;
943 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);
945 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
946 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
947 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
948 Person::players[0]->weaponids[j] = weapons.size();
950 funpackf(tfile, "Bi", &type);
951 weapons.push_back(Weapon(type, 0));
957 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
958 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
959 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
960 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
962 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
965 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
967 Person::players[0]->whichskin = 0;
968 Person::players[0]->creature = rabbittype;
971 Person::players[0]->lastattack = -1;
972 Person::players[0]->lastattack2 = -1;
973 Person::players[0]->lastattack3 = -1;
977 Dialog::loadDialogs(tfile);
980 for (int k = 0; k < Person::players[0]->numclothes; k++) {
981 funpackf(tfile, "Bi", &templength);
982 for (int l = 0; l < templength; l++)
983 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
984 Person::players[0]->clothes[k][templength] = '\0';
985 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
988 funpackf(tfile, "Bi", &environment);
990 funpackf(tfile, "Bi", &objects.numobjects);
991 for (int i = 0; i < objects.numobjects; i++) {
992 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]);
993 if (objects.type[i] == treeleavestype)
994 objects.scale[i] = objects.scale[i - 1];
998 funpackf(tfile, "Bi", &numhotspots);
999 for (int i = 0; i < numhotspots; i++) {
1000 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1001 funpackf(tfile, "Bi", &templength);
1003 for (int l = 0; l < templength; l++)
1004 funpackf(tfile, "Bb", &hotspottext[i][l]);
1005 hotspottext[i][templength] = '\0';
1006 if (hotspottype[i] == -111)
1015 if (!stealthloading) {
1017 for (int i = 0; i < objects.numobjects; i++)
1018 objects.center += objects.position[i];
1019 objects.center /= objects.numobjects;
1025 float maxdistance = 0;
1027 for (int i = 0; i < objects.numobjects; i++) {
1028 tempdist = distsq(&objects.center, &objects.position[i]);
1029 if (tempdist > maxdistance) {
1030 maxdistance = tempdist;
1033 objects.radius = fast_sqrt(maxdistance);
1040 funpackf(tfile, "Bi", &numplayers);
1041 if (numplayers > maxplayers) {
1042 cout << "Warning: this level contains more players than allowed" << endl;
1044 for (int i = 1; i < numplayers; i++) {
1047 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1049 } catch (InvalidPersonException e) {
1055 funpackf(tfile, "Bi", &numpathpoints);
1056 if (numpathpoints > 30 || numpathpoints < 0)
1058 for (int j = 0; j < numpathpoints; j++) {
1059 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1060 for (int k = 0; k < numpathpointconnect[j]; k++) {
1061 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1067 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1070 if (environment != oldenvironment)
1071 Setenvironment(environment);
1072 oldenvironment = environment;
1074 if (!stealthloading) {
1075 int j = objects.numobjects;
1076 objects.numobjects = 0;
1077 for (int i = 0; i < j; i++) {
1078 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1083 terrain.DoShadows();
1086 objects.DoShadows();
1093 for (unsigned i = 0; i < Person::players.size(); i++) {
1096 Person::players[i]->burnt = 0;
1097 Person::players[i]->bled = 0;
1098 Person::players[i]->onfire = 0;
1099 if (i == 0 || Person::players[i]->scale < 0)
1100 Person::players[i]->scale = .2;
1101 Person::players[i]->skeleton.free = 0;
1102 Person::players[i]->skeleton.id = i;
1103 if (i == 0 && mapvers < 9)
1104 Person::players[i]->creature = rabbittype;
1105 if (Person::players[i]->creature != wolftype) {
1106 Person::players[i]->skeleton.Load(
1107 (char *)"Skeleton/BasicFigure",
1108 (char *)"Skeleton/BasicFigureLow",
1109 (char *)"Skeleton/RabbitBelt",
1110 (char *)"Models/Body.solid",
1111 (char *)"Models/Body2.solid",
1112 (char *)"Models/Body3.solid",
1113 (char *)"Models/Body4.solid",
1114 (char *)"Models/Body5.solid",
1115 (char *)"Models/Body6.solid",
1116 (char *)"Models/Body7.solid",
1117 (char *)"Models/BodyLow.solid",
1118 (char *)"Models/Belt.solid", 0);
1120 if (Person::players[i]->creature != wolftype) {
1121 Person::players[i]->skeleton.Load(
1122 (char *)"Skeleton/BasicFigure",
1123 (char *)"Skeleton/BasicFigureLow",
1124 (char *)"Skeleton/RabbitBelt",
1125 (char *)"Models/Body.solid",
1126 (char *)"Models/Body2.solid",
1127 (char *)"Models/Body3.solid",
1128 (char *)"Models/Body4.solid",
1129 (char *)"Models/Body5.solid",
1130 (char *)"Models/Body6.solid",
1131 (char *)"Models/Body7.solid",
1132 (char *)"Models/BodyLow.solid",
1133 (char *)"Models/Belt.solid", 1);
1134 Person::players[i]->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1136 if (Person::players[i]->creature == wolftype) {
1137 Person::players[i]->skeleton.Load(
1138 (char *)"Skeleton/BasicFigureWolf",
1139 (char *)"Skeleton/BasicFigureWolfLow",
1140 (char *)"Skeleton/RabbitBelt",
1141 (char *)"Models/Wolf.solid",
1142 (char *)"Models/Wolf2.solid",
1143 (char *)"Models/Wolf3.solid",
1144 (char *)"Models/Wolf4.solid",
1145 (char *)"Models/Wolf5.solid",
1146 (char *)"Models/Wolf6.solid",
1147 (char *)"Models/Wolf7.solid",
1148 (char *)"Models/WolfLow.solid",
1149 (char *)"Models/Belt.solid", 0);
1153 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1155 Person::players[i]->addClothes();
1157 Person::players[i]->animCurrent = bounceidleanim;
1158 Person::players[i]->animTarget = bounceidleanim;
1159 Person::players[i]->frameCurrent = 0;
1160 Person::players[i]->frameTarget = 1;
1161 Person::players[i]->target = 0;
1162 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1163 if (difficulty == 0)
1164 Person::players[i]->speed -= .2;
1165 if (difficulty == 1)
1166 Person::players[i]->speed -= .1;
1168 Person::players[i]->velocity = 0;
1169 Person::players[i]->oldcoords = Person::players[i]->coords;
1170 Person::players[i]->realoldcoords = Person::players[i]->coords;
1172 Person::players[i]->id = i;
1173 Person::players[i]->skeleton.id = i;
1174 Person::players[i]->updatedelay = 0;
1175 Person::players[i]->normalsupdatedelay = 0;
1177 Person::players[i]->aitype = passivetype;
1180 Person::players[i]->proportionhead = 1.2;
1181 Person::players[i]->proportionbody = 1.05;
1182 Person::players[i]->proportionarms = 1.00;
1183 Person::players[i]->proportionlegs = 1.1;
1184 Person::players[i]->proportionlegs.y = 1.05;
1186 Person::players[i]->headless = 0;
1187 Person::players[i]->currentoffset = 0;
1188 Person::players[i]->targetoffset = 0;
1190 Person::players[i]->damagetolerance = 200;
1192 if (Person::players[i]->creature == wolftype) {
1193 if (i == 0 || Person::players[i]->scale < 0)
1194 Person::players[i]->scale = .23;
1195 Person::players[i]->damagetolerance = 300;
1201 Person::players[i]->proportionhead.z = 0;
1202 Person::players[i]->proportionbody.z = 0;
1203 Person::players[i]->proportionarms.z = 0;
1204 Person::players[i]->proportionlegs.z = 0;
1207 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1209 Person::players[i]->headmorphness = 0;
1210 Person::players[i]->targetheadmorphness = 1;
1211 Person::players[i]->headmorphstart = 0;
1212 Person::players[i]->headmorphend = 0;
1214 Person::players[i]->pausetime = 0;
1216 Person::players[i]->dead = 0;
1217 Person::players[i]->jumppower = 5;
1218 Person::players[i]->damage = 0;
1219 Person::players[i]->permanentdamage = 0;
1220 Person::players[i]->superpermanentdamage = 0;
1222 Person::players[i]->forwardkeydown = 0;
1223 Person::players[i]->leftkeydown = 0;
1224 Person::players[i]->backkeydown = 0;
1225 Person::players[i]->rightkeydown = 0;
1226 Person::players[i]->jumpkeydown = 0;
1227 Person::players[i]->crouchkeydown = 0;
1228 Person::players[i]->throwkeydown = 0;
1230 Person::players[i]->collided = -10;
1231 Person::players[i]->loaded = 1;
1232 Person::players[i]->bloodloss = 0;
1233 Person::players[i]->weaponactive = -1;
1234 Person::players[i]->weaponstuck = -1;
1235 Person::players[i]->bleeding = 0;
1236 Person::players[i]->deathbleeding = 0;
1237 Person::players[i]->stunned = 0;
1238 Person::players[i]->hasvictim = 0;
1239 Person::players[i]->wentforweapon = 0;
1242 Person::players[0]->aitype = playercontrolled;
1243 Person::players[0]->weaponactive = -1;
1245 if (difficulty == 1) {
1246 Person::players[0]->power = 1 / .9;
1247 Person::players[0]->damagetolerance = 250;
1248 } else if (difficulty == 0) {
1249 Person::players[0]->power = 1 / .8;
1250 Person::players[0]->damagetolerance = 300;
1251 Person::players[0]->armorhead *= 1.5;
1252 Person::players[0]->armorhigh *= 1.5;
1253 Person::players[0]->armorlow *= 1.5;
1256 cameraloc = Person::players[0]->coords;
1258 yaw = Person::players[0]->yaw;
1260 hawkcoords = Person::players[0]->coords;
1266 LOG("Starting background music...");
1268 OPENAL_StopSound(OPENAL_ALL);
1270 if (environment == snowyenvironment) {
1271 emit_stream_np(stream_wind);
1272 } else if (environment == desertenvironment) {
1273 emit_stream_np(stream_desertambient);
1274 } else if (environment == grassyenvironment) {
1275 emit_stream_np(stream_wind, 100.);
1278 oldmusicvolume[0] = 0;
1279 oldmusicvolume[1] = 0;
1280 oldmusicvolume[2] = 0;
1281 oldmusicvolume[3] = 0;
1294 if (tutorialstagetime > tutorialmaxtime) {
1296 tutorialsuccess = 0;
1297 if (tutorialstage <= 1) {
1302 switch (tutorialstage) {
1304 tutorialmaxtime = 5;
1307 tutorialmaxtime = 2;
1310 tutorialmaxtime = 600;
1313 tutorialmaxtime = 1000;
1316 tutorialmaxtime = 600;
1319 tutorialmaxtime = 600;
1322 tutorialmaxtime = 600;
1325 tutorialmaxtime = 600;
1328 tutorialmaxtime = 600;
1331 tutorialmaxtime = 2;
1334 tutorialmaxtime = 1000;
1337 tutorialmaxtime = 1000;
1340 tutorialmaxtime = 2;
1343 tutorialmaxtime = 3;
1354 Person::players[1]->coords = (temp + temp2) / 2;
1356 emit_sound_at(fireendsound, Person::players[1]->coords);
1358 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1359 if (Random() % 2 == 0) {
1360 if (!Person::players[1]->skeleton.free)
1361 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1362 if (Person::players[1]->skeleton.free)
1363 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1364 if (!Person::players[1]->skeleton.free)
1365 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;
1366 if (Person::players[1]->skeleton.free)
1367 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1368 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1374 tutorialmaxtime = 500;
1377 tutorialmaxtime = 500;
1380 tutorialmaxtime = 500;
1383 tutorialmaxtime = 500;
1389 tutorialmaxtime = 500;
1392 tutorialmaxtime = 500;
1393 if (bonus == cannon) {
1400 tutorialmaxtime = 500;
1403 tutorialmaxtime = 500;
1406 tutorialmaxtime = 500;
1409 tutorialmaxtime = 500;
1412 tutorialmaxtime = 2;
1415 tutorialmaxtime = 4;
1418 Person::players[1]->aitype = attacktypecutoff;
1421 tutorialmaxtime = 400;
1424 tutorialmaxtime = 400;
1425 Person::players[0]->escapednum = 0;
1428 tutorialmaxtime = 4;
1431 Person::players[1]->aitype = passivetype;
1434 tutorialmaxtime = 13;
1437 tutorialmaxtime = 8;
1440 tutorialmaxtime = 400;
1443 Person::players[1]->aitype = attacktypecutoff;
1446 tutorialmaxtime = 400;
1449 tutorialmaxtime = 400;
1452 tutorialmaxtime = 2;
1455 Person::players[1]->aitype = passivetype;
1460 tutorialmaxtime = 50;
1463 Person::players[1]->aitype = attacktypecutoff;
1466 tutorialmaxtime = 4;
1469 Person::players[1]->aitype = passivetype;
1481 Weapon w(knife, -1);
1482 w.position = (temp + temp2) / 2;
1483 w.tippoint = (temp + temp2) / 2;
1486 w.tipvelocity = 0.1;
1493 weapons.push_back(w);
1497 tutorialmaxtime = 300;
1500 tutorialmaxtime = 300;
1503 tutorialmaxtime = 8;
1506 tutorialmaxtime = 300;
1509 weapons[0].owner = 1;
1510 Person::players[0]->weaponactive = -1;
1511 Person::players[0]->num_weapons = 0;
1512 Person::players[1]->weaponactive = 0;
1513 Person::players[1]->num_weapons = 1;
1514 Person::players[1]->weaponids[0] = 0;
1518 Person::players[1]->aitype = attacktypecutoff;
1520 tutorialmaxtime = 300;
1523 weapons[0].owner = 1;
1524 Person::players[0]->weaponactive = -1;
1525 Person::players[0]->num_weapons = 0;
1526 Person::players[1]->weaponactive = 0;
1527 Person::players[1]->num_weapons = 1;
1528 Person::players[1]->weaponids[0] = 0;
1530 tutorialmaxtime = 300;
1533 weapons[0].owner = 1;
1534 Person::players[0]->weaponactive = -1;
1535 Person::players[0]->num_weapons = 0;
1536 Person::players[1]->weaponactive = 0;
1537 Person::players[1]->num_weapons = 1;
1538 Person::players[1]->weaponids[0] = 0;
1540 weapons[0].setType(sword);
1542 tutorialmaxtime = 300;
1545 tutorialmaxtime = 10;
1556 Weapon w(sword, -1);
1557 w.position = (temp + temp2) / 2;
1558 w.tippoint = (temp + temp2) / 2;
1561 w.tipvelocity = 0.1;
1568 weapons.push_back(w);
1570 weapons[0].owner = 1;
1571 weapons[1].owner = 0;
1572 Person::players[0]->weaponactive = 0;
1573 Person::players[0]->num_weapons = 1;
1574 Person::players[0]->weaponids[0] = 1;
1575 Person::players[1]->weaponactive = 0;
1576 Person::players[1]->num_weapons = 1;
1577 Person::players[1]->weaponids[0] = 0;
1584 Person::players[1]->aitype = passivetype;
1586 tutorialmaxtime = 15;
1588 weapons[0].owner = 1;
1589 weapons[1].owner = 0;
1590 Person::players[0]->weaponactive = 0;
1591 Person::players[0]->num_weapons = 1;
1592 Person::players[0]->weaponids[0] = 1;
1593 Person::players[1]->weaponactive = 0;
1594 Person::players[1]->num_weapons = 1;
1595 Person::players[1]->weaponids[0] = 0;
1597 if (Person::players[0]->weaponactive != -1)
1598 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1600 weapons[0].setType(staff);
1605 Person::players[1]->aitype = passivetype;
1607 tutorialmaxtime = 200;
1609 weapons[1].position = 1000;
1610 weapons[1].tippoint = 1000;
1612 weapons[0].setType(knife);
1614 weapons[0].owner = 0;
1615 Person::players[1]->weaponactive = -1;
1616 Person::players[1]->num_weapons = 0;
1617 Person::players[0]->weaponactive = 0;
1618 Person::players[0]->num_weapons = 1;
1619 Person::players[0]->weaponids[0] = 0;
1623 tutorialmaxtime = 8;
1626 emit_sound_at(fireendsound, Person::players[1]->coords);
1628 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1629 if (Random() % 2 == 0) {
1630 if (!Person::players[1]->skeleton.free)
1631 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1632 if (Person::players[1]->skeleton.free)
1633 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1634 if (!Person::players[1]->skeleton.free)
1635 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;
1636 if (Person::players[1]->skeleton.free)
1637 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1638 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1642 Person::players[1]->num_weapons = 0;
1643 Person::players[1]->weaponstuck = -1;
1644 Person::players[1]->weaponactive = -1;
1650 tutorialmaxtime = 80000;
1655 if (tutorialstage <= 51)
1656 tutorialstagetime = 0;
1660 if (tutorialstagetime < tutorialmaxtime - 3) {
1661 switch (tutorialstage) {
1663 if (deltah || deltav)
1664 tutorialsuccess += multiplier;
1667 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1668 tutorialsuccess += multiplier;
1671 if (Person::players[0]->jumpkeydown)
1672 tutorialsuccess = 1;
1675 if (Person::players[0]->isCrouch())
1676 tutorialsuccess = 1;
1679 if (Person::players[0]->animTarget == rollanim)
1680 tutorialsuccess = 1;
1683 if (Person::players[0]->animTarget == sneakanim)
1684 tutorialsuccess += multiplier;
1687 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1688 tutorialsuccess += multiplier;
1691 if (Person::players[0]->isWallJump())
1692 tutorialsuccess = 1;
1695 if (Person::players[0]->animTarget == flipanim)
1696 tutorialsuccess = 1;
1699 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1700 tutorialsuccess = 1;
1703 if (Person::players[0]->animTarget == winduppunchanim)
1704 tutorialsuccess = 1;
1707 if (Person::players[0]->animTarget == spinkickanim)
1708 tutorialsuccess = 1;
1711 if (Person::players[0]->animTarget == sweepanim)
1712 tutorialsuccess = 1;
1715 if (Person::players[0]->animTarget == dropkickanim)
1716 tutorialsuccess = 1;
1719 if (Person::players[0]->animTarget == rabbitkickanim)
1720 tutorialsuccess = 1;
1723 if (bonus == cannon)
1724 tutorialsuccess = 1;
1727 if (bonus == spinecrusher)
1728 tutorialsuccess = 1;
1731 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1732 tutorialsuccess = 1;
1735 if (Person::players[0]->animTarget == rabbittacklinganim)
1736 tutorialsuccess = 1;
1739 if (Person::players[0]->animTarget == backhandspringanim)
1740 tutorialsuccess = 1;
1743 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1744 tutorialsuccess = 1;
1747 if (Person::players[0]->escapednum == 2) {
1748 tutorialsuccess = 1;
1751 Person::players[1]->aitype = passivetype;
1755 if (animation[Person::players[0]->animTarget].attack == reversal)
1756 tutorialsuccess = 1;
1759 if (animation[Person::players[0]->animTarget].attack == reversal)
1760 tutorialsuccess = 1;
1763 if (animation[Person::players[0]->animTarget].attack == reversal) {
1764 tutorialsuccess = 1;
1767 Person::players[1]->aitype = passivetype;
1771 if (Person::players[0]->num_weapons > 0)
1772 tutorialsuccess = 1;
1775 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1776 tutorialsuccess = 1;
1779 if (Person::players[0]->animTarget == knifeslashstartanim)
1780 tutorialsuccess = 1;
1783 if (animation[Person::players[0]->animTarget].attack == reversal)
1784 tutorialsuccess = 1;
1787 if (animation[Person::players[0]->animTarget].attack == reversal)
1788 tutorialsuccess = 1;
1791 if (animation[Person::players[0]->animTarget].attack == reversal)
1792 tutorialsuccess = 1;
1795 if (Person::players[1]->weaponstuck != -1)
1796 tutorialsuccess = 1;
1801 if (tutorialsuccess >= 1)
1802 tutorialstagetime = tutorialmaxtime - 3;
1805 if (tutorialstagetime == tutorialmaxtime - 3) {
1806 emit_sound_np(consolesuccesssound);
1809 if (tutorialsuccess >= 1) {
1810 if (tutorialstage == 34 || tutorialstage == 35)
1811 tutorialstagetime = tutorialmaxtime - 1;
1815 if (tutorialstage < 14 || tutorialstage >= 50) {
1816 Person::players[1]->coords.y = 300;
1817 Person::players[1]->velocity = 0;
1823 float headprop, bodyprop, armprop, legprop;
1825 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1826 Person::players[0]->damagetolerance = 200000;
1827 Person::players[0]->damage = 0;
1828 Person::players[0]->burnt = 0;
1829 Person::players[0]->permanentdamage = 0;
1830 Person::players[0]->superpermanentdamage = 0;
1833 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1835 if (environment > 2)
1837 Setenvironment(environment);
1840 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1841 cameramode = !cameramode;
1844 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1845 if (Person::players[0]->num_weapons > 0) {
1846 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1847 weapons[Person::players[0]->weaponids[0]].setType(staff);
1848 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1849 weapons[Person::players[0]->weaponids[0]].setType(knife);
1851 weapons[Person::players[0]->weaponids[0]].setType(sword);
1855 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1856 int closest = findClosestPlayer();
1858 if (Person::players[closest]->num_weapons) {
1859 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1860 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1861 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1862 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1864 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1866 if (!Person::players[closest]->num_weapons) {
1867 Person::players[closest]->weaponids[0] = weapons.size();
1869 weapons.push_back(Weapon(knife, closest));
1871 Person::players[closest]->num_weapons = 1;
1876 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1877 int closest = findClosestPlayer();
1879 Person::players[closest]->yaw += multiplier * 50;
1880 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1885 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1886 int closest = findClosestPlayer();
1887 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1891 Person::players[closest]->whichskin++;
1892 if (Person::players[closest]->whichskin > 9)
1893 Person::players[closest]->whichskin = 0;
1894 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1895 Person::players[closest]->whichskin = 0;
1897 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1898 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1901 Person::players[closest]->addClothes();
1904 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1905 int closest = findClosestPlayer();
1907 if (Person::players[closest]->creature == wolftype) {
1908 headprop = Person::players[closest]->proportionhead.x / 1.1;
1909 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1910 armprop = Person::players[closest]->proportionarms.x / 1.1;
1911 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1914 if (Person::players[closest]->creature == rabbittype) {
1915 headprop = Person::players[closest]->proportionhead.x / 1.2;
1916 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1917 armprop = Person::players[closest]->proportionarms.x / 1.00;
1918 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1922 if (Person::players[closest]->creature == rabbittype) {
1923 Person::players[closest]->skeleton.id = closest;
1924 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
1925 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1926 Person::players[closest]->whichskin = 0;
1927 Person::players[closest]->creature = wolftype;
1929 Person::players[closest]->proportionhead = 1.1;
1930 Person::players[closest]->proportionbody = 1.1;
1931 Person::players[closest]->proportionarms = 1.1;
1932 Person::players[closest]->proportionlegs = 1.1;
1933 Person::players[closest]->proportionlegs.y = 1.1;
1934 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1936 Person::players[closest]->damagetolerance = 300;
1938 Person::players[closest]->skeleton.id = closest;
1939 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
1940 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1941 Person::players[closest]->whichskin = 0;
1942 Person::players[closest]->creature = rabbittype;
1944 Person::players[closest]->proportionhead = 1.2;
1945 Person::players[closest]->proportionbody = 1.05;
1946 Person::players[closest]->proportionarms = 1.00;
1947 Person::players[closest]->proportionlegs = 1.1;
1948 Person::players[closest]->proportionlegs.y = 1.05;
1949 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1951 Person::players[closest]->damagetolerance = 200;
1954 if (Person::players[closest]->creature == wolftype) {
1955 Person::players[closest]->proportionhead = 1.1 * headprop;
1956 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1957 Person::players[closest]->proportionarms = 1.1 * armprop;
1958 Person::players[closest]->proportionlegs = 1.1 * legprop;
1961 if (Person::players[closest]->creature == rabbittype) {
1962 Person::players[closest]->proportionhead = 1.2 * headprop;
1963 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1964 Person::players[closest]->proportionarms = 1.00 * armprop;
1965 Person::players[closest]->proportionlegs = 1.1 * legprop;
1966 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1972 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1978 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1980 float closestdist = std::numeric_limits<float>::max();
1982 for (unsigned i = 1; i < Person::players.size(); i++) {
1983 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1984 if (!Person::players[i]->headless)
