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 = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "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;
942 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
943 if (stealthloading) {
944 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
946 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);
948 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
949 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
950 Person::players[0]->weaponids[j] = weapons.size();
952 funpackf(tfile, "Bi", &type);
953 weapons.push_back(Weapon(type, 0));
959 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
960 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
961 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
962 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
964 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
967 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
969 Person::players[0]->whichskin = 0;
970 Person::players[0]->creature = rabbittype;
973 Person::players[0]->lastattack = -1;
974 Person::players[0]->lastattack2 = -1;
975 Person::players[0]->lastattack3 = -1;
979 Dialog::loadDialogs(tfile);
982 for (int k = 0; k < Person::players[0]->numclothes; k++) {
983 funpackf(tfile, "Bi", &templength);
984 for (int l = 0; l < templength; l++)
985 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
986 Person::players[0]->clothes[k][templength] = '\0';
987 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
990 funpackf(tfile, "Bi", &environment);
992 funpackf(tfile, "Bi", &objects.numobjects);
993 for (int i = 0; i < objects.numobjects; i++) {
994 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]);
995 if (objects.type[i] == treeleavestype)
996 objects.scale[i] = objects.scale[i - 1];
1000 funpackf(tfile, "Bi", &numhotspots);
1001 for (int i = 0; i < numhotspots; i++) {
1002 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1003 funpackf(tfile, "Bi", &templength);
1005 for (int l = 0; l < templength; l++)
1006 funpackf(tfile, "Bb", &hotspottext[i][l]);
1007 hotspottext[i][templength] = '\0';
1008 if (hotspottype[i] == -111)
1017 if (!stealthloading) {
1019 for (int i = 0; i < objects.numobjects; i++)
1020 objects.center += objects.position[i];
1021 objects.center /= objects.numobjects;
1027 float maxdistance = 0;
1029 for (int i = 0; i < objects.numobjects; i++) {
1030 tempdist = distsq(&objects.center, &objects.position[i]);
1031 if (tempdist > maxdistance) {
1032 maxdistance = tempdist;
1035 objects.radius = fast_sqrt(maxdistance);
1042 funpackf(tfile, "Bi", &numplayers);
1043 if (numplayers > maxplayers) {
1044 cout << "Warning: this level contains more players than allowed" << endl;
1046 for (int i = 1; i < numplayers; i++) {
1049 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1051 } catch (InvalidPersonException e) {
1057 funpackf(tfile, "Bi", &numpathpoints);
1058 if (numpathpoints > 30 || numpathpoints < 0)
1060 for (int j = 0; j < numpathpoints; j++) {
1061 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1062 for (int k = 0; k < numpathpointconnect[j]; k++) {
1063 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1069 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1072 if (environment != oldenvironment)
1073 Setenvironment(environment);
1074 oldenvironment = environment;
1076 if (!stealthloading) {
1077 int j = objects.numobjects;
1078 objects.numobjects = 0;
1079 for (int i = 0; i < j; i++) {
1080 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1085 terrain.DoShadows();
1088 objects.DoShadows();
1095 for (unsigned i = 0; i < Person::players.size(); i++) {
1099 Person::players[i]->burnt = 0;
1100 Person::players[i]->bled = 0;
1101 Person::players[i]->onfire = 0;
1102 Person::players[i]->scale = .2;
1104 Person::players[i]->skeleton.free = 0;
1105 Person::players[i]->skeleton.id = i;
1106 if (i == 0 && mapvers < 9) {
1107 Person::players[i]->creature = rabbittype;
1109 if (Person::players[i]->creature != wolftype) {
1110 Person::players[i]->skeleton.Load(
1111 (char *)"Skeleton/BasicFigure",
1112 (char *)"Skeleton/BasicFigureLow",
1113 (char *)"Skeleton/RabbitBelt",
1114 (char *)"Models/Body.solid",
1115 (char *)"Models/Body2.solid",
1116 (char *)"Models/Body3.solid",
1117 (char *)"Models/Body4.solid",
1118 (char *)"Models/Body5.solid",
1119 (char *)"Models/Body6.solid",
1120 (char *)"Models/Body7.solid",
1121 (char *)"Models/BodyLow.solid",
1122 (char *)"Models/Belt.solid", 0);
1124 Person::players[i]->skeleton.Load(
1125 (char *)"Skeleton/BasicFigureWolf",
1126 (char *)"Skeleton/BasicFigureWolfLow",
1127 (char *)"Skeleton/RabbitBelt",
1128 (char *)"Models/Wolf.solid",
1129 (char *)"Models/Wolf2.solid",
1130 (char *)"Models/Wolf3.solid",
1131 (char *)"Models/Wolf4.solid",
1132 (char *)"Models/Wolf5.solid",
1133 (char *)"Models/Wolf6.solid",
1134 (char *)"Models/Wolf7.solid",