1985 if (distance < closestdist) {
1986 closestdist = distance;
1991 XYZ flatfacing2, flatvelocity2;
1993 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1994 blah = Person::players[closest]->coords;
1995 XYZ headspurtdirection;
1996 //int i = Person::players[closest]->skeleton.jointlabels[head];
1997 Joint& headjoint = Person::players[closest]->joint(head);
1998 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1999 if (!Person::players[closest]->skeleton.free)
2000 flatvelocity2 = Person::players[closest]->velocity;
2001 if (Person::players[closest]->skeleton.free)
2002 flatvelocity2 = headjoint.velocity;
2003 if (!Person::players[closest]->skeleton.free)
2004 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;
2005 if (Person::players[closest]->skeleton.free)
2006 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2007 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2008 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2009 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2010 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2011 Normalise(&headspurtdirection);
2012 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2013 flatvelocity2 += headspurtdirection * 8;
2014 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2016 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2018 emit_sound_at(splattersound, blah);
2019 emit_sound_at(breaksound2, blah, 100.);
2021 if (Person::players[closest]->skeleton.free == 2)
2022 Person::players[closest]->skeleton.free = 0;
2023 Person::players[closest]->RagDoll(0);
2024 Person::players[closest]->dead = 2;
2025 Person::players[closest]->headless = 1;
2026 Person::players[closest]->DoBloodBig(3, 165);
2032 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2033 int closest = findClosestPlayer();
2034 XYZ flatfacing2, flatvelocity2;
2036 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2037 blah = Person::players[closest]->coords;
2038 emit_sound_at(splattersound, blah);
2039 emit_sound_at(breaksound2, blah);
2041 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2042 if (!Person::players[closest]->skeleton.free)
2043 flatvelocity2 = Person::players[closest]->velocity;
2044 if (Person::players[closest]->skeleton.free)
2045 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2046 if (!Person::players[closest]->skeleton.free)
2047 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;
2048 if (Person::players[closest]->skeleton.free)
2049 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2050 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2051 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2052 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2053 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2054 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2055 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2058 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2059 if (!Person::players[closest]->skeleton.free)
2060 flatvelocity2 = Person::players[closest]->velocity;
2061 if (Person::players[closest]->skeleton.free)
2062 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2063 if (!Person::players[closest]->skeleton.free)
2064 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;
2065 if (Person::players[closest]->skeleton.free)
2066 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2067 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2068 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2069 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2070 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2071 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2074 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2075 if (!Person::players[closest]->skeleton.free)
2076 flatvelocity2 = Person::players[closest]->velocity;
2077 if (Person::players[closest]->skeleton.free)
2078 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2079 if (!Person::players[closest]->skeleton.free)
2080 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;
2081 if (Person::players[closest]->skeleton.free)
2082 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2083 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2084 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2085 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2086 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2087 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2090 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2091 if (!Person::players[closest]->skeleton.free)
2092 flatvelocity2 = Person::players[closest]->velocity;
2093 if (Person::players[closest]->skeleton.free)
2094 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2095 if (!Person::players[closest]->skeleton.free)
2096 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;
2097 if (Person::players[closest]->skeleton.free)
2098 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2099 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2100 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2101 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2102 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2103 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2107 for (unsigned j = 0; j < Person::players.size(); j++) {
2108 if (int(j) != closest) {
2109 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2110 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2111 if (Person::players[j]->skeleton.free == 2)
2112 Person::players[j]->skeleton.free = 1;
2113 Person::players[j]->skeleton.longdead = 0;
2114 Person::players[j]->RagDoll(0);
2115 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2116 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2117 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2118 flatvelocity2 = temppos - Person::players[closest]->coords;
2119 Normalise(&flatvelocity2);
2120 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2127 Person::players[closest]->DoDamage(10000);
2128 Person::players[closest]->RagDoll(0);
2129 Person::players[closest]->dead = 2;
2130 Person::players[closest]->coords = 20;
2131 Person::players[closest]->skeleton.free = 2;
2138 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2139 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2140 if (Person::players[0]->onfire) {
2141 Person::players[0]->CatchFire();
2143 if (!Person::players[0]->onfire) {
2144 emit_sound_at(fireendsound, Person::players[0]->coords);
2145 pause_sound(stream_firesound);
2149 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2150 Person::players[0]->RagDoll(0);
2152 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2155 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2156 for (int i = 0; i < objects.numobjects; i++) {
2157 if (objects.type[i] == treeleavestype) {
2158 objects.scale[i] *= .9;
2163 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2164 editorenabled = !editorenabled;
2165 if (editorenabled) {
2166 Person::players[0]->damagetolerance = 100000;
2168 Person::players[0]->damagetolerance = 200;
2170 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2171 Person::players[0]->permanentdamage = 0;
2172 Person::players[0]->superpermanentdamage = 0;
2173 Person::players[0]->bloodloss = 0;
2174 Person::players[0]->deathbleeding = 0;
2178 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2180 if (targetlevel > numchallengelevels - 1)
2186 if (editorenabled) {
2187 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2188 int closest = findClosestPlayer();
2190 Person::players.erase(Person::players.begin()+closest);
2194 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2195 int closest = findClosestObject();
2197 objects.position[closest].y -= 500;
2200 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2201 if (objects.numobjects < max_objects - 1) {
2203 scenecoords.x = Person::players[0]->coords.x;
2204 scenecoords.z = Person::players[0]->coords.z;
2205 scenecoords.y = Person::players[0]->coords.y - 3;
2206 if (editortype == bushtype)
2207 scenecoords.y = Person::players[0]->coords.y - .5;
2208 if (editortype == firetype)
2209 scenecoords.y = Person::players[0]->coords.y - .5;
2210 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2211 float temprotat, temprotat2;
2212 temprotat = editoryaw;
2213 temprotat2 = editorpitch;
2214 if (temprotat < 0 || editortype == bushtype)
2215 temprotat = Random() % 360;
2217 temprotat2 = Random() % 360;
2219 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2220 if (editortype == treetrunktype)
2221 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2225 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2226 Person::players.push_back(shared_ptr<Person>(new Person()));
2228 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2229 Person::players.back()->creature = rabbittype;
2230 Person::players.back()->howactive = editoractive;
2231 Person::players.back()->skeleton.id = Person::players.size()-1;
2232 Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
2234 int k = abs(Random() % 2) + 1;
2236 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2237 Person::players.back()->whichskin = 0;
2238 } else if (k == 1) {
2239 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2240 Person::players.back()->whichskin = 1;
2242 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2243 Person::players.back()->whichskin = 2;
2246 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2247 Person::players.back()->power = 1;
2248 Person::players.back()->speedmult = 1;
2249 Person::players.back()->animCurrent = bounceidleanim;
2250 Person::players.back()->animTarget = bounceidleanim;
2251 Person::players.back()->frameCurrent = 0;
2252 Person::players.back()->frameTarget = 1;
2253 Person::players.back()->target = 0;
2254 Person::players.back()->bled = 0;
2255 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2257 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2258 Person::players.back()->yaw = Person::players[0]->yaw;
2260 Person::players.back()->velocity = 0;
2261 Person::players.back()->coords = Person::players[0]->coords;
2262 Person::players.back()->oldcoords = Person::players.back()->coords;
2263 Person::players.back()->realoldcoords = Person::players.back()->coords;
2265 Person::players.back()->id = Person::players.size()-1;
2266 Person::players.back()->updatedelay = 0;
2267 Person::players.back()->normalsupdatedelay = 0;
2269 Person::players.back()->aitype = passivetype;
2271 if (Person::players[0]->creature == wolftype) {
2272 headprop = Person::players[0]->proportionhead.x / 1.1;
2273 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2274 armprop = Person::players[0]->proportionarms.x / 1.1;
2275 legprop = Person::players[0]->proportionlegs.x / 1.1;
2278 if (Person::players[0]->creature == rabbittype) {
2279 headprop = Person::players[0]->proportionhead.x / 1.2;
2280 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2281 armprop = Person::players[0]->proportionarms.x / 1.00;
2282 legprop = Person::players[0]->proportionlegs.x / 1.1;
2285 if (Person::players.back()->creature == wolftype) {
2286 Person::players.back()->proportionhead = 1.1 * headprop;
2287 Person::players.back()->proportionbody = 1.1 * bodyprop;
2288 Person::players.back()->proportionarms = 1.1 * armprop;
2289 Person::players.back()->proportionlegs = 1.1 * legprop;
2292 if (Person::players.back()->creature == rabbittype) {
2293 Person::players.back()->proportionhead = 1.2 * headprop;
2294 Person::players.back()->proportionbody = 1.05 * bodyprop;
2295 Person::players.back()->proportionarms = 1.00 * armprop;
2296 Person::players.back()->proportionlegs = 1.1 * legprop;
2297 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2300 Person::players.back()->headless = 0;
2301 Person::players.back()->onfire = 0;
2304 Person::players.back()->proportionhead.z = 0;
2305 Person::players.back()->proportionbody.z = 0;
2306 Person::players.back()->proportionarms.z = 0;
2307 Person::players.back()->proportionlegs.z = 0;
2310 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2312 Person::players.back()->damagetolerance = 200;
2314 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2315 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2316 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2317 Person::players.back()->armorhead = Person::players[0]->armorhead;
2318 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2319 Person::players.back()->armorlow = Person::players[0]->armorlow;
2320 Person::players.back()->metalhead = Person::players[0]->metalhead;
2321 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2322 Person::players.back()->metallow = Person::players[0]->metallow;
2324 Person::players.back()->immobile = Person::players[0]->immobile;
2326 Person::players.back()->numclothes = Person::players[0]->numclothes;
2327 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2328 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2329 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2330 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2331 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2333 Person::players.back()->addClothes();
2335 Person::players.back()->power = Person::players[0]->power;
2336 Person::players.back()->speedmult = Person::players[0]->speedmult;
2338 Person::players.back()->damage = 0;
2339 Person::players.back()->permanentdamage = 0;
2340 Person::players.back()->superpermanentdamage = 0;
2341 Person::players.back()->deathbleeding = 0;
2342 Person::players.back()->bleeding = 0;
2343 Person::players.back()->numwaypoints = 0;
2344 Person::players.back()->waypoint = 0;
2345 Person::players.back()->weaponstuck = -1;
2346 Person::players.back()->weaponactive = -1;
2347 Person::players.back()->num_weapons = 0;
2348 Person::players.back()->bloodloss = 0;
2349 Person::players.back()->dead = 0;
2351 Person::players.back()->loaded = 1;
2354 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2355 if (Person::players.back()->numwaypoints < 90) {
2356 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2357 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2358 Person::players.back()->numwaypoints++;
2362 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2363 if (numpathpoints < 30) {
2364 bool connected, alreadyconnected;
2366 if (numpathpoints > 1)
2367 for (int i = 0; i < numpathpoints; i++) {
2368 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2369 alreadyconnected = 0;
2370 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2371 if (pathpointconnect[pathpointselected][j] == i)
2372 alreadyconnected = 1;
2374 if (!alreadyconnected) {
2375 numpathpointconnect[pathpointselected]++;
2377 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2383 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2384 numpathpointconnect[numpathpoints - 1] = 0;
2385 if (numpathpoints > 1 && pathpointselected != -1) {
2386 numpathpointconnect[pathpointselected]++;
2387 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2389 pathpointselected = numpathpoints - 1;
2394 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2395 pathpointselected++;
2396 if (pathpointselected >= numpathpoints)
2397 pathpointselected = -1;
2399 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2400 pathpointselected--;
2401 if (pathpointselected <= -2)
2402 pathpointselected = numpathpoints - 1;
2404 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2405 if (pathpointselected != -1) {
2407 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2408 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2409 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2410 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2412 for (int i = 0; i < numpathpoints; i++) {
2413 for (int j = 0; j < numpathpointconnect[i]; j++) {
2414 if (pathpointconnect[i][j] == pathpointselected) {
2415 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2416 numpathpointconnect[i]--;
2418 if (pathpointconnect[i][j] == numpathpoints) {
2419 pathpointconnect[i][j] = pathpointselected;
2423 pathpointselected = numpathpoints - 1;
2427 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2429 if (editortype == treeleavestype || editortype == 10)
2432 editortype = firetype;
2435 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2437 if (editortype == treeleavestype || editortype == 10)
2439 if (editortype > firetype)
2443 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2444 editoryaw -= multiplier * 100;
2445 if (editoryaw < -.01)
2449 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2450 editoryaw += multiplier * 100;
2453 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2454 editorsize += multiplier;
2457 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2458 editorsize -= multiplier;
2459 if (editorsize < .1)
2464 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2465 mapradius -= multiplier * 10;
2468 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2469 mapradius += multiplier * 10;
2471 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2472 editorpitch += multiplier * 100;
2475 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2476 editorpitch -= multiplier * 100;
2477 if (editorpitch < -.01)
2480 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2481 int closest = findClosestObject();
2483 objects.DeleteObject(closest);
2489 void doJumpReversals()
2491 for (unsigned k = 0; k < Person::players.size(); k++)
2492 for (unsigned i = k; i < Person::players.size(); i++) {
2495 if ( Person::players[k]->skeleton.free == 0 &&
2496 Person::players[i]->skeleton.oldfree == 0 &&
2497 (Person::players[i]->animTarget == jumpupanim ||
2498 Person::players[k]->animTarget == jumpupanim) &&
2499 (Person::players[i]->aitype == playercontrolled ||
2500 Person::players[k]->aitype == playercontrolled) &&
2501 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2502 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2503 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2504 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2505 //TODO: refactor two huge similar ifs
2506 if (Person::players[i]->animTarget == jumpupanim &&
2507 Person::players[k]->animTarget != getupfrombackanim &&
2508 Person::players[k]->animTarget != getupfromfrontanim &&
2509 animation[Person::players[k]->animTarget].height == middleheight &&
2510 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2511 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2512 Person::players[k]->aitype != playercontrolled)) {
2513 Person::players[i]->victim = Person::players[k];
2514 Person::players[i]->velocity = 0;
2515 Person::players[i]->animCurrent = jumpreversedanim;
2516 Person::players[i]->animTarget = jumpreversedanim;
2517 Person::players[i]->frameCurrent = 0;
2518 Person::players[i]->frameTarget = 1;
2519 Person::players[i]->targettilt2 = 0;
2520 Person::players[k]->victim = Person::players[i];
2521 Person::players[k]->velocity = 0;
2522 Person::players[k]->animCurrent = jumpreversalanim;
2523 Person::players[k]->animTarget = jumpreversalanim;
2524 Person::players[k]->frameCurrent = 0;
2525 Person::players[k]->frameTarget = 1;
2526 Person::players[k]->targettilt2 = 0;
2527 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2528 Person::players[i]->animCurrent = rabbitkickreversedanim;
2529 Person::players[i]->animTarget = rabbitkickreversedanim;
2530 Person::players[i]->frameCurrent = 1;
2531 Person::players[i]->frameTarget = 2;
2532 Person::players[k]->animCurrent = rabbitkickreversalanim;
2533 Person::players[k]->animTarget = rabbitkickreversalanim;
2534 Person::players[k]->frameCurrent = 1;
2535 Person::players[k]->frameTarget = 2;
2537 Person::players[i]->target = 0;
2538 Person::players[k]->oldcoords = Person::players[k]->coords;
2539 Person::players[i]->coords = Person::players[k]->coords;
2540 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2541 Person::players[k]->yaw = Person::players[i]->targetyaw;
2542 if (Person::players[k]->aitype == attacktypecutoff)
2543 Person::players[k]->stunned = .5;
2545 if (Person::players[k]->animTarget == jumpupanim &&
2546 Person::players[i]->animTarget != getupfrombackanim &&
2547 Person::players[i]->animTarget != getupfromfrontanim &&
2548 animation[Person::players[i]->animTarget].height == middleheight &&
2549 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2550 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2551 Person::players[i]->aitype != playercontrolled)) {
2552 Person::players[k]->victim = Person::players[i];
2553 Person::players[k]->velocity = 0;
2554 Person::players[k]->animCurrent = jumpreversedanim;
2555 Person::players[k]->animTarget = jumpreversedanim;
2556 Person::players[k]->frameCurrent = 0;
2557 Person::players[k]->frameTarget = 1;
2558 Person::players[k]->targettilt2 = 0;
2559 Person::players[i]->victim = Person::players[k];
2560 Person::players[i]->velocity = 0;
2561 Person::players[i]->animCurrent = jumpreversalanim;
2562 Person::players[i]->animTarget = jumpreversalanim;
2563 Person::players[i]->frameCurrent = 0;
2564 Person::players[i]->frameTarget = 1;
2565 Person::players[i]->targettilt2 = 0;
2566 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2567 Person::players[k]->animTarget = rabbitkickreversedanim;
2568 Person::players[k]->animCurrent = rabbitkickreversedanim;
2569 Person::players[i]->animCurrent = rabbitkickreversalanim;
2570 Person::players[i]->animTarget = rabbitkickreversalanim;
2571 Person::players[k]->frameCurrent = 1;
2572 Person::players[k]->frameTarget = 2;
2573 Person::players[i]->frameCurrent = 1;
2574 Person::players[i]->frameTarget = 2;
2576 Person::players[k]->target = 0;
2577 Person::players[i]->oldcoords = Person::players[i]->coords;
2578 Person::players[k]->coords = Person::players[i]->coords;
2579 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2580 Person::players[i]->yaw = Person::players[k]->targetyaw;
2581 if (Person::players[i]->aitype == attacktypecutoff)
2582 Person::players[i]->stunned = .5;
2589 void doAerialAcrobatics()
2591 static XYZ facing, flatfacing;
2592 for (unsigned k = 0; k < Person::players.size(); k++) {
2593 Person::players[k]->turnspeed = 500;
2595 if ((Person::players[k]->isRun() &&
2596 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2597 Person::players[k]->targetyaw != wolfrunninganim) ||
2598 Person::players[k]->frameTarget == 4)) ||
2599 Person::players[k]->animTarget == removeknifeanim ||
2600 Person::players[k]->animTarget == crouchremoveknifeanim ||
2601 Person::players[k]->animTarget == flipanim ||
2602 Person::players[k]->animTarget == fightsidestep ||
2603 Person::players[k]->animTarget == walkanim) {
2604 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2608 if (Person::players[k]->isStop() ||
2609 Person::players[k]->isLanding() ||
2610 Person::players[k]->animTarget == staggerbackhighanim ||
2611 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2612 Person::players[k]->animTarget == staggerbackhardanim ||
2613 Person::players[k]->animTarget == backhandspringanim ||
2614 Person::players[k]->animTarget == dodgebackanim ||
2615 Person::players[k]->animTarget == rollanim ||
2616 (animation[Person::players[k]->animTarget].attack &&
2617 Person::players[k]->animTarget != rabbitkickanim &&
2618 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2619 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2620 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2623 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2624 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2627 Person::players[k]->DoStuff();
2628 if (Person::players[k]->immobile && k != 0)
2629 Person::players[k]->coords = Person::players[k]->realoldcoords;
2631 //if player's position has changed (?)
2632 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2633 !Person::players[k]->skeleton.free &&
2634 Person::players[k]->animTarget != climbanim &&
2635 Person::players[k]->animTarget != hanganim) {
2636 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2638 bool tempcollide = 0;
2640 if (Person::players[k]->collide < -.3)
2641 Person::players[k]->collide = -.3;
2642 if (Person::players[k]->collide > 1)
2643 Person::players[k]->collide = 1;
2644 Person::players[k]->collide -= multiplier * 30;
2647 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2649 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2650 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2651 if (objects.type[i] != rocktype ||
2652 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2653 objects.position[i].y > Person::players[k]->coords.y) {
2654 lowpoint = Person::players[k]->coords;
2655 if (Person::players[k]->animTarget != jumpupanim &&
2656 Person::players[k]->animTarget != jumpdownanim &&
2657 !Person::players[k]->isFlip())
2661 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2662 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2663 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2664 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2665 flatfacing = lowpoint - Person::players[k]->coords;
2666 Person::players[k]->coords = lowpoint;
2667 Person::players[k]->coords.y -= 1.3;
2668 Person::players[k]->collide = 1;
2671 //TODO: refactor four similar blocks
2672 if (Person::players[k]->aitype == playercontrolled &&
2673 (Person::players[k]->animTarget == jumpupanim ||
2674 Person::players[k]->animTarget == jumpdownanim ||
2675 Person::players[k]->isFlip()) &&
2676 !Person::players[k]->jumptogglekeydown &&
2677 Person::players[k]->jumpkeydown) {
2678 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2679 XYZ tempcoords1 = lowpoint;
2680 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2681 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2682 Person::players[k]->setAnimation(walljumpleftanim);
2683 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2685 pause_sound(whooshsound);
2687 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2688 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2689 if (lowpointtarget.z < 0)
2690 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2691 Person::players[k]->targetyaw = Person::players[k]->yaw;
2692 Person::players[k]->lowyaw = Person::players[k]->yaw;
2696 lowpoint = tempcoords1;
2697 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2698 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2699 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2700 Person::players[k]->setAnimation(walljumprightanim);
2701 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2703 pause_sound(whooshsound);
2705 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2706 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2707 if (lowpointtarget.z < 0)
2708 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2709 Person::players[k]->targetyaw = Person::players[k]->yaw;
2710 Person::players[k]->lowyaw = Person::players[k]->yaw;
2714 lowpoint = tempcoords1;
2715 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2716 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2717 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2718 Person::players[k]->setAnimation(walljumpbackanim);
2719 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2721 pause_sound(whooshsound);
2723 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2724 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2725 if (lowpointtarget.z < 0)
2726 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2727 Person::players[k]->targetyaw = Person::players[k]->yaw;
2728 Person::players[k]->lowyaw = Person::players[k]->yaw;
2732 lowpoint = tempcoords1;
2733 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2734 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2735 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2736 Person::players[k]->setAnimation(walljumpfrontanim);
2737 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2739 pause_sound(whooshsound);
2741 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2742 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2743 if (lowpointtarget.z < 0)
2744 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2745 Person::players[k]->yaw += 180;
2746 Person::players[k]->targetyaw = Person::players[k]->yaw;
2747 Person::players[k]->lowyaw = Person::players[k]->yaw;
2756 } else if (objects.type[i] == rocktype) {
2757 lowpoint2 = Person::players[k]->coords;
2758 lowpoint = Person::players[k]->coords;
2760 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2761 Person::players[k]->coords = colpoint;
2762 Person::players[k]->collide = 1;
2765 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2766 //flipped into a rock
2767 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2768 Person::players[k]->RagDoll(0);
2770 if (Person::players[k]->animTarget == jumpupanim) {
2771 Person::players[k]->jumppower = -4;
2772 Person::players[k]->animTarget = Person::players[k]->getIdle();
2774 Person::players[k]->target = 0;
2775 Person::players[k]->frameTarget = 0;
2776 Person::players[k]->onterrain = 1;
2778 if (Person::players[k]->id == 0) {
2779 pause_sound(whooshsound);
2780 OPENAL_SetVolume(channels[whooshsound], 0);
2784 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2785 if (Person::players[k]->isFlip())
2786 Person::players[k]->jumppower = -4;
2787 Person::players[k]->animTarget = Person::players[k]->getLanding();
2788 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2790 addEnvSound(Person::players[k]->coords);
2799 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2800 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2801 lowpoint = Person::players[k]->coords;
2803 if (objects.type[i] != rocktype)
2804 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2805 if (Person::players[k]->animTarget != jumpupanim &&
2806 Person::players[k]->animTarget != jumpdownanim &&
2807 Person::players[k]->onterrain)
2808 Person::players[k]->avoidcollided = 1;
2809 Person::players[k]->coords = lowpoint;
2810 Person::players[k]->coords.y -= 1.35;
2811 Person::players[k]->collide = 1;
2813 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2814 (Person::players[k]->animCurrent != climbanim &&
2815 Person::players[k]->animCurrent != hanganim &&
2816 !Person::players[k]->isWallJump() ||
2817 Person::players[k]->animTarget == jumpupanim ||
2818 Person::players[k]->animTarget == jumpdownanim)) {
2819 lowpoint = Person::players[k]->coords;
2820 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2821 lowpoint = Person::players[k]->coords;
2825 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2826 lowpointtarget = lowpoint + facing * 1.4;
2827 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2828 if (whichhit != -1) {
2829 lowpoint = Person::players[k]->coords;
2831 lowpointtarget = lowpoint + facing * 1.4;
2832 lowpoint2 = lowpoint;
2833 lowpointtarget2 = lowpointtarget;
2834 lowpoint3 = lowpoint;
2835 lowpointtarget3 = lowpointtarget;
2836 lowpoint4 = lowpoint;
2837 lowpointtarget4 = lowpointtarget;
2838 lowpoint5 = lowpoint;
2839 lowpointtarget5 = lowpointtarget;
2840 lowpoint6 = lowpoint;
2841 lowpointtarget6 = lowpointtarget;
2842 lowpoint7 = lowpoint;
2843 lowpointtarget7 = lowpoint;
2845 lowpointtarget2.x += .1;
2847 lowpointtarget3.z += .1;
2849 lowpointtarget4.x -= .1;
2851 lowpointtarget5.z -= .1;
2852 lowpoint6.y += 45 / 13;
2853 lowpointtarget6.y += 45 / 13;
2854 lowpointtarget6 += facing * .6;
2855 lowpointtarget7.y += 90 / 13;
2856 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2857 if (objects.friction[i] > .5)
2858 if (whichhit != -1) {
2859 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2860 Person::players[k]->collided = 1;
2861 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2862 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2863 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2864 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2865 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2866 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2867 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2868 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2869 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2870 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2871 for (int j = 0; j < 45; j++) {
2872 lowpoint = Person::players[k]->coords;
2873 lowpoint.y += (float)j / 13;
2874 lowpointtarget = lowpoint + facing * 1.4;
2875 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2876 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2877 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2879 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2880 lowpoint = Person::players[k]->coords;
2881 lowpoint.y += (float)j / 13;
2882 lowpointtarget = lowpoint + facing * 1.3;
2883 flatfacing = Person::players[k]->coords;
2884 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2885 Person::players[k]->coords.y = lowpointtarget.y - .07;
2886 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2888 if (j > 10 || !Person::players[k]->isRun()) {
2889 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2891 pause_sound(whooshsound);
2893 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2895 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2896 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2897 if (lowpointtarget.z < 0)
2898 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2899 Person::players[k]->targetyaw = Person::players[k]->yaw;
2900 Person::players[k]->lowyaw = Person::players[k]->yaw;
2902 //Person::players[k]->velocity=lowpointtarget*.03;
2903 Person::players[k]->velocity = 0;
2906 if (Person::players[k]->animTarget == jumpupanim) {
2907 Person::players[k]->animTarget = climbanim;
2908 Person::players[k]->jumppower = 0;
2909 Person::players[k]->jumpclimb = 1;
2911 Person::players[k]->transspeed = 6;
2912 Person::players[k]->target = 0;
2913 Person::players[k]->frameTarget = 1;
2916 Person::players[k]->setAnimation(hanganim);
2917 Person::players[k]->jumppower = 0;
2929 if (Person::players[k]->collide <= 0) {
2931 if (!Person::players[k]->onterrain &&
2932 Person::players[k]->animTarget != jumpupanim &&
2933 Person::players[k]->animTarget != jumpdownanim &&
2934 Person::players[k]->animTarget != climbanim &&
2935 Person::players[k]->animTarget != hanganim &&
2936 !Person::players[k]->isWallJump() &&
2937 !Person::players[k]->isFlip()) {
2938 if (Person::players[k]->animCurrent != climbanim &&
2939 Person::players[k]->animCurrent != tempanim &&
2940 Person::players[k]->animTarget != backhandspringanim &&
2941 (Person::players[k]->animTarget != rollanim ||
2942 Person::players[k]->frameTarget < 2 ||
2943 Person::players[k]->frameTarget > 6)) {
2944 //stagger off ledge (?)
2945 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2946 Person::players[k]->RagDoll(0);
2947 Person::players[k]->setAnimation(jumpdownanim);
2950 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2953 Person::players[k]->velocity.y += gravity;
2957 Person::players[k]->realoldcoords = Person::players[k]->coords;
2963 static int randattack;
2964 static bool playerrealattackkeydown = 0;
2966 if (!Input::isKeyDown(attackkey))
2969 Person::players[0]->attackkeydown = 0;
2971 playerrealattackkeydown = 0;
2973 playerrealattackkeydown = Input::isKeyDown(attackkey);
2974 if ((Person::players[0]->parriedrecently <= 0 ||
2975 Person::players[0]->weaponactive == -1) &&
2978 Person::players[0]->lastattack != swordslashanim &&
2979 Person::players[0]->lastattack != knifeslashstartanim &&
2980 Person::players[0]->lastattack != staffhitanim &&
2981 Person::players[0]->lastattack != staffspinhitanim)))
2982 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2983 if (Input::isKeyDown(attackkey) &&
2985 !Person::players[0]->backkeydown) {
2986 for (unsigned k = 0; k < Person::players.size(); k++) {
2987 if ((Person::players[k]->animTarget == swordslashanim ||
2988 Person::players[k]->animTarget == staffhitanim ||
2989 Person::players[k]->animTarget == staffspinhitanim) &&
2990 Person::players[0]->animCurrent != dodgebackanim &&
2991 !Person::players[k]->skeleton.free)
2992 Person::players[k]->Reverse();
2996 if (!hostile || Dialog::inDialog())
2997 Person::players[0]->attackkeydown = 0;
2999 for (unsigned k = 0; k < Person::players.size(); k++) {
3000 if (Dialog::inDialog())
3001 Person::players[k]->attackkeydown = 0;
3002 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3003 if (Person::players[k]->aitype != playercontrolled)
3004 Person::players[k]->victim = Person::players[0];
3005 //attack key pressed
3006 if (Person::players[k]->attackkeydown) {
3008 if (Person::players[k]->backkeydown &&
3009 Person::players[k]->animTarget != backhandspringanim &&
3010 (Person::players[k]->isIdle() ||
3011 Person::players[k]->isStop() ||
3012 Person::players[k]->isRun() ||
3013 Person::players[k]->animTarget == walkanim)) {
3014 if (Person::players[k]->jumppower <= 1) {
3015 Person::players[k]->jumppower -= 2;
3017 for (unsigned i = 0; i < Person::players.size(); i++) {
3020 if (Person::players[i]->animTarget == swordslashanim ||
3021 Person::players[i]->animTarget == knifeslashstartanim ||
3022 Person::players[i]->animTarget == staffhitanim ||
3023 Person::players[i]->animTarget == staffspinhitanim)
3024 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3025 Person::players[k]->setAnimation(dodgebackanim);
3026 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3027 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3030 if (Person::players[k]->animTarget != dodgebackanim) {
3033 Person::players[k]->setAnimation(backhandspringanim);
3034 Person::players[k]->targetyaw = -yaw + 180;
3035 if (Person::players[k]->leftkeydown)
3036 Person::players[k]->targetyaw -= 45;
3037 if (Person::players[k]->rightkeydown)
3038 Person::players[k]->targetyaw += 45;
3039 Person::players[k]->yaw = Person::players[k]->targetyaw;
3040 Person::players[k]->jumppower -= 2;
3045 if (!animation[Person::players[k]->animTarget].attack &&
3046 !Person::players[k]->backkeydown &&
3047 (Person::players[k]->isIdle() ||
3048 Person::players[k]->isRun() ||
3049 Person::players[k]->animTarget == walkanim ||
3050 Person::players[k]->animTarget == sneakanim ||
3051 Person::players[k]->isCrouch())) {
3052 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3053 //normal attacks (?)
3054 Person::players[k]->hasvictim = 0;
3055 if (Person::players.size() > 1)
3056 for (unsigned i = 0; i < Person::players.size(); i++) {
3057 if (i == k || !(k == 0 || i == 0))
3059 if (!Person::players[k]->hasvictim)
3060 if (animation[Person::players[k]->animTarget].attack != reversal) {
3062 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3063 if (distance < 4.5 &&
3064 !Person::players[i]->skeleton.free &&
3065 Person::players[i]->howactive < typedead1 &&
3066 Person::players[i]->animTarget != jumpreversedanim &&
3067 Person::players[i]->animTarget != rabbitkickreversedanim &&
3068 Person::players[i]->animTarget != rabbitkickanim &&
3069 Person::players[k]->animTarget != rabbitkickanim &&
3070 Person::players[i]->animTarget != getupfrombackanim &&
3071 (Person::players[i]->animTarget != staggerbackhighanim &&
3072 (Person::players[i]->animTarget != staggerbackhardanim ||
3073 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3074 Person::players[i]->animTarget != jumpdownanim &&
3075 Person::players[i]->animTarget != jumpupanim &&
3076 Person::players[i]->animTarget != getupfromfrontanim) {
3077 Person::players[k]->victim = Person::players[i];
3078 Person::players[k]->hasvictim = 1;
3079 if (Person::players[k]->aitype == playercontrolled) { //human player
3081 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3082 Person::players[k]->crouchkeydown &&
3083 animation[Person::players[i]->animTarget].height != lowheight)
3084 Person::players[k]->animTarget = sweepanim;
3086 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3087 animation[Person::players[i]->animTarget].height != lowheight &&
3088 !Person::players[k]->forwardkeydown &&
3089 !Person::players[k]->leftkeydown &&
3090 !Person::players[k]->rightkeydown &&
3091 !Person::players[k]->crouchkeydown &&
3094 Person::players[k]->animTarget = winduppunchanim;
3096 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3097 animation[Person::players[i]->animTarget].height != lowheight &&
3098 !Person::players[k]->forwardkeydown &&
3099 !Person::players[k]->leftkeydown &&
3100 !Person::players[k]->rightkeydown &&
3101 !Person::players[k]->crouchkeydown &&
3103 Person::players[k]->animTarget = upunchanim;
3105 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3106 Person::players[i]->staggerdelay > 0 &&
3107 attackweapon == knife &&
3108 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3109 Person::players[k]->animTarget = knifefollowanim;
3111 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3112 animation[Person::players[i]->animTarget].height != lowheight &&
3113 !Person::players[k]->forwardkeydown &&
3114 !Person::players[k]->leftkeydown &&
3115 !Person::players[k]->rightkeydown &&
3116 !Person::players[k]->crouchkeydown &&
3117 attackweapon == knife &&
3118 Person::players[k]->weaponmissdelay <= 0)
3119 Person::players[k]->animTarget = knifeslashstartanim;
3121 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3122 animation[Person::players[i]->animTarget].height != lowheight &&
3123 !Person::players[k]->crouchkeydown &&
3124 attackweapon == sword &&
3125 Person::players[k]->weaponmissdelay <= 0)
3126 Person::players[k]->animTarget = swordslashanim;
3128 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3129 animation[Person::players[i]->animTarget].height != lowheight &&
3130 !Person::players[k]->crouchkeydown &&
3131 attackweapon == staff &&
3132 Person::players[k]->weaponmissdelay <= 0 &&
3133 !Person::players[k]->leftkeydown &&
3134 !Person::players[k]->rightkeydown &&
3135 !Person::players[k]->forwardkeydown)
3136 Person::players[k]->animTarget = staffhitanim;
3138 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3139 animation[Person::players[i]->animTarget].height != lowheight &&
3140 !Person::players[k]->crouchkeydown &&
3141 attackweapon == staff &&
3142 Person::players[k]->weaponmissdelay <= 0)
3143 Person::players[k]->animTarget = staffspinhitanim;
3145 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3146 animation[Person::players[i]->animTarget].height != lowheight)
3147 Person::players[k]->animTarget = spinkickanim;
3149 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3150 animation[Person::players[i]->animTarget].height == lowheight &&
3151 animation[Person::players[k]->animTarget].attack != normalattack)
3152 Person::players[k]->animTarget = lowkickanim;
3153 } else { //AI player
3154 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3155 randattack = abs(Random() % 5);
3156 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3158 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3159 Person::players[k]->animTarget = sweepanim;
3161 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3163 Person::players[k]->animTarget = upunchanim;
3165 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3166 Person::players[k]->animTarget = spinkickanim;
3168 else if (animation[Person::players[i]->animTarget].height == lowheight)
3169 Person::players[k]->animTarget = lowkickanim;
3173 if ((tutoriallevel != 1 || !attackweapon) &&
3174 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3176 animation[Person::players[i]->animTarget].height != lowheight)
3177 Person::players[k]->animTarget = sweepanim;
3179 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3180 attackweapon == knife &&
3181 Person::players[k]->weaponmissdelay <= 0)
3182 Person::players[k]->animTarget = knifeslashstartanim;
3184 else if (!(Person::players[0]->victim == Person::players[i] &&
3185 Person::players[0]->hasvictim &&
3186 Person::players[0]->animTarget == swordslashanim) &&
3187 attackweapon == sword &&
3188 Person::players[k]->weaponmissdelay <= 0)
3189 Person::players[k]->animTarget = swordslashanim;
3191 else if (!(Person::players[0]->victim == Person::players[i] &&
3192 Person::players[0]->hasvictim &&
3193 Person::players[0]->animTarget == swordslashanim) &&
3194 attackweapon == staff &&
3195 Person::players[k]->weaponmissdelay <= 0 &&
3197 Person::players[k]->animTarget = staffhitanim;
3199 else if (!(Person::players[0]->victim == Person::players[i] &&
3200 Person::players[0]->hasvictim &&
3201 Person::players[0]->animTarget == swordslashanim) &&
3202 attackweapon == staff &&
3203 Person::players[k]->weaponmissdelay <= 0 &&
3205 Person::players[k]->animTarget = staffspinhitanim;
3207 else if ((tutoriallevel != 1 || !attackweapon) &&
3208 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3210 animation[Person::players[i]->animTarget].height != lowheight)
3211 Person::players[k]->animTarget = spinkickanim;
3213 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3214 animation[Person::players[i]->animTarget].height == lowheight &&
3215 animation[Person::players[k]->animTarget].attack != normalattack)
3216 Person::players[k]->animTarget = lowkickanim;
3220 //upunch becomes wolfslap
3221 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3222 Person::players[k]->animTarget = wolfslapanim;
3225 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3226 Person::players[i]->howactive < typedead1 &&
3227 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3228 !Person::players[i]->skeleton.free &&
3229 Person::players[i]->animTarget != getupfrombackanim &&
3230 Person::players[i]->animTarget != getupfromfrontanim &&
3231 (Person::players[i]->surprised > 0 ||
3232 Person::players[i]->aitype == passivetype ||
3233 attackweapon && Person::players[i]->stunned > 0) &&
3234 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3236 if (!attackweapon) {
3237 Person::players[k]->animCurrent = sneakattackanim;
3238 Person::players[k]->animTarget = sneakattackanim;
3239 Person::players[i]->animCurrent = sneakattackedanim;
3240 Person::players[i]->animTarget = sneakattackedanim;
3241 Person::players[k]->oldcoords = Person::players[k]->coords;
3242 Person::players[k]->coords = Person::players[i]->coords;
3245 if (attackweapon == knife) {
3246 Person::players[k]->animCurrent = knifesneakattackanim;
3247 Person::players[k]->animTarget = knifesneakattackanim;
3248 Person::players[i]->animCurrent = knifesneakattackedanim;
3249 Person::players[i]->animTarget = knifesneakattackedanim;
3250 Person::players[i]->oldcoords = Person::players[i]->coords;
3251 Person::players[i]->coords = Person::players[k]->coords;
3254 if (attackweapon == sword) {
3255 Person::players[k]->animCurrent = swordsneakattackanim;
3256 Person::players[k]->animTarget = swordsneakattackanim;
3257 Person::players[i]->animCurrent = swordsneakattackedanim;
3258 Person::players[i]->animTarget = swordsneakattackedanim;
3259 Person::players[i]->oldcoords = Person::players[i]->coords;
3260 Person::players[i]->coords = Person::players[k]->coords;
3262 if (attackweapon != staff) {
3263 Person::players[k]->victim = Person::players[i];
3264 Person::players[k]->hasvictim = 1;
3265 Person::players[i]->targettilt2 = 0;
3266 Person::players[i]->frameTarget = 1;
3267 Person::players[i]->frameCurrent = 0;
3268 Person::players[i]->target = 0;
3269 Person::players[i]->velocity = 0;
3270 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3271 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3272 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3273 Person::players[k]->target = Person::players[i]->target;
3274 Person::players[k]->velocity = 0;
3275 Person::players[k]->targetyaw = Person::players[i]->yaw;
3276 Person::players[k]->yaw = Person::players[i]->yaw;
3277 Person::players[i]->targetyaw = Person::players[i]->yaw;
3280 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3281 Person::players[k]->victim == Person::players[i] &&
3282 (!Person::players[i]->skeleton.free)) {
3284 Person::players[k]->frameTarget = 0;
3285 Person::players[k]->target = 0;
3287 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3288 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3289 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3290 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3291 Person::players[k]->lastattack = Person::players[k]->animTarget;
3293 if (Person::players[k]->animTarget == knifefollowanim &&
3294 Person::players[k]->victim == Person::players[i]) {
3296 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3297 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3298 Person::players[k]->victim = Person::players[i];
3299 Person::players[k]->hasvictim = 1;
3300 Person::players[i]->animTarget = knifefollowedanim;
3301 Person::players[i]->animCurrent = knifefollowedanim;
3302 Person::players[i]->targettilt2 = 0;
3303 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3304 Person::players[i]->frameTarget = 1;
3305 Person::players[i]->frameCurrent = 0;
3306 Person::players[i]->target = 0;
3307 Person::players[i]->velocity = 0;
3308 Person::players[k]->animCurrent = knifefollowanim;
3309 Person::players[k]->animTarget = knifefollowanim;
3310 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3311 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3312 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3313 Person::players[k]->target = Person::players[i]->target;
3314 Person::players[k]->velocity = 0;
3315 Person::players[k]->oldcoords = Person::players[k]->coords;
3316 Person::players[i]->coords = Person::players[k]->coords;
3317 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3318 Person::players[i]->yaw = Person::players[k]->targetyaw;
3319 Person::players[k]->yaw = Person::players[k]->targetyaw;
3320 Person::players[i]->yaw = Person::players[k]->targetyaw;
3324 const bool hasstaff = attackweapon == staff;
3325 if (k == 0 && Person::players.size() > 1)
3326 for (unsigned i = 0; i < Person::players.size(); i++) {
3329 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3330 animation[Person::players[k]->animTarget].attack == neutral) {
3331 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3332 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3333 if (Person::players[i]->skeleton.free)
3334 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3335 (Person::players[i]->dead ||
3336 Person::players[i]->skeleton.longdead > 1000 ||
3337 Person::players[k]->isRun() ||
3340 (Person::players[i]->skeleton.longdead > 2000 ||
3341 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3342 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3343 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3344 Person::players[k]->victim = Person::players[i];
3345 Person::players[k]->hasvictim = 1;
3346 if (attackweapon && tutoriallevel != 1) {
3348 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3349 Person::players[k]->animTarget = crouchstabanim;
3351 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3352 Person::players[k]->animTarget = swordgroundstabanim;
3354 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3355 Person::players[k]->animTarget = staffgroundsmashanim;
3357 if (distance < 2.5 &&
3358 Person::players[k]->crouchkeydown &&
3359 Person::players[k]->animTarget != crouchstabanim &&
3361 Person::players[i]->dead &&
3362 Person::players[i]->skeleton.free &&
3363 Person::players[i]->skeleton.longdead > 1000) {
3364 Person::players[k]->animTarget = killanim;
3365 //TODO: refactor this out, what does it do?