1135 (char *)"Models/WolfLow.solid",
1136 (char *)"Models/Belt.solid", 0);
1139 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);
1141 Person::players[i]->addClothes();
1144 Person::players[i]->animCurrent = bounceidleanim;
1145 Person::players[i]->animTarget = bounceidleanim;
1146 Person::players[i]->frameCurrent = 0;
1147 Person::players[i]->frameTarget = 1;
1148 Person::players[i]->target = 0;
1150 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1151 if (difficulty == 0)
1152 Person::players[i]->speed -= .2;
1153 if (difficulty == 1)
1154 Person::players[i]->speed -= .1;
1157 Person::players[i]->velocity = 0;
1158 Person::players[i]->oldcoords = Person::players[i]->coords;
1159 Person::players[i]->realoldcoords = Person::players[i]->coords;
1161 Person::players[i]->id = i;
1162 Person::players[i]->updatedelay = 0;
1163 Person::players[i]->normalsupdatedelay = 0;
1165 Person::players[i]->proportionhead = 1.2;
1166 Person::players[i]->proportionbody = 1.05;
1167 Person::players[i]->proportionarms = 1.00;
1168 Person::players[i]->proportionlegs = 1.1;
1169 Person::players[i]->proportionlegs.y = 1.05;
1170 Person::players[i]->headless = 0;
1171 Person::players[i]->currentoffset = 0;
1172 Person::players[i]->targetoffset = 0;
1173 if (Person::players[i]->creature == wolftype) {
1174 Person::players[i]->scale = .23;
1175 Person::players[i]->damagetolerance = 300;
1177 Person::players[i]->damagetolerance = 200;
1186 Person::players[i]->proportionhead.z = 0;
1187 Person::players[i]->proportionbody.z = 0;
1188 Person::players[i]->proportionarms.z = 0;
1189 Person::players[i]->proportionlegs.z = 0;
1192 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1195 Person::players[i]->headmorphness = 0;
1196 Person::players[i]->targetheadmorphness = 1;
1197 Person::players[i]->headmorphstart = 0;
1198 Person::players[i]->headmorphend = 0;
1200 Person::players[i]->pausetime = 0;
1202 Person::players[i]->dead = 0;
1203 Person::players[i]->jumppower = 5;
1204 Person::players[i]->damage = 0;
1205 Person::players[i]->permanentdamage = 0;
1206 Person::players[i]->superpermanentdamage = 0;
1208 Person::players[i]->forwardkeydown = 0;
1209 Person::players[i]->leftkeydown = 0;
1210 Person::players[i]->backkeydown = 0;
1211 Person::players[i]->rightkeydown = 0;
1212 Person::players[i]->jumpkeydown = 0;
1213 Person::players[i]->crouchkeydown = 0;
1214 Person::players[i]->throwkeydown = 0;
1216 Person::players[i]->collided = -10;
1217 Person::players[i]->loaded = 1;
1218 Person::players[i]->bloodloss = 0;
1219 Person::players[i]->weaponactive = -1;
1220 Person::players[i]->weaponstuck = -1;
1221 Person::players[i]->bleeding = 0;
1222 Person::players[i]->deathbleeding = 0;
1223 Person::players[i]->stunned = 0;
1224 Person::players[i]->hasvictim = 0;
1225 Person::players[i]->wentforweapon = 0;
1229 Person::players[0]->aitype = playercontrolled;
1231 if (difficulty == 1) {
1232 Person::players[0]->power = 1 / .9;
1233 Person::players[0]->damagetolerance = 250;
1234 } else if (difficulty == 0) {
1235 Person::players[0]->power = 1 / .8;
1236 Person::players[0]->damagetolerance = 300;
1237 Person::players[0]->armorhead *= 1.5;
1238 Person::players[0]->armorhigh *= 1.5;
1239 Person::players[0]->armorlow *= 1.5;
1242 cameraloc = Person::players[0]->coords;
1244 yaw = Person::players[0]->yaw;
1246 hawkcoords = Person::players[0]->coords;
1252 LOG("Starting background music...");
1254 OPENAL_StopSound(OPENAL_ALL);
1256 if (environment == snowyenvironment) {
1257 emit_stream_np(stream_wind);
1258 } else if (environment == desertenvironment) {
1259 emit_stream_np(stream_desertambient);
1260 } else if (environment == grassyenvironment) {
1261 emit_stream_np(stream_wind, 100.);
1264 oldmusicvolume[0] = 0;
1265 oldmusicvolume[1] = 0;
1266 oldmusicvolume[2] = 0;
1267 oldmusicvolume[3] = 0;
1278 if (tutorialstagetime > tutorialmaxtime) {
1280 tutorialsuccess = 0;
1281 if (tutorialstage <= 1) {
1286 switch (tutorialstage) {
1288 tutorialmaxtime = 5;
1291 tutorialmaxtime = 2;
1294 tutorialmaxtime = 600;
1297 tutorialmaxtime = 1000;
1300 tutorialmaxtime = 600;
1303 tutorialmaxtime = 600;
1306 tutorialmaxtime = 600;
1309 tutorialmaxtime = 600;
1312 tutorialmaxtime = 600;
1315 tutorialmaxtime = 2;
1318 tutorialmaxtime = 1000;
1321 tutorialmaxtime = 1000;
1324 tutorialmaxtime = 2;
1327 tutorialmaxtime = 3;
1338 Person::players[1]->coords = (temp + temp2) / 2;
1340 emit_sound_at(fireendsound, Person::players[1]->coords);
1342 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1343 if (Random() % 2 == 0) {
1344 if (!Person::players[1]->skeleton.free)
1345 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1346 if (Person::players[1]->skeleton.free)
1347 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1348 if (!Person::players[1]->skeleton.free)
1349 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1350 if (Person::players[1]->skeleton.free)