3366 for (int j = 0; j < terrain.numdecals; j++) {
3367 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3368 terrain.decalalivetime[j] < 2)
3369 terrain.DeleteDecal(j);
3371 for (int l = 0; l < objects.numobjects; l++) {
3372 if (objects.model[l].type == decalstype)
3373 for (int j = 0; j < objects.model[l].numdecals; j++) {
3374 if ((objects.model[l].decaltype[j] == blooddecal ||
3375 objects.model[l].decaltype[j] == blooddecalslow) &&
3376 objects.model[l].decalalivetime[j] < 2)
3377 objects.model[l].DeleteDecal(j);
3381 if (!Person::players[i]->dead || musictype != 2)
3382 if (distance < 3.5 &&
3383 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3384 Person::players[k]->staggerdelay <= 0 &&
3385 (Person::players[i]->dead ||
3386 Person::players[i]->skeleton.longdead < 300 &&
3387 Person::players[k]->lastattack != spinkickanim &&
3388 Person::players[i]->skeleton.free) &&
3389 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3390 Person::players[k]->animTarget = dropkickanim;
3391 for (int j = 0; j < terrain.numdecals; j++) {
3392 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3393 terrain.decalalivetime[j] < 2) {
3394 terrain.DeleteDecal(j);
3397 for (int l = 0; l < objects.numobjects; l++) {
3398 if (objects.model[l].type == decalstype)
3399 for (int j = 0; j < objects.model[l].numdecals; j++) {
3400 if ((objects.model[l].decaltype[j] == blooddecal ||
3401 objects.model[l].decaltype[j] == blooddecalslow) &&
3402 objects.model[l].decalalivetime[j] < 2) {
3403 objects.model[l].DeleteDecal(j);
3409 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3410 Person::players[k]->victim == Person::players[i] &&
3411 (!Person::players[i]->skeleton.free ||
3412 Person::players[k]->animTarget == killanim ||
3413 Person::players[k]->animTarget == crouchstabanim ||
3414 Person::players[k]->animTarget == swordgroundstabanim ||
3415 Person::players[k]->animTarget == staffgroundsmashanim ||
3416 Person::players[k]->animTarget == dropkickanim)) {
3418 Person::players[k]->frameTarget = 0;
3419 Person::players[k]->target = 0;
3421 XYZ targetpoint = Person::players[i]->coords;
3422 if (Person::players[k]->animTarget == crouchstabanim ||
3423 Person::players[k]->animTarget == swordgroundstabanim ||
3424 Person::players[k]->animTarget == staffgroundsmashanim) {
3425 targetpoint += (Person::players[i]->jointPos(abdomen) +
3426 Person::players[i]->jointPos(neck)) / 2 *
3427 Person::players[i]->scale;
3429 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3430 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3432 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3433 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3436 if (Person::players[k]->animTarget == staffgroundsmashanim)
3437 Person::players[k]->targettilt2 += 10;
3439 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3440 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3441 Person::players[k]->lastattack = Person::players[k]->animTarget;
3443 if (Person::players[k]->animTarget == swordgroundstabanim) {
3444 Person::players[k]->targetyaw += 30;
3449 if (!Person::players[k]->hasvictim) {
3451 for (unsigned i = 0; i < Person::players.size(); i++) {
3452 if (i == k || !(i == 0 || k == 0))
3454 if (!Person::players[i]->skeleton.free) {
3455 if (Person::players[k]->hasvictim) {
3456 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3457 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3458 Person::players[k]->victim = Person::players[i];
3460 Person::players[k]->victim = Person::players[i];
3461 Person::players[k]->hasvictim = 1;
3466 if (Person::players[k]->aitype == playercontrolled)
3468 if (Person::players[k]->attackkeydown &&
3469 Person::players[k]->isRun() &&
3470 Person::players[k]->wasRun() &&
3471 ((Person::players[k]->hasvictim &&
3472 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3473 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3474 !Person::players[k]->victim->skeleton.free &&
3475 Person::players[k]->victim->animTarget != getupfrombackanim &&
3476 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3477 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3478 Person::players[k]->aitype != playercontrolled && //wat???
3479 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3480 Person::players[k]->rabbitkickenabled) ||
3481 Person::players[k]->jumpkeydown)) {
3483 Person::players[k]->setAnimation(rabbitkickanim);
3486 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3488 switch (attackweapon) {
3509 void doPlayerCollisions()
3511 static XYZ rotatetarget;
3512 static float collisionradius;
3513 if (Person::players.size() > 1)
3514 for (unsigned k = 0; k < Person::players.size(); k++)
3515 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3516 //neither player is part of a reversal
3517 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3518 animation[Person::players[i]->animTarget].attack != reversal &&
3519 animation[Person::players[k]->animTarget].attack != reversed &&
3520 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3521 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3522 animation[Person::players[i]->animCurrent].attack != reversal &&
3523 animation[Person::players[k]->animCurrent].attack != reversed &&
3524 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3525 //neither is sleeping
3526 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3527 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3528 //in same patch, neither is climbing
3529 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3530 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3531 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3532 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3533 Person::players[i]->animTarget != climbanim &&
3534 Person::players[i]->animTarget != hanganim &&
3535 Person::players[k]->animTarget != climbanim &&
3536 Person::players[k]->animTarget != hanganim)
3537 //players are close (bounding box test)
3538 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3539 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3540 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3541 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3542 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3543 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3544 //spread fire from player to player
3545 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3546 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3547 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3548 if (!Person::players[i]->onfire)
3549 Person::players[i]->CatchFire();
3550 if (!Person::players[k]->onfire)
3551 Person::players[k]->CatchFire();
3555 XYZ tempcoords1 = Person::players[i]->coords;
3556 XYZ tempcoords2 = Person::players[k]->coords;
3557 if (!Person::players[i]->skeleton.oldfree)
3558 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3559 if (!Person::players[k]->skeleton.oldfree)
3560 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3561 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3562 if (Person::players[0]->hasvictim)
3563 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3564 collisionradius = 3;
3565 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3566 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3567 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3568 //jump down on a dead body
3569 if (k == 0 || i == 0) {
3571 if (Person::players[0]->animTarget == jumpdownanim &&
3572 !Person::players[0]->skeleton.oldfree &&
3573 !Person::players[0]->skeleton.free &&
3574 Person::players[l]->skeleton.oldfree &&
3575 Person::players[l]->skeleton.free &&
3576 Person::players[l]->dead &&
3577 Person::players[0]->lastcollide <= 0 &&
3578 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3579 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3580 Person::players[0]->coords.y = Person::players[l]->coords.y;
3581 Person::players[l]->velocity = Person::players[0]->velocity;
3582 Person::players[l]->skeleton.free = 0;
3583 Person::players[l]->yaw = 0;
3584 Person::players[l]->RagDoll(0);
3585 Person::players[l]->DoDamage(20);
3587 Person::players[l]->skeleton.longdead = 0;
3588 Person::players[0]->lastcollide = 1;
3592 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3593 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3594 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3595 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3596 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3597 Person::players[i]->skeleton.free) &&
3598 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3599 Person::players[k]->skeleton.free))
3600 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3601 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3602 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3604 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3605 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3606 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3607 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3608 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3610 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3611 (k != 0 || Person::players[k]->skeleton.free) ||
3612 (animation[Person::players[i]->animTarget].height == highheight &&
3613 animation[Person::players[k]->animTarget].height == highheight)) {
3614 if (tutoriallevel != 1) {
3615 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3618 Person::players[i]->RagDoll(0);
3619 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3620 award_bonus(0, aimbonus);
3622 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3623 Person::players[k]->RagDoll(0);
3624 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3625 award_bonus(0, aimbonus); // Huh, again?
3627 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3629 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3630 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3632 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3633 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3638 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3639 animation[Person::players[i]->animTarget].attack == normalattack) &&
3640 (animation[Person::players[k]->animTarget].attack == neutral ||
3641 animation[Person::players[k]->animTarget].attack == normalattack)) {
3643 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3644 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3645 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3646 Normalise(&rotatetarget);
3647 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3648 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3649 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3650 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3651 if (Person::players[k]->howactive == typeactive || hostile)
3652 if (Person::players[k]->isIdle()) {
3653 if (Person::players[k]->howactive < typesleeping)
3654 Person::players[k]->setAnimation(Person::players[k]->getStop());
3655 else if (Person::players[k]->howactive == typesleeping)
3656 Person::players[k]->setAnimation(getupfromfrontanim);
3658 Person::players[k]->howactive = typeactive;
3660 if (Person::players[i]->howactive == typeactive || hostile)
3661 if (Person::players[i]->isIdle()) {
3662 if (Person::players[i]->howactive < typesleeping)
3663 Person::players[i]->setAnimation(Person::players[k]->getStop());
3665 Person::players[i]->setAnimation(getupfromfrontanim);
3667 Person::players[i]->howactive = typeactive;
3670 //jump down on player
3672 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3673 !Person::players[i]->isCrouch() &&
3674 Person::players[i]->animTarget != rollanim &&
3675 !Person::players[k]->skeleton.oldfree && !
3676 Person::players[k]->skeleton.free &&
3677 Person::players[k]->lastcollide <= 0 &&
3678 Person::players[k]->velocity.y < -10) {
3679 Person::players[i]->velocity = Person::players[k]->velocity;
3680 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3681 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3682 Person::players[i]->DoDamage(20);
3683 Person::players[i]->RagDoll(0);
3684 Person::players[k]->lastcollide = 1;
3685 award_bonus(k, AboveBonus);
3687 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3688 !Person::players[k]->isCrouch() &&
3689 Person::players[k]->animTarget != rollanim &&
3690 !Person::players[i]->skeleton.oldfree &&
3691 !Person::players[i]->skeleton.free &&
3692 Person::players[i]->lastcollide <= 0 &&
3693 Person::players[i]->velocity.y < -10) {
3694 Person::players[k]->velocity = Person::players[i]->velocity;
3695 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3696 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3697 Person::players[k]->DoDamage(20);
3698 Person::players[k]->RagDoll(0);
3699 Person::players[i]->lastcollide = 1;
3700 award_bonus(i, AboveBonus);
3706 Person::players[i]->CheckKick();
3707 Person::players[k]->CheckKick();
3713 void doAI(unsigned i)
3715 static bool connected;
3716 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3717 Person::players[i]->jumpclimb = 0;
3718 //disable movement in editor
3720 Person::players[i]->stunned = 1;
3722 Person::players[i]->pause = 0;
3723 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3724 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3725 !Person::players[0]->onterrain)
3726 Person::players[i]->pause = 1;
3729 if (Person::players[i]->aitype == pathfindtype) {
3730 if (Person::players[i]->finalpathfindpoint == -1) {
3731 float closestdistance;
3736 closestdistance = -1;
3737 for (int j = 0; j < numpathpoints; j++)
3738 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3739 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3741 Person::players[i]->finaltarget = pathpoint[j];
3743 Person::players[i]->finalpathfindpoint = closest;
3744 for (int j = 0; j < numpathpoints; j++)
3745 for (int k = 0; k < numpathpointconnect[j]; k++) {
3746 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3747 if (sq(tempdist) < closestdistance)
3748 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3749 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3750 closestdistance = sq(tempdist);
3752 Person::players[i]->finaltarget = colpoint;
3755 Person::players[i]->finalpathfindpoint = closest;
3758 if (Person::players[i]->targetpathfindpoint == -1) {
3759 float closestdistance;
3764 closestdistance = -1;
3765 if (Person::players[i]->lastpathfindpoint == -1) {
3766 for (int j = 0; j < numpathpoints; j++) {
3767 if (j != Person::players[i]->lastpathfindpoint)
3768 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3769 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3773 Person::players[i]->targetpathfindpoint = closest;
3774 for (int j = 0; j < numpathpoints; j++)
3775 if (j != Person::players[i]->lastpathfindpoint)
3776 for (int k = 0; k < numpathpointconnect[j]; k++) {
3777 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3778 if (sq(tempdist) < closestdistance) {
3779 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3780 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3781 closestdistance = sq(tempdist);
3786 Person::players[i]->targetpathfindpoint = closest;
3788 for (int j = 0; j < numpathpoints; j++)
3789 if (j != Person::players[i]->lastpathfindpoint &&
3790 j != Person::players[i]->lastpathfindpoint2 &&
3791 j != Person::players[i]->lastpathfindpoint3 &&
3792 j != Person::players[i]->lastpathfindpoint4) {
3794 if (numpathpointconnect[j])
3795 for (int k = 0; k < numpathpointconnect[j]; k++)
3796 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3799 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3800 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3801 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3804 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3805 if (closest == -1 || tempdist < closestdistance) {
3806 closestdistance = tempdist;
3811 Person::players[i]->targetpathfindpoint = closest;
3814 Person::players[i]->losupdatedelay -= multiplier;
3816 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3817 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3819 //reached target point
3820 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3821 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3822 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3823 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3824 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3825 if (Person::players[i]->lastpathfindpoint2 == -1)
3826 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3827 if (Person::players[i]->lastpathfindpoint3 == -1)
3828 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3829 if (Person::players[i]->lastpathfindpoint4 == -1)
3830 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3831 Person::players[i]->targetpathfindpoint = -1;
3833 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3834 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3835 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3836 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3837 Person::players[i]->aitype = passivetype;
3840 Person::players[i]->forwardkeydown = 1;
3841 Person::players[i]->leftkeydown = 0;
3842 Person::players[i]->backkeydown = 0;
3843 Person::players[i]->rightkeydown = 0;
3844 Person::players[i]->crouchkeydown = 0;
3845 Person::players[i]->attackkeydown = 0;
3846 Person::players[i]->throwkeydown = 0;
3848 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3849 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3851 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3852 Person::players[i]->jumpkeydown = 0;
3853 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3854 Person::players[i]->jumpkeydown = 1;
3856 if ((tutoriallevel != 1 || cananger) &&
3858 !Person::players[0]->dead &&
3859 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3860 Person::players[i]->occluded < 25) {
3861 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3862 animation[Person::players[0]->animTarget].height != lowheight &&
3864 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3865 Person::players[i]->aitype = attacktypecutoff;
3866 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3867 animation[Person::players[0]->animTarget].height == highheight &&
3869 Person::players[i]->aitype = attacktypecutoff;
3871 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3872 Person::players[i]->losupdatedelay = .2;
3873 for (unsigned j = 0; j < Person::players.size(); j++)
3874 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3875 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3876 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3877 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3878 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3879 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3880 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3881 *Person::players[i]->scale + Person::players[i]->coords,
3882 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3883 *Person::players[j]->scale + Person::players[j]->coords) ||
3884 (Person::players[j]->animTarget == hanganim &&
3885 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3886 Person::players[i]->aitype = searchtype;
3887 Person::players[i]->lastchecktime = 12;
3888 Person::players[i]->lastseen = Person::players[j]->coords;
3889 Person::players[i]->lastseentime = 12;
3893 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3894 if (Person::players[i]->creature != wolftype) {
3895 Person::players[i]->stunned = .6;
3896 Person::players[i]->surprised = .6;
3900 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3901 Person::players[i]->howactive = typeactive;
3903 if (Person::players[i]->aitype == passivetype) {
3904 Person::players[i]->aiupdatedelay -= multiplier;
3905 Person::players[i]->losupdatedelay -= multiplier;
3906 Person::players[i]->lastseentime += multiplier;
3907 Person::players[i]->pausetime -= multiplier;
3908 if (Person::players[i]->lastseentime > 1)
3909 Person::players[i]->lastseentime = 1;
3911 if (Person::players[i]->aiupdatedelay < 0) {
3912 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3913 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3914 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3915 Person::players[i]->aiupdatedelay = .05;
3917 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3918 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3919 Person::players[i]->pausetime = 4;
3920 Person::players[i]->waypoint++;
3921 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3922 Person::players[i]->waypoint = 0;
3927 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3928 Person::players[i]->forwardkeydown = 1;
3930 Person::players[i]->forwardkeydown = 0;
3931 Person::players[i]->leftkeydown = 0;
3932 Person::players[i]->backkeydown = 0;
3933 Person::players[i]->rightkeydown = 0;
3934 Person::players[i]->crouchkeydown = 0;
3935 Person::players[i]->attackkeydown = 0;
3936 Person::players[i]->throwkeydown = 0;
3938 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3939 if (!Person::players[i]->avoidsomething)
3940 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3942 XYZ leftpos, rightpos;
3943 float leftdist, rightdist;
3944 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3945 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3946 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3947 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3948 if (leftdist < rightdist)
3949 Person::players[i]->targetyaw += 90;
3951 Person::players[i]->targetyaw -= 90;
3955 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3956 Person::players[i]->jumpkeydown = 0;
3957 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3958 Person::players[i]->jumpkeydown = 1;
3962 if (!editorenabled) {
3963 if (Person::players[i]->howactive <= typesleeping)
3964 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3965 for (int j = 0; j < numenvsounds; j++) {
3966 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3967 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3968 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3969 Person::players[i]->aitype = attacktypecutoff;
3972 if (Person::players[i]->aitype != passivetype) {
3973 if (Person::players[i]->howactive == typesleeping)
3974 Person::players[i]->setAnimation(getupfromfrontanim);
3975 Person::players[i]->howactive = typeactive;
3979 if (Person::players[i]->howactive < typesleeping &&
3980 ((tutoriallevel != 1 || cananger) && hostile) &&
3981 !Person::players[0]->dead &&
3982 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3983 Person::players[i]->occluded < 25) {
3984 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3985 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3986 Person::players[i]->aitype = attacktypecutoff;
3987 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3988 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3989 Person::players[i]->aitype = attacktypecutoff;
3992 if (Person::players[i]->creature == wolftype) {
3994 for (unsigned j = 0; j < Person::players.size(); j++) {
3995 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3996 float smelldistance = 50;
3997 if (j == 0 && Person::players[j]->num_weapons > 0) {
3998 if (weapons[Person::players[j]->weaponids[0]].bloody)
3999 smelldistance = 100;
4000 if (Person::players[j]->num_weapons == 2)
4001 if (weapons[Person::players[j]->weaponids[1]].bloody)
4002 smelldistance = 100;
4005 smelldistance = 100;
4006 windsmell = windvector;
4007 Normalise(&windsmell);
4008 windsmell = windsmell * 2 + Person::players[j]->coords;
4009 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4010 Person::players[i]->aitype = attacktypecutoff;
4015 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4016 Person::players[i]->losupdatedelay = .2;
4017 for (unsigned j = 0; j < Person::players.size(); j++) {
4018 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4019 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4020 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4021 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4022 if ((-1 == checkcollide(
4023 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4024 Person::players[i]->scale + Person::players[i]->coords,
4025 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4026 Person::players[j]->scale + Person::players[j]->coords) &&
4027 !Person::players[j]->isWallJump()) ||
4028 (Person::players[j]->animTarget == hanganim &&
4029 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4030 Person::players[i]->lastseentime -= .2;
4031 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4032 Person::players[i]->lastseentime -= .4;
4034 Person::players[i]->lastseentime -= .6;
4036 if (Person::players[i]->lastseentime <= 0) {
4037 Person::players[i]->aitype = searchtype;
4038 Person::players[i]->lastchecktime = 12;
4039 Person::players[i]->lastseen = Person::players[j]->coords;
4040 Person::players[i]->lastseentime = 12;
4047 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4048 if (Person::players[i]->creature != wolftype) {
4049 Person::players[i]->stunned = .6;
4050 Person::players[i]->surprised = .6;
4052 if (Person::players[i]->creature == wolftype) {
4053 Person::players[i]->stunned = .47;
4054 Person::players[i]->surprised = .47;
4062 if (Person::players[i]->aitype == searchtype) {
4063 Person::players[i]->aiupdatedelay -= multiplier;
4064 Person::players[i]->losupdatedelay -= multiplier;
4065 if (!Person::players[i]->pause)
4066 Person::players[i]->lastseentime -= multiplier;
4067 Person::players[i]->lastchecktime -= multiplier;
4069 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4070 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4071 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4073 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4075 j = checkcollide(test2, test, Person::players[i]->laststanding);
4077 j = checkcollide(test2, test);
4079 Person::players[i]->velocity = 0;
4080 Person::players[i]->setAnimation(Person::players[i]->getStop());
4081 Person::players[i]->targetyaw += 180;
4082 Person::players[i]->stunned = .5;
4083 //Person::players[i]->aitype=passivetype;
4084 Person::players[i]->aitype = pathfindtype;
4085 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4086 Person::players[i]->finalpathfindpoint = -1;
4087 Person::players[i]->targetpathfindpoint = -1;
4088 Person::players[i]->lastpathfindpoint = -1;
4089 Person::players[i]->lastpathfindpoint2 = -1;
4090 Person::players[i]->lastpathfindpoint3 = -1;
4091 Person::players[i]->lastpathfindpoint4 = -1;
4093 Person::players[i]->laststanding = j;
4096 //check out last seen location
4097 if (Person::players[i]->aiupdatedelay < 0) {
4098 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4099 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4100 Person::players[i]->aiupdatedelay = .05;
4101 Person::players[i]->forwardkeydown = 1;
4103 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4104 Person::players[i]->forwardkeydown = 0;
4105 Person::players[i]->aiupdatedelay = 1;
4106 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4107 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4108 Person::players[i]->lastchecktime = 3;
4111 Person::players[i]->leftkeydown = 0;
4112 Person::players[i]->backkeydown = 0;
4113 Person::players[i]->rightkeydown = 0;
4114 Person::players[i]->crouchkeydown = 0;
4115 Person::players[i]->attackkeydown = 0;
4116 Person::players[i]->throwkeydown = 0;
4118 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4119 if (!Person::players[i]->avoidsomething)
4120 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4122 XYZ leftpos, rightpos;
4123 float leftdist, rightdist;
4124 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4125 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4126 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4127 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4128 if (leftdist < rightdist)
4129 Person::players[i]->targetyaw += 90;
4131 Person::players[i]->targetyaw -= 90;
4135 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4136 Person::players[i]->jumpkeydown = 0;
4137 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4138 Person::players[i]->jumpkeydown = 1;
4140 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4141 for (int k = 0; k < numenvsounds; k++) {
4142 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4143 Person::players[i]->aitype = attacktypecutoff;
4147 if (!Person::players[0]->dead &&
4148 Person::players[i]->losupdatedelay < 0 &&
4150 Person::players[i]->occluded < 2 &&
4151 ((tutoriallevel != 1 || cananger) && hostile)) {
4152 Person::players[i]->losupdatedelay = .2;
4153 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4154 Person::players[i]->aitype = attacktypecutoff;
4155 Person::players[i]->lastseentime = 1;
4157 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4158 //TODO: factor out canSeePlayer()
4159 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4160 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4162 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4163 Person::players[i]->scale + Person::players[i]->coords,
4164 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4165 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4166 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4167 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4168 /* //TODO: changed j to 0 on a whim, make sure this is correct
4169 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4170 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4172 Person::players[i]->aitype = attacktypecutoff;
4173 Person::players[i]->lastseentime = 1;
4177 if (Person::players[i]->lastseentime < 0) {
4178 //Person::players[i]->aitype=passivetype;
4180 Person::players[i]->aitype = pathfindtype;
4181 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4182 Person::players[i]->finalpathfindpoint = -1;
4183 Person::players[i]->targetpathfindpoint = -1;
4184 Person::players[i]->lastpathfindpoint = -1;
4185 Person::players[i]->lastpathfindpoint2 = -1;
4186 Person::players[i]->lastpathfindpoint3 = -1;
4187 Person::players[i]->lastpathfindpoint4 = -1;
4191 if (Person::players[i]->aitype != gethelptype)
4192 Person::players[i]->runninghowlong = 0;
4194 //get help from buddies
4195 if (Person::players[i]->aitype == gethelptype) {
4196 Person::players[i]->runninghowlong += multiplier;
4197 Person::players[i]->aiupdatedelay -= multiplier;
4199 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4200 Person::players[i]->aiupdatedelay = .2;
4203 //TODO: factor out closest search somehow
4204 if (!Person::players[i]->ally) {
4206 float closestdist = -1;
4207 for (unsigned k = 0; k < Person::players.size(); k++) {
4208 if (k != i && k != 0 && !Person::players[k]->dead &&
4209 Person::players[k]->howactive < typedead1 &&
4210 !Person::players[k]->skeleton.free &&
4211 Person::players[k]->aitype == passivetype) {
4212 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4213 if (closestdist == -1 || distance < closestdist) {
4214 closestdist = distance;
4221 Person::players[i]->ally = closest;
4223 Person::players[i]->ally = 0;
4224 Person::players[i]->lastseen = Person::players[0]->coords;
4225 Person::players[i]->lastseentime = 12;
4229 Person::players[i]->lastchecktime = 12;
4231 XYZ facing = Person::players[i]->coords;
4232 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4233 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4234 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4235 if (-1 != checkcollide(facing, flatfacing))
4236 Person::players[i]->lastseentime -= .1;
4238 //no available ally, run back to player
4239 if (Person::players[i]->ally <= 0 ||
4240 Person::players[Person::players[i]->ally]->skeleton.free ||
4241 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4242 Person::players[i]->lastseentime <= 0) {
4243 Person::players[i]->aitype = searchtype;
4244 Person::players[i]->lastseentime = 12;
4248 if (Person::players[i]->ally > 0) {
4249 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4250 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4251 Person::players[i]->aiupdatedelay = .05;
4252 Person::players[i]->forwardkeydown = 1;
4254 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4255 Person::players[i]->aitype = searchtype;
4256 Person::players[i]->lastseentime = 12;
4257 Person::players[Person::players[i]->ally]->aitype = searchtype;
4258 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4259 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4260 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4261 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4265 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4266 if (!Person::players[i]->avoidsomething)
4267 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4269 XYZ leftpos, rightpos;
4270 float leftdist, rightdist;
4271 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4272 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4273 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4274 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4275 if (leftdist < rightdist)
4276 Person::players[i]->targetyaw += 90;
4278 Person::players[i]->targetyaw -= 90;
4283 Person::players[i]->leftkeydown = 0;
4284 Person::players[i]->backkeydown = 0;
4285 Person::players[i]->rightkeydown = 0;
4286 Person::players[i]->crouchkeydown = 0;
4287 Person::players[i]->attackkeydown = 0;
4289 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4290 Person::players[i]->jumpkeydown = 0;
4291 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4292 Person::players[i]->jumpkeydown = 1;
4295 //retreiving a weapon on the ground
4296 if (Person::players[i]->aitype == getweapontype) {
4297 Person::players[i]->aiupdatedelay -= multiplier;
4298 Person::players[i]->lastchecktime -= multiplier;
4300 if (Person::players[i]->aiupdatedelay < 0) {
4301 Person::players[i]->aiupdatedelay = .2;
4304 if (Person::players[i]->ally < 0) {
4306 float closestdist = -1;
4307 for (unsigned k = 0; k < weapons.size(); k++)
4308 if (weapons[k].owner == -1) {
4309 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4310 if (closestdist == -1 || distance < closestdist) {
4311 closestdist = distance;
4317 Person::players[i]->ally = closest;
4319 Person::players[i]->ally = -1;
4322 Person::players[i]->lastseentime = 12;
4324 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4325 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4326 Person::players[i]->aitype = attacktypecutoff;
4327 Person::players[i]->lastseentime = 1;
4329 if (!Person::players[0]->dead)
4330 if (Person::players[i]->ally >= 0) {
4331 if (weapons[Person::players[i]->ally].owner != -1 ||
4332 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4333 Person::players[i]->aitype = attacktypecutoff;
4334 Person::players[i]->lastseentime = 1;
4336 //TODO: factor these out as moveToward()
4337 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4338 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4339 Person::players[i]->aiupdatedelay = .05;
4340 Person::players[i]->forwardkeydown = 1;
4343 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4344 if (!Person::players[i]->avoidsomething)
4345 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4347 XYZ leftpos, rightpos;
4348 float leftdist, rightdist;
4349 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4350 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4351 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4352 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4353 if (leftdist < rightdist)
4354 Person::players[i]->targetyaw += 90;
4356 Person::players[i]->targetyaw -= 90;
4361 Person::players[i]->leftkeydown = 0;
4362 Person::players[i]->backkeydown = 0;
4363 Person::players[i]->rightkeydown = 0;
4364 Person::players[i]->attackkeydown = 0;
4365 Person::players[i]->throwkeydown = 1;
4366 Person::players[i]->crouchkeydown = 0;
4367 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4368 Person::players[i]->animTarget != removeknifeanim)
4369 Person::players[i]->throwtogglekeydown = 0;
4370 Person::players[i]->drawkeydown = 0;
4372 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4373 Person::players[i]->jumpkeydown = 0;
4374 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4375 Person::players[i]->jumpkeydown = 1;
4378 if (Person::players[i]->aitype == attacktypecutoff) {
4379 Person::players[i]->aiupdatedelay -= multiplier;
4380 //dodge or reverse rabbit kicks, knife throws, flips
4381 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4382 if ((Person::players[0]->animTarget == rabbitkickanim ||
4383 Person::players[0]->animTarget == knifethrowanim ||
4384 (Person::players[0]->isFlip() &&
4385 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4386 !Person::players[0]->skeleton.free &&
4387 (Person::players[i]->aiupdatedelay < .1)) {
4388 Person::players[i]->attackkeydown = 0;
4389 if (Person::players[i]->isIdle())
4390 Person::players[i]->crouchkeydown = 1;
4391 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4392 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4393 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4394 if (abs(Random() % 2) == 0)
4395 Person::players[i]->setAnimation(backhandspringanim);
4397 Person::players[i]->setAnimation(rollanim);
4398 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4399 Person::players[i]->wentforweapon = 0;
4401 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4402 Person::players[i]->setAnimation(flipanim);
4405 Person::players[i]->forwardkeydown = 0;
4406 Person::players[i]->aiupdatedelay = .02;
4408 //get confused by flips
4409 if (Person::players[0]->isFlip() &&
4410 !Person::players[0]->skeleton.free &&
4411 Person::players[0]->animTarget != walljumprightkickanim &&
4412 Person::players[0]->animTarget != walljumpleftkickanim) {
4413 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4414 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4415 Person::players[i]->stunned = 1;
4417 //go for weapon on the ground
4418 if (Person::players[i]->wentforweapon < 3)
4419 for (unsigned k = 0; k < weapons.size(); k++)
4420 if (Person::players[i]->creature != wolftype)
4421 if (Person::players[i]->num_weapons == 0 &&
4422 weapons[k].owner == -1 &&
4423 weapons[i].velocity.x == 0 &&
4424 weapons[i].velocity.z == 0 &&
4425 weapons[i].velocity.y == 0) {
4426 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4427 Person::players[i]->wentforweapon++;
4428 Person::players[i]->lastchecktime = 6;
4429 Person::players[i]->aitype = getweapontype;
4430 Person::players[i]->ally = -1;
4433 //dodge/reverse walljump kicks
4434 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4435 if (animation[Person::players[i]->animTarget].height != highheight)
4436 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4437 ((Person::players[0]->animTarget == walljumprightkickanim ||
4438 Person::players[0]->animTarget == walljumpleftkickanim) &&
4439 ((Person::players[i]->aiupdatedelay < .15 &&
4441 (Person::players[i]->aiupdatedelay < .08 &&
4442 difficulty != 2)))) {
4443 Person::players[i]->crouchkeydown = 1;
4445 //walked off a ledge (?)
4446 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4447 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4448 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4450 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4452 j = checkcollide(test2, test, Person::players[i]->laststanding);
4454 j = checkcollide(test2, test);
4456 Person::players[i]->velocity = 0;
4457 Person::players[i]->setAnimation(Person::players[i]->getStop());
4458 Person::players[i]->targetyaw += 180;
4459 Person::players[i]->stunned = .5;
4460 Person::players[i]->aitype = pathfindtype;
4461 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4462 Person::players[i]->finalpathfindpoint = -1;
4463 Person::players[i]->targetpathfindpoint = -1;
4464 Person::players[i]->lastpathfindpoint = -1;
4465 Person::players[i]->lastpathfindpoint2 = -1;
4466 Person::players[i]->lastpathfindpoint3 = -1;
4467 Person::players[i]->lastpathfindpoint4 = -1;
4469 Person::players[i]->laststanding = j;
4471 //lose sight of player in the air (?)
4472 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4473 animation[Person::players[0]->animTarget].height != highheight &&
4474 !Person::players[0]->onterrain) {
4475 Person::players[i]->aitype = pathfindtype;
4476 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4477 Person::players[i]->finalpathfindpoint = -1;
4478 Person::players[i]->targetpathfindpoint = -1;
4479 Person::players[i]->lastpathfindpoint = -1;
4480 Person::players[i]->lastpathfindpoint2 = -1;
4481 Person::players[i]->lastpathfindpoint3 = -1;
4482 Person::players[i]->lastpathfindpoint4 = -1;
4484 //it's time to think (?)
4485 if (Person::players[i]->aiupdatedelay < 0 &&
4486 !animation[Person::players[i]->animTarget].attack &&
4487 Person::players[i]->animTarget != staggerbackhighanim &&
4488 Person::players[i]->animTarget != staggerbackhardanim &&
4489 Person::players[i]->animTarget != backhandspringanim &&
4490 Person::players[i]->animTarget != dodgebackanim) {
4492 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4493 Person::players[i]->drawkeydown = Random() % 2;
4495 Person::players[i]->drawkeydown = 0;
4496 Person::players[i]->rabbitkickenabled = Random() % 2;
4498 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4499 XYZ targetpoint = Person::players[0]->coords;
4500 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4501 distsq(&rotatetarget, &Person::players[i]->coords))
4502 targetpoint += Person::players[0]->velocity *
4503 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4504 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4505 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4506 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4508 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4509 Person::players[i]->forwardkeydown = 1;
4510 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4511 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4512 Person::players[0]->weaponactive != -1)
4513 Person::players[i]->forwardkeydown = 1;
4514 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4515 Person::players[i]->forwardkeydown = 1;
4517 Person::players[i]->forwardkeydown = 0;
4518 //chill out around the corpse
4519 if (Person::players[0]->dead) {
4520 Person::players[i]->forwardkeydown = 0;
4521 if (Random() % 10 == 0)
4522 Person::players[i]->forwardkeydown = 1;
4523 if (Random() % 100 == 0) {
4524 Person::players[i]->aitype = pathfindtype;
4525 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4526 Person::players[i]->finalpathfindpoint = -1;
4527 Person::players[i]->targetpathfindpoint = -1;
4528 Person::players[i]->lastpathfindpoint = -1;
4529 Person::players[i]->lastpathfindpoint2 = -1;
4530 Person::players[i]->lastpathfindpoint3 = -1;
4531 Person::players[i]->lastpathfindpoint4 = -1;
4534 Person::players[i]->leftkeydown = 0;
4535 Person::players[i]->backkeydown = 0;
4536 Person::players[i]->rightkeydown = 0;
4537 Person::players[i]->crouchkeydown = 0;
4538 Person::players[i]->throwkeydown = 0;
4540 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4541 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4543 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4544 Person::players[i]->attackkeydown = 1;
4546 Person::players[i]->attackkeydown = 0;
4547 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4548 Person::players[i]->attackkeydown = 0;
4551 if (Person::players[i]->aitype != playercontrolled &&
4552 (Person::players[i]->isIdle() ||
4553 Person::players[i]->isCrouch() ||
4554 Person::players[i]->isRun())) {
4556 for (unsigned j = 0; j < Person::players.size(); j++)
4557 if (j != i && !Person::players[j]->skeleton.free &&
4558 Person::players[j]->hasvictim &&
4559 (tutoriallevel == 1 && reversaltrain ||
4560 Random() % 2 == 0 && difficulty == 2 ||
4561 Random() % 4 == 0 && difficulty == 1 ||
4562 Random() % 8 == 0 && difficulty == 0 ||
4563 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4564 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4565 (Random() % 2 == 0 || difficulty == 2) ||
4566 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4567 Person::players[j]->weaponactive != -1 ||
4568 Person::players[j]->animTarget == swordslashanim &&
4569 Person::players[i]->weaponactive != -1 ||
4570 Person::players[j]->animTarget == staffhitanim ||
4571 Person::players[j]->animTarget == staffspinhitanim))
4572 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4573 Person::players[j]->victim == Person::players[i] &&
4574 (Person::players[j]->animTarget == sweepanim ||
4575 Person::players[j]->animTarget == spinkickanim ||
4576 Person::players[j]->animTarget == staffhitanim ||
4577 Person::players[j]->animTarget == staffspinhitanim ||
4578 Person::players[j]->animTarget == winduppunchanim ||
4579 Person::players[j]->animTarget == upunchanim ||
4580 Person::players[j]->animTarget == wolfslapanim ||
4581 Person::players[j]->animTarget == knifeslashstartanim ||
4582 Person::players[j]->animTarget == swordslashanim &&
4583 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4584 Person::players[i]->weaponactive != -1))) {
4591 Person::players[target]->Reverse();
4594 if (Person::players[i]->collided < 1)
4595 Person::players[i]->jumpkeydown = 0;
4596 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4597 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4598 Person::players[i]->onterrain &&
4599 Person::players[i]->creature == rabbittype)
4600 Person::players[i]->jumpkeydown = 1;
4601 //TODO: why are we controlling the human?