1351 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1352 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1358 tutorialmaxtime = 500;
1361 tutorialmaxtime = 500;
1364 tutorialmaxtime = 500;
1367 tutorialmaxtime = 500;
1373 tutorialmaxtime = 500;
1376 tutorialmaxtime = 500;
1377 if (bonus == cannon) {
1384 tutorialmaxtime = 500;
1387 tutorialmaxtime = 500;
1390 tutorialmaxtime = 500;
1393 tutorialmaxtime = 500;
1396 tutorialmaxtime = 2;
1399 tutorialmaxtime = 4;
1402 Person::players[1]->aitype = attacktypecutoff;
1405 tutorialmaxtime = 400;
1408 tutorialmaxtime = 400;
1409 Person::players[0]->escapednum = 0;
1412 tutorialmaxtime = 4;
1415 Person::players[1]->aitype = passivetype;
1418 tutorialmaxtime = 13;
1421 tutorialmaxtime = 8;
1424 tutorialmaxtime = 400;
1427 Person::players[1]->aitype = attacktypecutoff;
1430 tutorialmaxtime = 400;
1433 tutorialmaxtime = 400;
1436 tutorialmaxtime = 2;
1439 Person::players[1]->aitype = passivetype;
1444 tutorialmaxtime = 50;
1447 Person::players[1]->aitype = attacktypecutoff;
1450 tutorialmaxtime = 4;
1453 Person::players[1]->aitype = passivetype;
1465 Weapon w(knife, -1);
1466 w.position = (temp + temp2) / 2;
1467 w.tippoint = (temp + temp2) / 2;
1470 w.tipvelocity = 0.1;
1477 weapons.push_back(w);
1481 tutorialmaxtime = 300;
1484 tutorialmaxtime = 300;
1487 tutorialmaxtime = 8;
1490 tutorialmaxtime = 300;
1493 weapons[0].owner = 1;
1494 Person::players[0]->weaponactive = -1;
1495 Person::players[0]->num_weapons = 0;
1496 Person::players[1]->weaponactive = 0;
1497 Person::players[1]->num_weapons = 1;
1498 Person::players[1]->weaponids[0] = 0;
1502 Person::players[1]->aitype = attacktypecutoff;
1504 tutorialmaxtime = 300;
1507 weapons[0].owner = 1;
1508 Person::players[0]->weaponactive = -1;
1509 Person::players[0]->num_weapons = 0;
1510 Person::players[1]->weaponactive = 0;
1511 Person::players[1]->num_weapons = 1;
1512 Person::players[1]->weaponids[0] = 0;
1514 tutorialmaxtime = 300;
1517 weapons[0].owner = 1;
1518 Person::players[0]->weaponactive = -1;
1519 Person::players[0]->num_weapons = 0;
1520 Person::players[1]->weaponactive = 0;
1521 Person::players[1]->num_weapons = 1;
1522 Person::players[1]->weaponids[0] = 0;
1524 weapons[0].setType(sword);
1526 tutorialmaxtime = 300;
1529 tutorialmaxtime = 10;
1540 Weapon w(sword, -1);
1541 w.position = (temp + temp2) / 2;
1542 w.tippoint = (temp + temp2) / 2;
1545 w.tipvelocity = 0.1;
1552 weapons.push_back(w);
1554 weapons[0].owner = 1;
1555 weapons[1].owner = 0;
1556 Person::players[0]->weaponactive = 0;
1557 Person::players[0]->num_weapons = 1;
1558 Person::players[0]->weaponids[0] = 1;
1559 Person::players[1]->weaponactive = 0;
1560 Person::players[1]->num_weapons = 1;
1561 Person::players[1]->weaponids[0] = 0;
1568 Person::players[1]->aitype = passivetype;
1570 tutorialmaxtime = 15;
1572 weapons[0].owner = 1;
1573 weapons[1].owner = 0;
1574 Person::players[0]->weaponactive = 0;
1575 Person::players[0]->num_weapons = 1;
1576 Person::players[0]->weaponids[0] = 1;
1577 Person::players[1]->weaponactive = 0;
1578 Person::players[1]->num_weapons = 1;
1579 Person::players[1]->weaponids[0] = 0;
1581 if (Person::players[0]->weaponactive != -1)
1582 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1584 weapons[0].setType(staff);
1589 Person::players[1]->aitype = passivetype;
1591 tutorialmaxtime = 200;
1593 weapons[1].position = 1000;
1594 weapons[1].tippoint = 1000;
1596 weapons[0].setType(knife);
1598 weapons[0].owner = 0;
1599 Person::players[1]->weaponactive = -1;
1600 Person::players[1]->num_weapons = 0;
1601 Person::players[0]->weaponactive = 0;
1602 Person::players[0]->num_weapons = 1;
1603 Person::players[0]->weaponids[0] = 0;
1607 tutorialmaxtime = 8;
1610 emit_sound_at(fireendsound, Person::players[1]->coords);
1612 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1613 if (Random() % 2 == 0) {
1614 if (!Person::players[1]->skeleton.free)
1615 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1616 if (Person::players[1]->skeleton.free)
1617 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1618 if (!Person::players[1]->skeleton.free)
1619 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;
1620 if (Person::players[1]->skeleton.free)
1621 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1622 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1626 Person::players[1]->num_weapons = 0;
1627 Person::players[1]->weaponstuck = -1;
1628 Person::players[1]->weaponactive = -1;
1634 tutorialmaxtime = 80000;
1639 if (tutorialstage <= 51)
1640 tutorialstagetime = 0;
1644 if (tutorialstagetime < tutorialmaxtime - 3) {
1645 switch (tutorialstage) {
1647 if (deltah || deltav)
1648 tutorialsuccess += multiplier;
1651 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1652 tutorialsuccess += multiplier;
1655 if (Person::players[0]->jumpkeydown)