4602 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4603 Person::players[0]->jumpkeydown = 0;
4604 if (Person::players[0]->animTarget == jumpdownanim &&
4605 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4606 Person::players[i]->crouchkeydown = 1;
4607 if (Person::players[i]->jumpkeydown)
4608 Person::players[i]->attackkeydown = 0;
4610 if (tutoriallevel == 1)
4612 Person::players[i]->attackkeydown = 0;
4615 XYZ facing = Person::players[i]->coords;
4616 XYZ flatfacing = Person::players[0]->coords;
4617 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4618 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4619 if (Person::players[i]->occluded >= 2)
4620 if (-1 != checkcollide(facing, flatfacing)) {
4621 if (!Person::players[i]->pause)
4622 Person::players[i]->lastseentime -= .2;
4623 if (Person::players[i]->lastseentime <= 0 &&
4624 (Person::players[i]->creature != wolftype ||
4625 Person::players[i]->weaponstuck == -1)) {
4626 Person::players[i]->aitype = searchtype;
4627 Person::players[i]->lastchecktime = 12;
4628 Person::players[i]->lastseen = Person::players[0]->coords;
4629 Person::players[i]->lastseentime = 12;
4632 Person::players[i]->lastseentime = 1;
4635 if (animation[Person::players[0]->animTarget].height == highheight &&
4636 (Person::players[i]->aitype == attacktypecutoff ||
4637 Person::players[i]->aitype == searchtype))
4638 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4639 XYZ test = Person::players[0]->coords;
4641 if (-1 == checkcollide(Person::players[0]->coords, test))
4642 Person::players[i]->stunned = 1;
4645 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4646 Person::players[i]->stunned > 0 ||
4647 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4648 if (Person::players[i]->pause)
4649 Person::players[i]->lastseentime = 1;
4650 Person::players[i]->targetyaw = Person::players[i]->yaw;
4651 Person::players[i]->forwardkeydown = 0;
4652 Person::players[i]->leftkeydown = 0;
4653 Person::players[i]->backkeydown = 0;
4654 Person::players[i]->rightkeydown = 0;
4655 Person::players[i]->jumpkeydown = 0;
4656 Person::players[i]->attackkeydown = 0;
4657 Person::players[i]->crouchkeydown = 0;
4658 Person::players[i]->throwkeydown = 0;
4666 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4667 facing = flatfacing;
4669 if (Person::players[i]->aitype == attacktypecutoff) {
4670 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4671 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4672 } else if (Person::players[i]->howactive >= typesleeping) {
4673 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4674 Person::players[i]->targetheadpitch = 0;
4676 if (Person::players[i]->interestdelay <= 0) {
4677 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4678 Person::players[i]->headtarget = Person::players[i]->coords;
4679 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4680 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4681 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4682 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4684 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4685 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4692 void updateSettingsMenu()
4695 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4696 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4698 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4699 Menu::setText(0, sbuf);
4700 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4701 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4702 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4703 if (newdetail == 2) Menu::setText(1, "Detail: High");
4704 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4705 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4706 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4707 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4708 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4709 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4710 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4711 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4712 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4713 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4714 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4715 Menu::setText(10, sbuf);
4716 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4717 Menu::setText(11, sbuf);
4718 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4719 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4720 sprintf (sbuf, "Back");
4722 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4723 Menu::setText(8, sbuf);
4726 void updateStereoConfigMenu()
4729 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4730 Menu::setText(0, sbuf);
4731 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4732 Menu::setText(1, sbuf);
4733 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4734 Menu::setText(2, sbuf);
4737 void updateControlsMenu()
4739 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4740 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4741 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4742 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4743 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4744 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4745 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4746 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4747 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4749 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4753 Values of mainmenu :
4755 2 Menu pause (resume/end game)
4757 4 Controls configuration menu
4758 5 Main game menu (choose level or challenge)
4759 6 Deleting user menu
4760 7 User managment menu (select/add)
4761 8 Choose difficulty menu
4762 9 Challenge level selection menu
4763 10 End of the campaign congratulation (is that really a menu?)
4764 11 Same that 9 ??? => unused
4765 18 stereo configuration
4768 void Game::LoadMenu()
4774 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4775 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4776 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4777 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4780 Menu::addButton( 0, "", 10 + 20, 440);
4781 Menu::addButton(14, "", 10 + 400, 440);
4782 Menu::addButton( 1, "", 10 + 60, 405);
4783 Menu::addButton( 2, "", 10 + 70, 370);
4784 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4785 Menu::addButton( 4, "", 10 , 335);
4786 Menu::addButton( 5, "", 10 + 60, 300);
4787 Menu::addButton( 6, "", 10 + 70, 265);
4788 Menu::addButton( 9, "", 10 , 230);
4789 Menu::addButton(10, "", 20 , 195);
4790 Menu::addButton(11, "", 10 + 60, 160);
4791 Menu::addButton(13, "", 30 , 125);
4792 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4793 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4794 Menu::addButton(8, "Back", 10, 10);
4795 updateSettingsMenu();
4798 Menu::addButton(0, "", 10 , 400);
4799 Menu::addButton(1, "", 10 + 40, 360);
4800 Menu::addButton(2, "", 10 + 40, 320);
4801 Menu::addButton(3, "", 10 + 30, 280);
4802 Menu::addButton(4, "", 10 + 20, 240);
4803 Menu::addButton(5, "", 10 + 40, 200);
4804 Menu::addButton(6, "", 10 + 40, 160);
4805 Menu::addButton(7, "", 10 + 30, 120);
4806 Menu::addButton(8, "", 10 + 20, 80);
4808 Menu::addButton(9, "", 10 + 10, 40);
4809 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4810 updateControlsMenu();
4814 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4815 Menu::addButton(1, "Tutorial", 5, 300);
4816 Menu::addButton(2, "Challenge", 5, 240);
4817 Menu::addButton(3, "Delete User", 400, 10);
4818 Menu::addButton(4, "Main Menu", 5, 10);
4819 Menu::addButton(5, "Change User", 5, 180);
4820 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4823 //with (2,-5) offset from old code
4824 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4826 int numlevels = accountactive->getCampaignChoicesMade();
4827 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4828 for (int i = 0; i < numlevels; i++) {
4829 XYZ midpoint = campaignlevels[i].getCenter();
4830 float itemsize = campaignlevels[i].getWidth();
4831 const bool active = i >= accountactive->getCampaignChoicesMade();
4836 XYZ start = campaignlevels[i - 1].getCenter();
4837 Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
4839 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4840 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4843 Menu::addMapLabel(-2, campaignlevels[i].description,
4844 campaignlevels[i].getStartX() + 10,
4845 campaignlevels[i].getStartY() - 4);
4851 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4852 Menu::addButton(1, "Yes", 10, 360);
4853 Menu::addButton(2, "No", 10, 320);
4856 if (Account::getNbAccounts() < 8)
4857 Menu::addButton(0, "New User", 10, 400);
4859 Menu::addLabel(0, "No More Users", 10, 400);
4860 Menu::addLabel(-2, "", 20, 400);
4861 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4862 for (int i = 0; i < Account::getNbAccounts(); i++)
4863 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4866 Menu::addButton(0, "Easier", 10, 400);
4867 Menu::addButton(1, "Difficult", 10, 360);
4868 Menu::addButton(2, "Insane", 10, 320);
4871 for (int i = 0; i < numchallengelevels; i++) {
4874 sprintf (temp, "Level %d", i + 1);
4875 for (int j = strlen(temp); j < 17; j++)
4878 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4879 for (int j = strlen(temp); j < (32 - 17); j++)
4882 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4883 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4886 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4889 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4892 Menu::addButton(-1, " High Score Best Time", 10, 440);
4893 Menu::addButton(numchallengelevels, "Back", 10, 10);
4896 Menu::addLabel(0, "Congratulations!", 220, 330);
4897 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4898 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4899 Menu::addButton(3, "Back", 10, 10);
4901 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4902 Menu::addLabel(4, sbuf, 190, 200);
4903 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4904 Menu::addLabel(5, sbuf, 190, 180);
4908 Menu::addButton(0, "", 70, 400);
4909 Menu::addButton(1, "", 10, 360);
4910 Menu::addButton(2, "", 40, 320);
4911 Menu::addButton(3, "Back", 10, 10);
4912 updateStereoConfigMenu();
4917 extern set<pair<int,int>> resolutions;
4922 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4924 // some specific case where we do something even if the left mouse button is not pressed.
4925 if ((mainmenu == 5) && (endgame == 2)) {
4926 accountactive->endGame();
4931 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4932 stereoseparation -= 0.001;
4933 updateStereoConfigMenu();
4936 static int oldmainmenu = mainmenu;
4938 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4939 set<pair<int,int>>::iterator newscreenresolution;
4945 if (gameon) { //resume
4947 pause_sound(stream_menutheme);
4948 resume_stream(leveltheme);
4950 fireSound(firestartsound);
4952 mainmenu = (accountactive ? 5 : 7);
4964 if (newscreenwidth > 3000)
4965 newscreenwidth = screenwidth;
4966 if (newscreenwidth < 0)
4967 newscreenwidth = screenwidth;
4968 if (newscreenheight > 3000)
4969 newscreenheight = screenheight;
4970 if (newscreenheight < 0)
4971 newscreenheight = screenheight;
4976 if (gameon) { //end game
4981 pause_sound(stream_menutheme);
4990 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4991 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4992 newscreenresolution++;
4993 if (newscreenresolution == resolutions.end()) {
4994 /* It was the last one (or not found), go back to the beginning */
4995 newscreenresolution = resolutions.begin();
4997 newscreenwidth = newscreenresolution->first;
4998 newscreenheight = newscreenresolution->second;
5007 if (bloodtoggle > 2)
5016 ismotionblur = !ismotionblur;
5022 musictoggle = !musictoggle;
5024 emit_stream_np(stream_menutheme);
5026 pause_sound(leveltheme);
5027 pause_sound(stream_fighttheme);
5028 pause_sound(stream_menutheme);
5030 for (int i = 0; i < 4; i++) {
5031 oldmusicvolume[i] = 0;
5045 mainmenu = gameon ? 2 : 1;
5048 invertmouse = !invertmouse;
5051 usermousesensitivity += .2;
5052 if (usermousesensitivity > 2)
5053 usermousesensitivity = .2;
5057 if (volume > 1.0001f)
5059 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5063 newstereomode = stereomode;
5068 showdamagebar = !showdamagebar;
5074 updateSettingsMenu();
5079 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5080 keyselect = selected;
5081 if (keyselect != -1)
5083 if (selected == (debugmode ? 10 : 9)) {
5088 updateControlsMenu();
5093 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5094 startbonustotal = 0;
5103 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5104 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5107 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5111 pause_sound(stream_menutheme);
5115 startbonustotal = 0;
5128 pause_sound(stream_menutheme);
5137 mainmenu = (gameon ? 2 : 1);
5143 vector<string> campaigns = ListCampaigns();
5144 vector<string>::iterator c;
5145 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5146 if (!campaigns.empty())
5147 accountactive->setCurrentCampaign(campaigns.front());
5150 if (c == campaigns.end())
5151 c = campaigns.begin();
5152 accountactive->setCurrentCampaign(*c);
5160 if (selected == 1) {
5162 accountactive = Account::destroy(accountactive);
5164 } else if (selected == 2) {
5171 if (selected == 0 && Account::getNbAccounts() < 8) {
5173 } else if (selected < Account::getNbAccounts() + 1) {
5176 accountactive = Account::get(selected - 1);
5177 } else if (selected == Account::getNbAccounts() + 1) {
5183 displaytext[0].clear();
5184 displayselected = 0;
5192 accountactive->setDifficulty(selected);
5196 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5200 startbonustotal = 0;
5204 targetlevel = selected;
5209 Loadlevel(selected);
5214 pause_sound(stream_menutheme);
5216 if (selected == numchallengelevels) {
5223 if (selected == 3) {
5231 stereoseparation += 0.001;
5234 if (selected == 0) {
5235 newstereomode = (StereoMode)(newstereomode + 1);
5236 while (!CanInitStereo(newstereomode)) {
5237 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5238 newstereomode = (StereoMode)(newstereomode + 1);
5239 if (newstereomode >= stereoCount)
5240 newstereomode = stereoNone;
5242 } else if (selected == 2) {
5243 stereoreverse = !stereoreverse;
5244 } else if (selected == 3) {
5248 stereomode = newstereomode;
5249 InitStereo(stereomode);
5252 updateStereoConfigMenu();
5257 OPENAL_SetFrequency(channels[stream_menutheme]);
5260 inputText(displaytext[0], &displayselected);
5261 if (!waiting) { // the input as finished
5262 if (!displaytext[0].empty()) { // with enter
5263 accountactive = Account::add(string(displaytext[0]));
5269 fireSound(firestartsound);
5271 displaytext[0].clear();
5273 displayselected = 0;
5279 displayblinkdelay -= multiplier;
5280 if (displayblinkdelay <= 0) {
5281 displayblinkdelay = .3;
5282 displayblink = !displayblink;
5287 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5288 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5291 if (oldmainmenu != mainmenu)
5293 oldmainmenu = mainmenu;
5299 static XYZ facing, flatfacing;
5302 for (int i = 0; i < 15; i++) {
5303 displaytime[i] += multiplier;
5308 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5309 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5310 stereoreverse = true;
5312 stereoreverse = false;
5315 printf("Stereo reversed\n");
5317 printf("Stereo unreversed\n");
5320 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5321 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5322 stereoseparation -= 0.001;
5324 stereoseparation -= 0.010;
5325 printf("Stereo decreased increased to %f\n", stereoseparation);
5328 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5329 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5330 stereoseparation += 0.001;
5332 stereoseparation += 0.010;
5333 printf("Stereo separation increased to %f\n", stereoseparation);
5337 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5338 if (tutorialstage != 51)
5339 tutorialstagetime = tutorialmaxtime;
5340 emit_sound_np(consolefailsound, 128.);
5344 Values of mainmenu :
5346 2 Menu pause (resume/end game)
5348 4 Controls configuration menu
5349 5 Main game menu (choose level or challenge)
5350 6 Deleting user menu
5351 7 User managment menu (select/add)
5352 8 Choose difficulty menu
5353 9 Challenge level selection menu
5354 10 End of the campaign congratulation (is that really a menu?)
5355 11 Same that 9 ??? => unused
5356 18 stereo configuration
5361 if (mainmenu && endgame == 1)
5363 //go to level select after completing a campaign level
5364 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5371 OPENAL_SetFrequency(OPENAL_ALL);
5372 emit_stream_np(stream_menutheme);
5373 pause_sound(leveltheme);
5377 //escape key pressed
5378 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5379 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5381 if (mainmenu == 0 && !winfreeze)
5382 mainmenu = 2; //pause
5383 else if (mainmenu == 1 || mainmenu == 2) {
5384 mainmenu = 0; //unpause
5387 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5388 OPENAL_SetFrequency(OPENAL_ALL);
5389 emit_stream_np(stream_menutheme);
5390 pause_sound(leveltheme);
5392 //on resume, play level music
5394 pause_sound(stream_menutheme);
5395 resume_stream(leveltheme);
5397 //finished with settings menu
5398 if (mainmenu == 3) {
5402 if (mainmenu >= 3 && mainmenu != 8) {
5410 mainmenu = gameon ? 2 : 1;
5432 hostiletime += multiplier;
5436 leveltime += multiplier;
5439 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5442 OPENAL_SetFrequency(OPENAL_ALL);
5446 if (Input::isKeyPressed(consolekey) && debugmode) {
5449 OPENAL_SetFrequency(OPENAL_ALL);
5458 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5459 inputText(consoletext[0], &consoleselected);
5461 if (!consoletext[0].empty()) {
5462 cmd_dispatch(consoletext[0]);
5463 for (int k = 14; k >= 1; k--) {
5464 consoletext[k] = consoletext[k - 1];
5466 consoletext[0].clear();
5467 consoleselected = 0;
5471 consoleblinkdelay -= multiplier;
5472 if (consoleblinkdelay <= 0) {
5473 consoleblinkdelay = .3;
5474 consoleblink = !consoleblink;
5478 static int oldwinfreeze;
5479 if (winfreeze && !oldwinfreeze) {
5480 OPENAL_SetFrequency(OPENAL_ALL);
5481 emit_sound_np(consolesuccesssound);
5484 oldwinfreeze = winfreeze;
5488 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5491 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5495 } else if (winfreeze) {
5503 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5506 static float talkdelay = 0;
5508 if (Dialog::inDialog())
5510 talkdelay -= multiplier;
5512 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5513 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5514 Dialog::dialogs[i].tick(i);
5518 windvar += multiplier;
5519 smoketex += multiplier;
5520 tutorialstagetime += multiplier;
5523 static float hotspotvisual[40];
5527 for (int i = 0; i < numhotspots; i++)
5528 hotspotvisual[i] -= multiplier / 320;
5530 for (int i = 0; i < numhotspots; i++) {
5531 while (hotspotvisual[i] < 0) {
5533 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5534 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5535 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5536 hotspotsprite += hotspot[i];
5537 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5538 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5542 for (int i = 0; i < numhotspots; i++) {
5543 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5544 hotspot[i] = Person::players[hotspottype[i]]->coords;
5550 if (tutoriallevel) {
5555 if (tutoriallevel != 1) {
5556 if (bonustime == 0 &&
5557 bonus != solidhit &&
5558 bonus != spinecrusher &&
5559 bonus != tracheotomy &&
5560 bonus != backstab &&
5562 emit_sound_np(consolesuccesssound);
5564 } else if (bonustime == 0) {
5565 emit_sound_np(fireendsound);
5567 if (bonustime == 0) {
5568 if (bonus != solidhit &&
5569 bonus != twoxcombo &&
5570 bonus != threexcombo &&
5571 bonus != fourxcombo &&
5575 bonusnum[bonus] += 0.15;
5578 bonusvalue /= bonusnum[bonus];
5579 bonustotal += bonusvalue;
5581 bonustime += multiplier;
5584 if (environment == snowyenvironment) {
5585 precipdelay -= multiplier;
5586 while (precipdelay < 0) {
5590 XYZ footvel, footpoint;
5593 footpoint = viewer + viewerfacing * 6;
5594 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5595 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5596 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5597 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5602 doAerialAcrobatics();
5605 static XYZ oldviewer;
5608 if (!Dialog::inDialog()) {
5609 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5610 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5611 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5612 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5613 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5614 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5615 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5616 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5618 Person::players[0]->forwardkeydown = 0;
5619 Person::players[0]->leftkeydown = 0;
5620 Person::players[0]->backkeydown = 0;
5621 Person::players[0]->rightkeydown = 0;
5622 Person::players[0]->jumpkeydown = 0;
5623 Person::players[0]->crouchkeydown = 0;
5624 Person::players[0]->drawkeydown = 0;
5625 Person::players[0]->throwkeydown = 0;
5628 if (!Person::players[0]->jumpkeydown)
5629 Person::players[0]->jumpclimb = 0;
5632 if (Dialog::inDialog()) {
5634 if (Dialog::directing) {
5638 facing = DoRotation(facing, -pitch, 0, 0);
5639 facing = DoRotation(facing, 0, 0 - yaw, 0);
5644 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5646 if (Input::isKeyDown(forwardkey))
5647 viewer += facing * multiplier * 4;
5648 if (Input::isKeyDown(backkey))
5649 viewer -= facing * multiplier * 4;
5650 if (Input::isKeyDown(leftkey))
5651 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5652 if (Input::isKeyDown(rightkey))
5653 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5654 if (Input::isKeyDown(jumpkey))
5655 viewer.y += multiplier * 4;
5656 if (Input::isKeyDown(crouchkey))
5657 viewer.y -= multiplier * 4;
5658 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5659 Input::isKeyPressed(SDL_SCANCODE_2) ||
5660 Input::isKeyPressed(SDL_SCANCODE_3) ||
5661 Input::isKeyPressed(SDL_SCANCODE_4) ||
5662 Input::isKeyPressed(SDL_SCANCODE_5) ||
5663 Input::isKeyPressed(SDL_SCANCODE_6) ||
5664 Input::isKeyPressed(SDL_SCANCODE_7) ||
5665 Input::isKeyPressed(SDL_SCANCODE_8) ||
5666 Input::isKeyPressed(SDL_SCANCODE_9) ||
5667 Input::isKeyPressed(SDL_SCANCODE_0) ||
5668 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5670 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5671 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5672 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5673 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5674 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5675 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5676 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5677 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5678 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5679 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5680 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5682 if (whichend != -1) {
5683 Dialog::currentScene().participantfocus = whichend;
5684 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5685 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5687 if (whichend == -1) {
5688 Dialog::currentScene().participantfocus = -1;
5690 /* FIXME: potentially accessing -1 in Person::players! */
5691 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5692 Dialog::indialogue = -1;
5693 Dialog::directing = false;
5696 Dialog::currentScene().camera = viewer;
5697 Dialog::currentScene().camerayaw = yaw;
5698 Dialog::currentScene().camerapitch = pitch;
5699 Dialog::indialogue++;
5700 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5701 if (Dialog::currentScene().sound != 0) {
5702 playdialoguescenesound();
5706 for (unsigned j = 0; j < Person::players.size(); j++) {
5707 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5710 //TODO: should these be KeyDown or KeyPressed?