1656 tutorialsuccess = 1;
1659 if (Person::players[0]->isCrouch())
1660 tutorialsuccess = 1;
1663 if (Person::players[0]->animTarget == rollanim)
1664 tutorialsuccess = 1;
1667 if (Person::players[0]->animTarget == sneakanim)
1668 tutorialsuccess += multiplier;
1671 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1672 tutorialsuccess += multiplier;
1675 if (Person::players[0]->isWallJump())
1676 tutorialsuccess = 1;
1679 if (Person::players[0]->animTarget == flipanim)
1680 tutorialsuccess = 1;
1683 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1684 tutorialsuccess = 1;
1687 if (Person::players[0]->animTarget == winduppunchanim)
1688 tutorialsuccess = 1;
1691 if (Person::players[0]->animTarget == spinkickanim)
1692 tutorialsuccess = 1;
1695 if (Person::players[0]->animTarget == sweepanim)
1696 tutorialsuccess = 1;
1699 if (Person::players[0]->animTarget == dropkickanim)
1700 tutorialsuccess = 1;
1703 if (Person::players[0]->animTarget == rabbitkickanim)
1704 tutorialsuccess = 1;
1707 if (bonus == cannon)
1708 tutorialsuccess = 1;
1711 if (bonus == spinecrusher)
1712 tutorialsuccess = 1;
1715 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1716 tutorialsuccess = 1;
1719 if (Person::players[0]->animTarget == rabbittacklinganim)
1720 tutorialsuccess = 1;
1723 if (Person::players[0]->animTarget == backhandspringanim)
1724 tutorialsuccess = 1;
1727 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1728 tutorialsuccess = 1;
1731 if (Person::players[0]->escapednum == 2) {
1732 tutorialsuccess = 1;
1735 Person::players[1]->aitype = passivetype;
1739 if (animation[Person::players[0]->animTarget].attack == reversal)
1740 tutorialsuccess = 1;
1743 if (animation[Person::players[0]->animTarget].attack == reversal)
1744 tutorialsuccess = 1;
1747 if (animation[Person::players[0]->animTarget].attack == reversal) {
1748 tutorialsuccess = 1;
1751 Person::players[1]->aitype = passivetype;
1755 if (Person::players[0]->num_weapons > 0)
1756 tutorialsuccess = 1;
1759 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1760 tutorialsuccess = 1;
1763 if (Person::players[0]->animTarget == knifeslashstartanim)
1764 tutorialsuccess = 1;
1767 if (animation[Person::players[0]->animTarget].attack == reversal)
1768 tutorialsuccess = 1;
1771 if (animation[Person::players[0]->animTarget].attack == reversal)
1772 tutorialsuccess = 1;
1775 if (animation[Person::players[0]->animTarget].attack == reversal)
1776 tutorialsuccess = 1;
1779 if (Person::players[1]->weaponstuck != -1)
1780 tutorialsuccess = 1;
1785 if (tutorialsuccess >= 1)
1786 tutorialstagetime = tutorialmaxtime - 3;
1789 if (tutorialstagetime == tutorialmaxtime - 3) {
1790 emit_sound_np(consolesuccesssound);
1793 if (tutorialsuccess >= 1) {
1794 if (tutorialstage == 34 || tutorialstage == 35)
1795 tutorialstagetime = tutorialmaxtime - 1;
1799 if (tutorialstage < 14 || tutorialstage >= 50) {
1800 Person::players[1]->coords.y = 300;
1801 Person::players[1]->velocity = 0;
1807 float headprop, bodyprop, armprop, legprop;
1809 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1810 Person::players[0]->damagetolerance = 200000;
1811 Person::players[0]->damage = 0;
1812 Person::players[0]->burnt = 0;
1813 Person::players[0]->permanentdamage = 0;
1814 Person::players[0]->superpermanentdamage = 0;
1817 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1819 if (environment > 2)
1821 Setenvironment(environment);
1824 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1825 cameramode = !cameramode;
1828 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1829 if (Person::players[0]->num_weapons > 0) {
1830 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1831 weapons[Person::players[0]->weaponids[0]].setType(staff);
1832 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1833 weapons[Person::players[0]->weaponids[0]].setType(knife);
1835 weapons[Person::players[0]->weaponids[0]].setType(sword);
1839 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1840 int closest = findClosestPlayer();
1842 if (Person::players[closest]->num_weapons) {
1843 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1844 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1845 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1846 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1848 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1850 if (!Person::players[closest]->num_weapons) {
1851 Person::players[closest]->weaponids[0] = weapons.size();
1853 weapons.push_back(Weapon(knife, closest));
1855 Person::players[closest]->num_weapons = 1;
1860 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1861 int closest = findClosestPlayer();
1863 Person::players[closest]->yaw += multiplier * 50;
1864 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1869 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1870 int closest = findClosestPlayer();
1871 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1875 Person::players[closest]->whichskin++;
1876 if (Person::players[closest]->whichskin > 9)
1877 Person::players[closest]->whichskin = 0;
1878 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1879 Person::players[closest]->whichskin = 0;
1881 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1882 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1885 Person::players[closest]->addClothes();
1888 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1889 int closest = findClosestPlayer();
1891 if (Person::players[closest]->creature == wolftype) {
1892 headprop = Person::players[closest]->proportionhead.x / 1.1;
1893 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1894 armprop = Person::players[closest]->proportionarms.x / 1.1;
1895 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1898 if (Person::players[closest]->creature == rabbittype) {
1899 headprop = Person::players[closest]->proportionhead.x / 1.2;
1900 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1901 armprop = Person::players[closest]->proportionarms.x / 1.00;
1902 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1906 if (Person::players[closest]->creature == rabbittype) {
1907 Person::players[closest]->skeleton.id = closest;
1908 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);
1909 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1910 Person::players[closest]->whichskin = 0;
1911 Person::players[closest]->creature = wolftype;
1913 Person::players[closest]->proportionhead = 1.1;
1914 Person::players[closest]->proportionbody = 1.1;
1915 Person::players[closest]->proportionarms = 1.1;
1916 Person::players[closest]->proportionlegs = 1.1;
1917 Person::players[closest]->proportionlegs.y = 1.1;
1918 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1920 Person::players[closest]->damagetolerance = 300;
1922 Person::players[closest]->skeleton.id = closest;
1923 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);
1924 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1925 Person::players[closest]->whichskin = 0;
1926 Person::players[closest]->creature = rabbittype;
1928 Person::players[closest]->proportionhead = 1.2;
1929 Person::players[closest]->proportionbody = 1.05;
1930 Person::players[closest]->proportionarms = 1.00;
1931 Person::players[closest]->proportionlegs = 1.1;
1932 Person::players[closest]->proportionlegs.y = 1.05;
1933 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1935 Person::players[closest]->damagetolerance = 200;
1938 if (Person::players[closest]->creature == wolftype) {
1939 Person::players[closest]->proportionhead = 1.1 * headprop;
1940 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1941 Person::players[closest]->proportionarms = 1.1 * armprop;
1942 Person::players[closest]->proportionlegs = 1.1 * legprop;
1945 if (Person::players[closest]->creature == rabbittype) {
1946 Person::players[closest]->proportionhead = 1.2 * headprop;
1947 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1948 Person::players[closest]->proportionarms = 1.00 * armprop;
1949 Person::players[closest]->proportionlegs = 1.1 * legprop;
1950 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1956 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1962 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1964 float closestdist = std::numeric_limits<float>::max();
1966 for (unsigned i = 1; i < Person::players.size(); i++) {
1967 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1968 if (!Person::players[i]->headless)
1969 if (distance < closestdist) {
1970 closestdist = distance;
1975 XYZ flatfacing2, flatvelocity2;
1977 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1978 blah = Person::players[closest]->coords;
1979 XYZ headspurtdirection;
1980 //int i = Person::players[closest]->skeleton.jointlabels[head];
1981 Joint& headjoint = Person::players[closest]->joint(head);
1982 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1983 if (!Person::players[closest]->skeleton.free)
1984 flatvelocity2 = Person::players[closest]->velocity;
1985 if (Person::players[closest]->skeleton.free)
1986 flatvelocity2 = headjoint.velocity;
1987 if (!Person::players[closest]->skeleton.free)
1988 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;
1989 if (Person::players[closest]->skeleton.free)
1990 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1991 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1992 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1993 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1994 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1995 Normalise(&headspurtdirection);
1996 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1997 flatvelocity2 += headspurtdirection * 8;
1998 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2000 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2002 emit_sound_at(splattersound, blah);