5711 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5712 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5713 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5714 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5715 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5716 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5717 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5718 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5719 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5720 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5722 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5723 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5724 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5725 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5726 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5727 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5728 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5729 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5730 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5731 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5732 Dialog::currentScene().participantfacing[whichend] = facing;
5734 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5735 Dialog::indialogue = -1;
5736 Dialog::directing = false;
5740 if (!Dialog::directing) {
5741 pause_sound(whooshsound);
5742 viewer = Dialog::currentScene().camera;
5743 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5744 yaw = Dialog::currentScene().camerayaw;
5745 pitch = Dialog::currentScene().camerapitch;
5746 if (Dialog::dialoguetime > 0.5) {
5747 if (Input::isKeyPressed(attackkey)) {
5748 Dialog::indialogue++;
5749 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5750 if (Dialog::currentScene().sound != 0) {
5751 playdialoguescenesound();
5752 if (Dialog::currentScene().sound == -5) {
5753 hotspot[numhotspots] = Person::players[0]->coords;
5754 hotspotsize[numhotspots] = 10;
5755 hotspottype[numhotspots] = -1;
5759 if (Dialog::currentScene().sound == -6) {
5763 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5764 Dialog::indialogue = -1;
5765 Dialog::directing = false;
5772 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5773 Dialog::indialogue = -1;
5774 Dialog::directing = false;
5776 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5779 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5782 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5784 for (unsigned i = 1; i < Person::players.size(); i++) {
5785 Person::players[i]->aitype = attacktypecutoff;
5792 if (!Person::players[0]->jumpkeydown) {
5793 Person::players[0]->jumptogglekeydown = 0;
5795 if (Person::players[0]->jumpkeydown &&
5796 Person::players[0]->animTarget != jumpupanim &&
5797 Person::players[0]->animTarget != jumpdownanim &&
5798 !Person::players[0]->isFlip())
5799 Person::players[0]->jumptogglekeydown = 1;
5802 Dialog::dialoguetime += multiplier;
5803 hawkyaw += multiplier * 25;
5805 realhawkcoords.x = 25;
5806 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5807 hawkcalldelay -= multiplier / 2;
5809 if (hawkcalldelay <= 0) {
5810 emit_sound_at(hawksound, realhawkcoords);
5812 hawkcalldelay = 16 + abs(Random() % 8);
5819 doPlayerCollisions();
5823 for (unsigned k = 0; k < Person::players.size(); k++)
5824 if (k != 0 && Person::players[k]->immobile)
5825 Person::players[k]->coords = Person::players[k]->realoldcoords;
5827 for (unsigned k = 0; k < Person::players.size(); k++) {
5828 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5829 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5830 Person::players[k]->DoDamage(1000);
5836 static bool respawnkeydown;
5837 if (!editorenabled &&
5838 (whichlevel != -2 &&
5839 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5840 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5842 (Input::isKeyDown(jumpkey) &&
5845 Person::players[0]->dead))) {
5846 targetlevel = whichlevel;
5850 if (!Input::isKeyDown(jumpkey))
5852 if (Input::isKeyDown(jumpkey))
5858 static bool movekey;
5861 for (unsigned i = 0; i < Person::players.size(); i++) {
5862 static float oldtargetyaw;
5863 if (!Person::players[i]->skeleton.free) {
5864 oldtargetyaw = Person::players[i]->targetyaw;
5865 if (i == 0 && !Dialog::inDialog()) {
5866 //TODO: refactor repetitive code
5867 if (!animation[Person::players[0]->animTarget].attack &&
5868 Person::players[0]->animTarget != staggerbackhighanim &&
5869 Person::players[0]->animTarget != staggerbackhardanim &&
5870 Person::players[0]->animTarget != crouchremoveknifeanim &&
5871 Person::players[0]->animTarget != removeknifeanim &&
5872 Person::players[0]->animTarget != backhandspringanim &&
5873 Person::players[0]->animTarget != dodgebackanim &&
5874 Person::players[0]->animTarget != walljumprightkickanim &&
5875 Person::players[0]->animTarget != walljumpleftkickanim) {
5877 Person::players[0]->targetyaw = 0;
5879 Person::players[0]->targetyaw = -yaw + 180;
5885 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5887 facing = flatfacing;
5889 facing = DoRotation(facing, -pitch, 0, 0);
5890 facing = DoRotation(facing, 0, 0 - yaw, 0);
5893 Person::players[0]->lookyaw = -yaw;
5895 Person::players[i]->targetheadyaw = yaw;
5896 Person::players[i]->targetheadpitch = pitch;
5898 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5899 if (!animation[Person::players[i]->animTarget].attack &&
5900 Person::players[i]->animTarget != staggerbackhighanim &&
5901 Person::players[i]->animTarget != staggerbackhardanim &&
5902 Person::players[i]->animTarget != crouchremoveknifeanim &&
5903 Person::players[i]->animTarget != removeknifeanim &&
5904 Person::players[i]->animTarget != backhandspringanim &&
5905 Person::players[i]->animTarget != dodgebackanim &&
5906 Person::players[i]->animTarget != walljumprightkickanim &&
5907 Person::players[i]->animTarget != walljumpleftkickanim) {
5908 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5914 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5916 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5917 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5919 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5920 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5922 if (Dialog::inDialog()) {
5923 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5924 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5930 Person::players[i]->avoidsomething = 0;
5932 //avoid flaming things
5933 for (int j = 0; j < objects.numobjects; j++)
5934 if (objects.onfire[j])
5935 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5936 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5937 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5938 Person::players[i]->collided = 0;
5939 Person::players[i]->avoidcollided = 1;
5940 if (Person::players[i]->avoidsomething == 0 ||
5941 distsq(&Person::players[i]->coords, &objects.position[j]) <
5942 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5943 Person::players[i]->avoidwhere = objects.position[j];
5944 Person::players[i]->avoidsomething = 1;
5948 //avoid flaming players
5949 for (unsigned j = 0; j < Person::players.size(); j++)
5950 if (Person::players[j]->onfire)
5951 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5952 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5953 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5954 Person::players[i]->collided = 0;
5955 Person::players[i]->avoidcollided = 1;
5956 if (Person::players[i]->avoidsomething == 0 ||
5957 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5958 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5959 Person::players[i]->avoidwhere = Person::players[j]->coords;
5960 Person::players[i]->avoidsomething = 1;
5964 if (Person::players[i]->collided > .8)
5965 Person::players[i]->avoidcollided = 0;
5969 if (animation[Person::players[i]->animTarget].attack == reversed) {
5970 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5971 Person::players[i]->forwardkeydown = 0;
5972 Person::players[i]->leftkeydown = 0;
5973 Person::players[i]->backkeydown = 0;
5974 Person::players[i]->rightkeydown = 0;
5975 Person::players[i]->jumpkeydown = 0;
5976 Person::players[i]->attackkeydown = 0;
5977 //Person::players[i]->crouchkeydown=0;
5978 Person::players[i]->throwkeydown = 0;
5981 if (Dialog::inDialog()) {
5982 Person::players[i]->forwardkeydown = 0;
5983 Person::players[i]->leftkeydown = 0;
5984 Person::players[i]->backkeydown = 0;
5985 Person::players[i]->rightkeydown = 0;
5986 Person::players[i]->jumpkeydown = 0;
5987 Person::players[i]->crouchkeydown = 0;
5988 Person::players[i]->drawkeydown = 0;
5989 Person::players[i]->throwkeydown = 0;
5992 if (Person::players[i]->collided < -.3)
5993 Person::players[i]->collided = -.3;
5994 if (Person::players[i]->collided > 1)
5995 Person::players[i]->collided = 1;
5996 Person::players[i]->collided -= multiplier * 4;
5997 Person::players[i]->whichdirectiondelay -= multiplier;
5998 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5999 Person::players[i]->avoidcollided = -.3;
6000 Person::players[i]->whichdirection = abs(Random() % 2);
6001 Person::players[i]->whichdirectiondelay = .4;
6003 if (Person::players[i]->avoidcollided > 1)
6004 Person::players[i]->avoidcollided = 1;
6005 Person::players[i]->avoidcollided -= multiplier / 4;
6006 if (!Person::players[i]->skeleton.free) {
6007 Person::players[i]->stunned -= multiplier;
6008 Person::players[i]->surprised -= multiplier;
6010 if (i != 0 && Person::players[i]->surprised <= 0 &&
6011 Person::players[i]->aitype == attacktypecutoff &&
6012 !Person::players[i]->dead &&
6013 !Person::players[i]->skeleton.free &&
6014 animation[Person::players[i]->animTarget].attack == neutral)
6017 if (!Person::players[i]->throwkeydown)
6018 Person::players[i]->throwtogglekeydown = 0;
6021 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6022 if (Person::players[i]->weaponactive == -1 &&
6023 Person::players[i]->num_weapons < 2 &&
6024 (Person::players[i]->isIdle() ||
6025 Person::players[i]->isCrouch() ||
6026 Person::players[i]->animTarget == sneakanim ||
6027 Person::players[i]->animTarget == rollanim ||
6028 Person::players[i]->animTarget == backhandspringanim ||
6029 Person::players[i]->isFlip() ||
6030 Person::players[i]->aitype != playercontrolled)) {
6031 for (unsigned j = 0; j < weapons.size(); j++) {
6032 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6033 Person::players[i]->aitype == playercontrolled) &&
6034 weapons[j].owner == -1 &&
6035 Person::players[i]->weaponactive == -1)
6036 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6037 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6038 if (Person::players[i]->isCrouch() ||
6039 Person::players[i]->animTarget == sneakanim ||
6040 Person::players[i]->isRun() ||
6041 Person::players[i]->isIdle() ||
6042 Person::players[i]->aitype != playercontrolled) {
6043 Person::players[i]->throwtogglekeydown = 1;
6044 Person::players[i]->setAnimation(crouchremoveknifeanim);
6045 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6046 Person::players[i]->hasvictim = 0;
6048 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6049 Person::players[i]->throwtogglekeydown = 1;
6050 Person::players[i]->hasvictim = 0;
6052 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6053 Person::players[i]->aitype == playercontrolled) &&
6054 weapons[j].owner == -1 ||
6055 Person::players[i]->victim &&
6056 weapons[j].owner == int(Person::players[i]->victim->id))
6057 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6058 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6059 if (weapons[j].getType() != staff)
6060 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6062 Person::players[i]->takeWeapon(j);
6065 } else if ((Person::players[i]->isIdle() ||
6066 Person::players[i]->isFlip() ||
6067 Person::players[i]->aitype != playercontrolled) &&
6068 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6069 Person::players[i]->coords.y < weapons[j].position.y) {
6070 if (!Person::players[i]->isFlip()) {
6071 Person::players[i]->throwtogglekeydown = 1;
6072 Person::players[i]->setAnimation(removeknifeanim);
6073 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6075 if (Person::players[i]->isFlip()) {
6076 Person::players[i]->throwtogglekeydown = 1;
6077 Person::players[i]->hasvictim = 0;
6079 for (unsigned k = 0; k < weapons.size(); k++) {
6080 if (Person::players[i]->weaponactive == -1)
6081 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6082 Person::players[i]->aitype == playercontrolled) &&
6083 weapons[k].owner == -1 ||
6084 Person::players[i]->victim &&
6085 weapons[k].owner == int(Person::players[i]->victim->id))
6086 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6087 Person::players[i]->weaponactive == -1) {
6088 if (weapons[k].getType() != staff)
6089 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6091 Person::players[i]->takeWeapon(k);
6098 if (Person::players[i]->isCrouch() ||
6099 Person::players[i]->animTarget == sneakanim ||
6100 Person::players[i]->isRun() ||
6101 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6102 Person::players[i]->animTarget == backhandspringanim) {
6103 if (Person::players.size() > 1)
6104 for (unsigned j = 0; j < Person::players.size(); j++) {
6105 if (Person::players[i]->weaponactive == -1)
6107 if (Person::players[j]->num_weapons &&
6108 Person::players[j]->skeleton.free &&
6109 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6110 (((Person::players[j]->skeleton.forward.y < 0 &&
6111 Person::players[j]->weaponstuckwhere == 0) ||
6112 (Person::players[j]->skeleton.forward.y > 0 &&
6113 Person::players[j]->weaponstuckwhere == 1)) ||
6114 Person::players[j]->weaponstuck == -1 ||
6115 Person::players[j]->num_weapons > 1)) {
6116 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6117 Person::players[i]->throwtogglekeydown = 1;
6118 Person::players[i]->victim = Person::players[j];
6119 Person::players[i]->hasvictim = 1;
6120 Person::players[i]->setAnimation(crouchremoveknifeanim);
6121 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6123 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6124 Person::players[i]->throwtogglekeydown = 1;
6125 Person::players[i]->victim = Person::players[j];
6126 Person::players[i]->hasvictim = 1;
6127 int k = Person::players[j]->weaponids[0];
6128 if (Person::players[i]->hasvictim) {
6131 if (Person::players[i]->victim->weaponstuck != -1) {
6132 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6137 if (weapons[k].getType() != staff)
6138 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6141 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6143 if (weapons[k].owner != -1) {
6144 if (Person::players[i]->victim->num_weapons == 1)
6145 Person::players[i]->victim->num_weapons = 0;
6147 Person::players[i]->victim->num_weapons = 1;
6149 Person::players[i]->victim->skeleton.longdead = 0;
6150 Person::players[i]->victim->skeleton.free = 1;
6151 Person::players[i]->victim->skeleton.broken = 0;
6153 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6154 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6155 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6161 Normalise(&relative);
6162 XYZ footvel, footpoint;
6164 footpoint = weapons[k].position;
6165 if (Person::players[i]->victim->weaponstuck != -1) {
6166 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6168 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6169 weapons[k].bloody = 2;
6170 weapons[k].blooddrip = 5;
6171 Person::players[i]->victim->weaponstuck = -1;
6172 Person::players[i]->victim->bloodloss += 2000;
6173 Person::players[i]->victim->DoDamage(2000);
6176 if (Person::players[i]->victim->num_weapons > 0) {
6177 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6178 Person::players[i]->victim->weaponstuck = 0;
6179 if (Person::players[i]->victim->weaponids[0] == k)
6180 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6183 Person::players[i]->victim->weaponactive = -1;
6185 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6186 Person::players[i]->victim->jointVel(neck) += relative * 6;
6187 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6188 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6190 Person::players[i]->takeWeapon(k);
6197 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6198 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6199 if (Person::players[i]->isIdle() ||
6200 Person::players[i]->isRun() ||
6201 Person::players[i]->isCrouch() ||
6202 Person::players[i]->animTarget == sneakanim ||
6203 Person::players[i]->isFlip())
6204 if (Person::players.size() > 1)
6205 for (unsigned j = 0; j < Person::players.size(); j++) {
6207 if (tutoriallevel != 1 || tutorialstage == 49)
6209 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6210 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6211 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6212 !Person::players[j]->skeleton.free &&
6213 -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)) {
6214 if (!Person::players[i]->isFlip()) {
6215 Person::players[i]->throwtogglekeydown = 1;
6216 Person::players[i]->victim = Person::players[j];
6217 Person::players[i]->setAnimation(knifethrowanim);
6218 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6219 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6221 if (Person::players[i]->isFlip()) {
6222 if (Person::players[i]->weaponactive != -1) {
6223 Person::players[i]->throwtogglekeydown = 1;
6224 Person::players[i]->victim = Person::players[j];
6226 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);
6229 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6231 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6232 Person::players[i]->num_weapons--;
6233 if (Person::players[i]->num_weapons) {
6234 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6236 Person::players[i]->weaponactive = -1;
6243 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6244 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6245 Person::players[i]->throwtogglekeydown = 1;
6246 XYZ tempVelocity = Person::players[i]->velocity * .2;
6247 if (tempVelocity.x == 0)
6248 tempVelocity.x = .1;
6249 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6250 Person::players[i]->num_weapons--;
6251 if (Person::players[i]->num_weapons) {
6252 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6253 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6254 Person::players[i]->weaponstuck = 0;
6257 Person::players[i]->weaponactive = -1;
6258 for (unsigned j = 0; j < Person::players.size(); j++) {
6259 Person::players[j]->wentforweapon = 0;
6267 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6268 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6269 (Person::players[i]->num_weapons == 2) &&
6270 (Person::players[i]->weaponactive == -1) &&
6271 Person::players[i]->isIdle() ||
6272 Person::players[0]->dead &&
6273 (Person::players[i]->weaponactive != -1) &&
6276 if (Person::players[i]->weaponactive != -1)
6277 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6279 if (isgood && Person::players[i]->creature != wolftype) {
6280 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6281 Person::players[i]->setAnimation(drawrightanim);
6282 Person::players[i]->drawtogglekeydown = 1;
6284 if ((Person::players[i]->isIdle() ||
6285 (Person::players[i]->aitype != playercontrolled &&
6286 Person::players[0]->weaponactive != -1 &&
6287 Person::players[i]->isRun())) &&
6288 Person::players[i]->num_weapons &&
6289 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6290 Person::players[i]->setAnimation(drawleftanim);
6291 Person::players[i]->drawtogglekeydown = 1;
6293 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6294 Person::players[i]->setAnimation(crouchdrawrightanim);
6295 Person::players[i]->drawtogglekeydown = 1;
6302 if (Person::players[i]->weaponactive != -1) {
6303 if (Person::players[i]->isCrouch() &&
6304 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6306 Person::players[i]->onterrain &&
6307 Person::players[i]->num_weapons &&
6308 Person::players[i]->attackkeydown &&
6309 musictype != stream_fighttheme) {
6310 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6311 Person::players[i]->setAnimation(crouchstabanim);
6312 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6313 Person::players[i]->setAnimation(swordgroundstabanim);
6314 Person::players[i]->hasvictim = 0;
6318 if (!Person::players[i]->drawkeydown)
6319 Person::players[i]->drawtogglekeydown = 0;
6324 absflatfacing.z = -1;
6326 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6328 absflatfacing = flatfacing;
6330 if (Dialog::inDialog()) {
6331 Person::players[i]->forwardkeydown = 0;
6332 Person::players[i]->leftkeydown = 0;
6333 Person::players[i]->backkeydown = 0;
6334 Person::players[i]->rightkeydown = 0;
6335 Person::players[i]->jumpkeydown = 0;
6336 Person::players[i]->crouchkeydown = 0;
6337 Person::players[i]->drawkeydown = 0;
6338 Person::players[i]->throwkeydown = 0;
6342 if (!animation[Person::players[i]->animTarget].attack &&
6343 Person::players[i]->animTarget != staggerbackhighanim &&
6344 Person::players[i]->animTarget != staggerbackhardanim &&
6345 Person::players[i]->animTarget != backhandspringanim &&
6346 Person::players[i]->animTarget != dodgebackanim) {
6347 if (!Person::players[i]->forwardkeydown)
6348 Person::players[i]->forwardstogglekeydown = 0;
6349 if (Person::players[i]->crouchkeydown) {
6353 Person::players[i]->superruntoggle = 1;
6354 if (Person::players.size() > 1)
6355 for (unsigned j = 0; j < Person::players.size(); j++)
6356 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6357 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6358 Person::players[i]->superruntoggle = 0;
6361 if (Person::players.size() > 1)
6362 for (unsigned j = 0; j < Person::players.size(); j++) {
6363 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6364 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6365 Person::players[j]->victim == Person::players[i] &&
6366 (Person::players[j]->animTarget == sweepanim ||
6367 Person::players[j]->animTarget == upunchanim ||
6368 Person::players[j]->animTarget == wolfslapanim ||
6369 ((Person::players[j]->animTarget == swordslashanim ||
6370 Person::players[j]->animTarget == knifeslashstartanim ||
6371 Person::players[j]->animTarget == staffhitanim ||
6372 Person::players[j]->animTarget == staffspinhitanim) &&
6373 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6382 Person::players[target]->Reverse();
6383 Person::players[i]->lowreversaldelay = .5;
6385 if (Person::players[i]->isIdle()) {
6386 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6387 Person::players[i]->transspeed = 10;
6389 if (Person::players[i]->isRun() ||
6390 (Person::players[i]->isStop() &&
6391 (Person::players[i]->leftkeydown ||
6392 Person::players[i]->rightkeydown ||
6393 Person::players[i]->forwardkeydown ||