2003 emit_sound_at(breaksound2, blah, 100.);
2005 if (Person::players[closest]->skeleton.free == 2)
2006 Person::players[closest]->skeleton.free = 0;
2007 Person::players[closest]->RagDoll(0);
2008 Person::players[closest]->dead = 2;
2009 Person::players[closest]->headless = 1;
2010 Person::players[closest]->DoBloodBig(3, 165);
2016 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2017 int closest = findClosestPlayer();
2018 XYZ flatfacing2, flatvelocity2;
2020 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2021 blah = Person::players[closest]->coords;
2022 emit_sound_at(splattersound, blah);
2023 emit_sound_at(breaksound2, blah);
2025 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2026 if (!Person::players[closest]->skeleton.free)
2027 flatvelocity2 = Person::players[closest]->velocity;
2028 if (Person::players[closest]->skeleton.free)
2029 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2030 if (!Person::players[closest]->skeleton.free)
2031 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;
2032 if (Person::players[closest]->skeleton.free)
2033 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2034 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2035 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2036 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2037 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2038 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2039 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2042 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2043 if (!Person::players[closest]->skeleton.free)
2044 flatvelocity2 = Person::players[closest]->velocity;
2045 if (Person::players[closest]->skeleton.free)
2046 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2047 if (!Person::players[closest]->skeleton.free)
2048 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;
2049 if (Person::players[closest]->skeleton.free)
2050 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2051 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2052 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2053 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2054 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2055 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
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 * 2, 1, 1, 1, 3, 1);
2071 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 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);
2091 for (unsigned j = 0; j < Person::players.size(); j++) {
2092 if (int(j) != closest) {
2093 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2094 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2095 if (Person::players[j]->skeleton.free == 2)
2096 Person::players[j]->skeleton.free = 1;
2097 Person::players[j]->skeleton.longdead = 0;
2098 Person::players[j]->RagDoll(0);
2099 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2100 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2101 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2102 flatvelocity2 = temppos - Person::players[closest]->coords;
2103 Normalise(&flatvelocity2);
2104 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2111 Person::players[closest]->DoDamage(10000);
2112 Person::players[closest]->RagDoll(0);
2113 Person::players[closest]->dead = 2;
2114 Person::players[closest]->coords = 20;
2115 Person::players[closest]->skeleton.free = 2;
2122 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2123 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2124 if (Person::players[0]->onfire) {
2125 Person::players[0]->CatchFire();
2127 if (!Person::players[0]->onfire) {
2128 emit_sound_at(fireendsound, Person::players[0]->coords);
2129 pause_sound(stream_firesound);
2133 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2134 Person::players[0]->RagDoll(0);
2136 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2139 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2140 for (int i = 0; i < objects.numobjects; i++) {
2141 if (objects.type[i] == treeleavestype) {
2142 objects.scale[i] *= .9;
2147 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2148 editorenabled = !editorenabled;
2149 if (editorenabled) {
2150 Person::players[0]->damagetolerance = 100000;
2152 Person::players[0]->damagetolerance = 200;
2154 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2155 Person::players[0]->permanentdamage = 0;
2156 Person::players[0]->superpermanentdamage = 0;
2157 Person::players[0]->bloodloss = 0;
2158 Person::players[0]->deathbleeding = 0;
2162 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2164 if (targetlevel > numchallengelevels - 1)
2170 if (editorenabled) {
2171 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2172 int closest = findClosestPlayer();
2174 Person::players.erase(Person::players.begin()+closest);
2178 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2179 int closest = findClosestObject();
2181 objects.position[closest].y -= 500;
2184 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2185 if (objects.numobjects < max_objects - 1) {
2187 scenecoords.x = Person::players[0]->coords.x;
2188 scenecoords.z = Person::players[0]->coords.z;
2189 scenecoords.y = Person::players[0]->coords.y - 3;
2190 if (editortype == bushtype)
2191 scenecoords.y = Person::players[0]->coords.y - .5;
2192 if (editortype == firetype)
2193 scenecoords.y = Person::players[0]->coords.y - .5;
2194 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2195 float temprotat, temprotat2;
2196 temprotat = editoryaw;
2197 temprotat2 = editorpitch;
2198 if (temprotat < 0 || editortype == bushtype)
2199 temprotat = Random() % 360;
2201 temprotat2 = Random() % 360;
2203 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2204 if (editortype == treetrunktype)
2205 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2209 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2210 Person::players.push_back(shared_ptr<Person>(new Person()));
2212 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2213 Person::players.back()->creature = rabbittype;
2214 Person::players.back()->howactive = editoractive;
2215 Person::players.back()->skeleton.id = Person::players.size()-1;
2216 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);
2218 int k = abs(Random() % 2) + 1;
2220 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2221 Person::players.back()->whichskin = 0;
2222 } else if (k == 1) {
2223 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2224 Person::players.back()->whichskin = 1;
2226 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2227 Person::players.back()->whichskin = 2;
2230 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2231 Person::players.back()->power = 1;
2232 Person::players.back()->speedmult = 1;
2233 Person::players.back()->animCurrent = bounceidleanim;
2234 Person::players.back()->animTarget = bounceidleanim;
2235 Person::players.back()->frameCurrent = 0;
2236 Person::players.back()->frameTarget = 1;
2237 Person::players.back()->target = 0;
2238 Person::players.back()->bled = 0;
2239 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2241 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2242 Person::players.back()->yaw = Person::players[0]->yaw;
2244 Person::players.back()->velocity = 0;
2245 Person::players.back()->coords = Person::players[0]->coords;
2246 Person::players.back()->oldcoords = Person::players.back()->coords;
2247 Person::players.back()->realoldcoords = Person::players.back()->coords;
2249 Person::players.back()->id = Person::players.size()-1;
2250 Person::players.back()->updatedelay = 0;
2251 Person::players.back()->normalsupdatedelay = 0;
2253 Person::players.back()->aitype = passivetype;
2255 if (Person::players[0]->creature == wolftype) {
2256 headprop = Person::players[0]->proportionhead.x / 1.1;
2257 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2258 armprop = Person::players[0]->proportionarms.x / 1.1;
2259 legprop = Person::players[0]->proportionlegs.x / 1.1;
2262 if (Person::players[0]->creature == rabbittype) {
2263 headprop = Person::players[0]->proportionhead.x / 1.2;
2264 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2265 armprop = Person::players[0]->proportionarms.x / 1.00;
2266 legprop = Person::players[0]->proportionlegs.x / 1.1;
2269 if (Person::players.back()->creature == wolftype) {
2270 Person::players.back()->proportionhead = 1.1 * headprop;
2271 Person::players.back()->proportionbody = 1.1 * bodyprop;
2272 Person::players.back()->proportionarms = 1.1 * armprop;
2273 Person::players.back()->proportionlegs = 1.1 * legprop;
2276 if (Person::players.back()->creature == rabbittype) {
2277 Person::players.back()->proportionhead = 1.2 * headprop;
2278 Person::players.back()->proportionbody = 1.05 * bodyprop;
2279 Person::players.back()->proportionarms = 1.00 * armprop;
2280 Person::players.back()->proportionlegs = 1.1 * legprop;
2281 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2284 Person::players.back()->headless = 0;
2285 Person::players.back()->onfire = 0;
2288 Person::players.back()->proportionhead.z = 0;
2289 Person::players.back()->proportionbody.z = 0;
2290 Person::players.back()->proportionarms.z = 0;
2291 Person::players.back()->proportionlegs.z = 0;
2294 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2296 Person::players.back()->damagetolerance = 200;
2298 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2299 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2300 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2301 Person::players.back()->armorhead = Person::players[0]->armorhead;
2302 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2303 Person::players.back()->armorlow = Person::players[0]->armorlow;