6394 Person::players[i]->backkeydown))) {
6395 Person::players[i]->setAnimation(rollanim);
6396 Person::players[i]->transspeed = 20;
6399 if (!Person::players[i]->crouchkeydown) {
6401 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6402 Person::players[i]->superruntoggle = 0;
6404 if (Person::players[i]->isCrouch()) {
6405 if (Person::players.size() > 1)
6406 for (unsigned j = 0; j < Person::players.size(); j++) {
6408 !Person::players[j]->skeleton.free &&
6409 Person::players[j]->victim &&
6410 Person::players[i]->highreversaldelay <= 0) {
6411 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6412 Person::players[j]->victim == Person::players[i] &&
6413 (Person::players[j]->animTarget == spinkickanim) &&
6414 Person::players[i]->isCrouch()) {
6423 Person::players[target]->Reverse();
6424 Person::players[i]->highreversaldelay = .5;
6426 if (Person::players[i]->isCrouch()) {
6427 if (!Person::players[i]->wasCrouch()) {
6428 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6429 Person::players[i]->frameCurrent = 0;
6431 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6432 Person::players[i]->transspeed = 10;
6435 if (Person::players[i]->animTarget == sneakanim) {
6436 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6437 Person::players[i]->transspeed = 10;
6440 if (Person::players[i]->forwardkeydown) {
6441 if (Person::players[i]->isIdle() ||
6442 (Person::players[i]->isStop() &&
6443 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6444 (Person::players[i]->isLanding() &&
6445 Person::players[i]->frameTarget > 0 &&
6446 !Person::players[i]->jumpkeydown) ||
6447 (Person::players[i]->isLandhard() &&
6448 Person::players[i]->frameTarget > 0 &&
6449 !Person::players[i]->jumpkeydown &&
6450 Person::players[i]->crouchkeydown)) {
6451 if (Person::players[i]->aitype == passivetype)
6452 Person::players[i]->setAnimation(walkanim);
6454 Person::players[i]->setAnimation(Person::players[i]->getRun());
6456 if (Person::players[i]->isCrouch()) {
6457 Person::players[i]->animTarget = sneakanim;
6458 if (Person::players[i]->wasCrouch())
6459 Person::players[i]->target = 0;
6460 Person::players[i]->frameTarget = 0;
6462 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6463 Person::players[i]->setAnimation(climbanim);
6464 Person::players[i]->frameTarget = 1;
6465 Person::players[i]->jumpclimb = 1;
6467 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6468 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6470 Person::players[i]->forwardstogglekeydown = 1;
6473 if (Person::players[i]->rightkeydown) {
6474 if (Person::players[i]->isIdle() ||
6475 (Person::players[i]->isStop() &&
6476 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6477 (Person::players[i]->isLanding() &&
6478 Person::players[i]->frameTarget > 0 &&
6479 !Person::players[i]->jumpkeydown) ||
6480 (Person::players[i]->isLandhard() &&
6481 Person::players[i]->frameTarget > 0 &&
6482 !Person::players[i]->jumpkeydown &&
6483 Person::players[i]->crouchkeydown)) {
6484 Person::players[i]->setAnimation(Person::players[i]->getRun());
6486 if (Person::players[i]->isCrouch()) {
6487 Person::players[i]->animTarget = sneakanim;
6488 if (Person::players[i]->wasCrouch())
6489 Person::players[i]->target = 0;
6490 Person::players[i]->frameTarget = 0;
6492 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6493 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6495 Person::players[i]->targetyaw -= 90;
6496 if (Person::players[i]->forwardkeydown)
6497 Person::players[i]->targetyaw += 45;
6498 if (Person::players[i]->backkeydown)
6499 Person::players[i]->targetyaw -= 45;
6502 if ( Person::players[i]->leftkeydown) {
6503 if (Person::players[i]->isIdle() ||
6504 (Person::players[i]->isStop() &&
6505 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6506 (Person::players[i]->isLanding() &&
6507 Person::players[i]->frameTarget > 0 &&
6508 !Person::players[i]->jumpkeydown) ||
6509 (Person::players[i]->isLandhard() &&
6510 Person::players[i]->frameTarget > 0 &&
6511 !Person::players[i]->jumpkeydown &&
6512 Person::players[i]->crouchkeydown)) {
6513 Person::players[i]->setAnimation(Person::players[i]->getRun());
6515 if (Person::players[i]->isCrouch()) {
6516 Person::players[i]->animTarget = sneakanim;
6517 if (Person::players[i]->wasCrouch())
6518 Person::players[i]->target = 0;
6519 Person::players[i]->frameTarget = 0;
6521 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6522 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6524 Person::players[i]->targetyaw += 90;
6525 if (Person::players[i]->forwardkeydown)
6526 Person::players[i]->targetyaw -= 45;
6527 if (Person::players[i]->backkeydown)
6528 Person::players[i]->targetyaw += 45;
6531 if (Person::players[i]->backkeydown) {
6532 if (Person::players[i]->isIdle() ||
6533 (Person::players[i]->isStop() &&
6534 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6535 (Person::players[i]->isLanding() &&
6536 Person::players[i]->frameTarget > 0 &&
6537 !Person::players[i]->jumpkeydown) ||
6538 (Person::players[i]->isLandhard() &&
6539 Person::players[i]->frameTarget > 0 &&
6540 !Person::players[i]->jumpkeydown &&
6541 Person::players[i]->crouchkeydown)) {
6542 Person::players[i]->setAnimation(Person::players[i]->getRun());
6544 if (Person::players[i]->isCrouch()) {
6545 Person::players[i]->animTarget = sneakanim;
6546 if (Person::players[i]->wasCrouch())
6547 Person::players[i]->target = 0;
6548 Person::players[i]->frameTarget = 0;
6550 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6551 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6553 if (Person::players[i]->animTarget == hanganim) {
6554 Person::players[i]->animCurrent = jumpdownanim;
6555 Person::players[i]->animTarget = jumpdownanim;
6556 Person::players[i]->target = 0;
6557 Person::players[i]->frameCurrent = 0;
6558 Person::players[i]->frameTarget = 1;
6559 Person::players[i]->velocity = 0;
6560 Person::players[i]->velocity.y += gravity;
6561 Person::players[i]->coords.y -= 1.4;
6562 Person::players[i]->grabdelay = 1;
6564 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6565 Person::players[i]->targetyaw += 180;
6568 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6569 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6570 Person::players[i]->isRun() ||
6571 Person::players[i]->animTarget == walkanim ||
6572 Person::players[i]->isCrouch() ||
6573 Person::players[i]->animTarget == sneakanim) &&
6574 Person::players[i]->jumppower > 1) &&
6575 ((Person::players[i]->animTarget != rabbitrunninganim &&
6576 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6577 Person::players[i]->jumpstart = 0;
6578 Person::players[i]->setAnimation(jumpupanim);
6579 Person::players[i]->yaw = Person::players[i]->targetyaw;
6580 Person::players[i]->transspeed = 20;
6581 Person::players[i]->FootLand(leftfoot, 1);
6582 Person::players[i]->FootLand(rightfoot, 1);
6586 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6589 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6591 Person::players[i]->velocity = 0;
6595 if (Person::players.size() > 1)
6596 for (unsigned j = 0; j < Person::players.size(); j++) {
6597 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6598 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6599 (Person::players[j]->victim == Person::players[i]) &&
6600 (Person::players[j]->animTarget == sweepanim)) {
6609 Person::players[i]->velocity.y = 1;
6611 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6612 Person::players[i]->velocity.y = 7;
6613 Person::players[i]->crouchtogglekeydown = 1;
6614 } else Person::players[i]->velocity.y = 5;
6616 if (mousejump && i == 0 && debugmode) {
6617 if (!Person::players[i]->isLanding())
6618 Person::players[i]->tempdeltav = deltav;
6619 if (Person::players[i]->tempdeltav < 0)
6620 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6623 Person::players[i]->coords.y += .2;
6624 Person::players[i]->jumppower -= 1;
6627 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6629 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6631 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6632 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6633 Person::players[i]->frameTarget = 2;
6634 Person::players[i]->landhard = 0;
6635 Person::players[i]->jumpstart = 1;
6636 Person::players[i]->tempdeltav = deltav;
6638 if (Person::players[i]->animTarget == jumpupanim &&
6642 Person::players[i]->aitype != playercontrolled)) {
6643 if (Person::players[i]->jumppower > multiplier * 6) {
6644 Person::players[i]->velocity.y += multiplier * 6;
6645 Person::players[i]->jumppower -= multiplier * 6;
6647 if (Person::players[i]->jumppower <= multiplier * 6) {
6648 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6649 Person::players[i]->jumppower = 0;
6652 if (((floatjump || editorenabled) && debugmode) && i == 0)
6653 Person::players[i]->velocity.y += multiplier * 30;
6657 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6658 Person::players[i]->setAnimation(Person::players[i]->getStop());
6659 if (Person::players[i]->animTarget == sneakanim) {
6660 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6661 if (Person::players[i]->animCurrent == sneakanim)
6662 Person::players[i]->target = 0;
6663 Person::players[i]->frameTarget = 0;
6666 if (Person::players[i]->animTarget == walkanim &&
6667 (Person::players[i]->aitype == attacktypecutoff ||
6668 Person::players[i]->aitype == searchtype ||
6669 (Person::players[i]->aitype == passivetype &&
6670 Person::players[i]->numwaypoints <= 1)))
6671 Person::players[i]->setAnimation(Person::players[i]->getStop());
6672 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6673 Person::players[i]->setAnimation(Person::players[i]->getStop());
6676 if (Person::players[i]->animTarget == rollanim)
6677 Person::players[i]->targetyaw = oldtargetyaw;
6681 for (unsigned k = 0; k < Person::players.size(); k++) {
6682 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6683 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6684 Person::players[k]->yaw -= 360;
6686 Person::players[k]->yaw += 360;
6689 //stop to turn in right direction
6690 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6691 Person::players[k]->setAnimation(Person::players[k]->getStop());
6693 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6694 Person::players[k]->targettilt = 0;
6696 if (Person::players[k]->animTarget != jumpupanim &&
6697 Person::players[k]->animTarget != backhandspringanim &&
6698 Person::players[k]->animTarget != jumpdownanim &&
6699 !Person::players[k]->isFlip()) {
6700 Person::players[k]->targettilt = 0;
6701 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6702 Person::players[k]->jumppower = 0;
6703 Person::players[k]->jumppower += multiplier * 7;
6704 if (Person::players[k]->isCrouch())
6705 Person::players[k]->jumppower += multiplier * 7;
6706 if (Person::players[k]->jumppower > 5)
6707 Person::players[k]->jumppower = 5;
6710 if (Person::players[k]->isRun())
6711 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6713 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6714 Person::players[k]->grabdelay -= multiplier;
6718 for (unsigned k = 0; k < Person::players.size(); k++) {
6719 Person::players[k]->DoAnimations();
6720 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6721 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6727 for (int j = numenvsounds - 1; j >= 0; j--) {
6728 envsoundlife[j] -= multiplier;
6729 if (envsoundlife[j] < 0) {
6731 envsoundlife[j] = envsoundlife[numenvsounds];
6732 envsound[j] = envsound[numenvsounds];
6735 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6737 if (tutoriallevel == 1) {
6754 if (tutorialstage >= 51)
6755 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6756 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6757 OPENAL_SetFrequency(OPENAL_ALL);
6759 emit_stream_np(stream_menutheme);
6768 if (tutorialstage < 51)
6769 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6770 emit_sound_at(fireendsound, Person::players[0]->coords);
6772 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6776 if (tutorialstage >= 14 && tutorialstage < 50)
6777 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6778 emit_sound_at(fireendsound, Person::players[1]->coords);
6780 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6781 if (Random() % 2 == 0) {
6782 if (!Person::players[1]->skeleton.free)
6783 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6784 if (Person::players[1]->skeleton.free)
6785 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6786 if (!Person::players[1]->skeleton.free)
6787 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;
6788 if (Person::players[1]->skeleton.free)
6789 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6790 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6794 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6795 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6796 Person::players[1]->skeleton.joints[i].velocity = 0;
6797 if (Random() % 2 == 0) {
6798 if (!Person::players[1]->skeleton.free)
6799 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6800 if (Person::players[1]->skeleton.free)
6801 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6802 if (!Person::players[1]->skeleton.free)
6803 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;
6804 if (Person::players[1]->skeleton.free)
6805 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6806 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6814 static float gLoc[3];
6818 static float vel[3];
6819 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6820 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6821 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6823 //Set orientation with forward and up vectors
6824 static XYZ upvector;
6828 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6829 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6834 facing = DoRotation(facing, -pitch, 0, 0);
6835 facing = DoRotation(facing, 0, 0 - yaw, 0);
6838 static float ori[6];
6842 ori[3] = -upvector.x;
6843 ori[4] = upvector.y;
6844 ori[5] = -upvector.z;
6846 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6853 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6857 void Game::TickOnce()
6860 yaw += multiplier * 5;
6861 } else if (Dialog::directing || !Dialog::inDialog()) {
6864 pitch -= deltav * .7;
6866 pitch += deltav * .7;
6875 void Game::TickOnceAfter()
6877 static XYZ colviewer;
6878 static XYZ coltarget;
6882 static float changedelay;
6883 static bool alldead;
6884 static float unseendelay;
6885 static float cameraspeed;
6888 static int oldmusictype = musictype;
6890 if (environment == snowyenvironment)
6891 leveltheme = stream_snowtheme;
6892 if (environment == grassyenvironment)
6893 leveltheme = stream_grasstheme;
6894 if (environment == desertenvironment)
6895 leveltheme = stream_deserttheme;
6899 musictype = leveltheme;
6900 for (unsigned i = 0; i < Person::players.size(); i++) {
6901 if ((Person::players[i]->aitype == attacktypecutoff ||
6902 Person::players[i]->aitype == getweapontype ||
6903 Person::players[i]->aitype == gethelptype ||
6904 Person::players[i]->aitype == searchtype) &&
6905 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6906 (Person::players[i]->animTarget != sneakattackedanim &&
6907 Person::players[i]->animTarget != knifesneakattackedanim &&
6908 Person::players[i]->animTarget != swordsneakattackedanim)) {
6909 musictype = stream_fighttheme;
6913 if (Person::players[0]->dead)
6914 musictype = stream_menutheme;
6917 if (musictype == stream_fighttheme)
6920 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6921 unseendelay -= multiplier;
6922 if (unseendelay > 0)
6923 musictype = stream_fighttheme;
6928 musictype = stream_menutheme;
6929 musicvolume[2] = 512;
6936 if (musictype != oldmusictype && musictype == stream_fighttheme)
6937 emit_sound_np(alarmsound);
6938 musicselected = musictype;
6940 if (musicselected == leveltheme)
6941 musicvolume[0] += multiplier * 450;
6943 musicvolume[0] -= multiplier * 450;
6944 if (musicselected == stream_fighttheme)
6945 musicvolume[1] += multiplier * 450;
6947 musicvolume[1] -= multiplier * 450;
6948 if (musicselected == stream_menutheme)
6949 musicvolume[2] += multiplier * 450;
6951 musicvolume[2] -= multiplier * 450;
6953 for (int i = 0; i < 3; i++) {
6954 if (musicvolume[i] < 0)
6956 if (musicvolume[i] > 512)
6957 musicvolume[i] = 512;
6960 if (musicvolume[2] > 128 && !loading && !mainmenu)
6961 musicvolume[2] = 128;
6964 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6965 emit_stream_np(leveltheme, musicvolume[0]);
6966 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6967 emit_stream_np(stream_fighttheme, musicvolume[1]);
6968 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6969 emit_stream_np(stream_menutheme, musicvolume[2]);
6970 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6971 pause_sound(leveltheme);
6972 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6973 pause_sound(stream_fighttheme);
6974 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6975 pause_sound(stream_menutheme);
6977 if (musicvolume[0] != oldmusicvolume[0])
6978 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6979 if (musicvolume[1] != oldmusicvolume[1])
6980 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6981 if (musicvolume[2] != oldmusicvolume[2])
6982 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6984 for (int i = 0; i < 3; i++)
6985 oldmusicvolume[i] = musicvolume[i];
6987 pause_sound(leveltheme);
6988 pause_sound(stream_fighttheme);
6989 pause_sound(stream_menutheme);
6991 for (int i = 0; i < 4; i++) {
6992 oldmusicvolume[i] = 0;
6998 for (int i = 0; i < numhotspots; i++) {
6999 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7000 if (Person::players[hotspottype[i] - 10]->dead == 0)
7002 else if (killhotspot == 2)
7006 if (killhotspot == 2)
7011 for (int i = 0; i < numhotspots; i++)
7012 if (hotspottype[i] == -1)
7013 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7017 for (unsigned i = 1; i < Person::players.size(); i++)
7018 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7020 if (numalarmed > maxalarmed)
7021 maxalarmed = numalarmed;
7023 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7024 if (Person::players[0]->dead && changedelay <= 0) {
7026 targetlevel = whichlevel;
7029 for (unsigned i = 1; i < Person::players.size(); i++) {
7030 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7037 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7039 targetlevel = whichlevel + 1;
7040 if (targetlevel > numchallengelevels - 1)
7043 if (winhotspot || windialogue) {
7045 targetlevel = whichlevel + 1;
7046 if (targetlevel > numchallengelevels - 1)
7053 targetlevel = whichlevel + 1;
7054 if (targetlevel > numchallengelevels - 1)
7058 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7059 //high scores, awards, win
7061 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7064 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7072 if (leveltime < 1) {
7080 if (!editorenabled && gameon && !mainmenu) {
7081 if (changedelay != -999)
7082 changedelay -= multiplier / 7;
7083 if (Person::players[0]->dead)
7084 targetlevel = whichlevel;
7085 if (loading == 2 && !campaign) {
7088 fireSound(firestartsound);
7090 if (!Person::players[0]->dead && targetlevel != whichlevel)
7091 startbonustotal = bonustotal;
7092 if (Person::players[0]->dead)
7093 Loadlevel(whichlevel);
7095 Loadlevel(targetlevel);
7101 if (loading == 2 && targetlevel == whichlevel) {
7105 fireSound(firestartsound);
7107 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7113 if (changedelay <= -999 &&
7116 (Person::players[0]->dead ||
7117 (alldead && maptype == mapkilleveryone) ||
7121 if ((Person::players[0]->dead ||
7122 (alldead && maptype == mapkilleveryone) ||
7127 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7131 if (Person::players[0]->dead)
7137 // campaignchoosenext determines what to do when the level is complete:
7138 // 0 = load next level
7139 // 1 = go back to level select screen
7140 // 2 = stealthload next level
7141 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7142 if (campaignlevels[actuallevel].nextlevel.empty())
7144 } else if (mainmenu == 0 && winfreeze) {
7145 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7147 if (!stealthloading) {
7148 fireSound(firestartsound);
7153 startbonustotal = 0;
7163 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7166 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7170 pause_sound(stream_menutheme);
7181 oldmusictype = musictype;
7187 facing = DoRotation(facing, -pitch, 0, 0);
7188 facing = DoRotation(facing, 0, 0 - yaw, 0);
7189 viewerfacing = facing;
7192 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7193 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;
7195 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;
7197 if (Person::players[0]->skeleton.free) {
7198 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7199 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7200 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7204 if (Person::players[0]->skeleton.free != 2) {
7206 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7207 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7209 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7211 coltarget = target - cameraloc;
7212 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7215 Normalise(&coltarget);
7216 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7217 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7219 cameraloc = cameraloc + coltarget * multiplier * 8;
7223 cameradist += multiplier * 5;
7224 if (cameradist > 2.3)
7226 viewer = cameraloc - facing * cameradist;
7228 coltarget = cameraloc;
7229 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7230 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7231 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7232 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7234 coltarget = cameraloc;
7235 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7238 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7239 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7240 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7242 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7246 cameradist = findDistance(&viewer, &target);
7247 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7248 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7249 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7252 if (camerashake > .8)
7254 woozy += multiplier;
7255 if (Person::players[0]->dead)
7257 if (Person::players[0]->dead)
7259 camerashake -= multiplier * 2;
7260 blackout -= multiplier * 2;
7261 if (camerashake < 0)
7266 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7267 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7268 viewer.z += (float)(Random() % 100) * .0005 * camerashake;