2304 Person::players.back()->metalhead = Person::players[0]->metalhead;
2305 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2306 Person::players.back()->metallow = Person::players[0]->metallow;
2308 Person::players.back()->immobile = Person::players[0]->immobile;
2310 Person::players.back()->numclothes = Person::players[0]->numclothes;
2311 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2312 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2313 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2314 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2315 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2317 Person::players.back()->addClothes();
2319 Person::players.back()->power = Person::players[0]->power;
2320 Person::players.back()->speedmult = Person::players[0]->speedmult;
2322 Person::players.back()->damage = 0;
2323 Person::players.back()->permanentdamage = 0;
2324 Person::players.back()->superpermanentdamage = 0;
2325 Person::players.back()->deathbleeding = 0;
2326 Person::players.back()->bleeding = 0;
2327 Person::players.back()->numwaypoints = 0;
2328 Person::players.back()->waypoint = 0;
2329 Person::players.back()->weaponstuck = -1;
2330 Person::players.back()->weaponactive = -1;
2331 Person::players.back()->num_weapons = 0;
2332 Person::players.back()->bloodloss = 0;
2333 Person::players.back()->dead = 0;
2335 Person::players.back()->loaded = 1;
2338 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2339 if (Person::players.back()->numwaypoints < 90) {
2340 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2341 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2342 Person::players.back()->numwaypoints++;
2346 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2347 if (numpathpoints < 30) {
2348 bool connected, alreadyconnected;
2350 if (numpathpoints > 1)
2351 for (int i = 0; i < numpathpoints; i++) {
2352 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2353 alreadyconnected = 0;
2354 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2355 if (pathpointconnect[pathpointselected][j] == i)
2356 alreadyconnected = 1;
2358 if (!alreadyconnected) {
2359 numpathpointconnect[pathpointselected]++;
2361 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2367 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2368 numpathpointconnect[numpathpoints - 1] = 0;
2369 if (numpathpoints > 1 && pathpointselected != -1) {
2370 numpathpointconnect[pathpointselected]++;
2371 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2373 pathpointselected = numpathpoints - 1;
2378 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2379 pathpointselected++;
2380 if (pathpointselected >= numpathpoints)
2381 pathpointselected = -1;
2383 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2384 pathpointselected--;
2385 if (pathpointselected <= -2)
2386 pathpointselected = numpathpoints - 1;
2388 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2389 if (pathpointselected != -1) {
2391 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2392 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2393 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2394 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2396 for (int i = 0; i < numpathpoints; i++) {
2397 for (int j = 0; j < numpathpointconnect[i]; j++) {
2398 if (pathpointconnect[i][j] == pathpointselected) {
2399 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2400 numpathpointconnect[i]--;
2402 if (pathpointconnect[i][j] == numpathpoints) {
2403 pathpointconnect[i][j] = pathpointselected;
2407 pathpointselected = numpathpoints - 1;
2411 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2413 if (editortype == treeleavestype || editortype == 10)
2416 editortype = firetype;
2419 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2421 if (editortype == treeleavestype || editortype == 10)
2423 if (editortype > firetype)
2427 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2428 editoryaw -= multiplier * 100;
2429 if (editoryaw < -.01)
2433 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2434 editoryaw += multiplier * 100;
2437 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2438 editorsize += multiplier;
2441 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2442 editorsize -= multiplier;
2443 if (editorsize < .1)
2448 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2449 mapradius -= multiplier * 10;
2452 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2453 mapradius += multiplier * 10;
2455 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2456 editorpitch += multiplier * 100;
2459 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2460 editorpitch -= multiplier * 100;
2461 if (editorpitch < -.01)
2464 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2465 int closest = findClosestObject();
2467 objects.DeleteObject(closest);
2473 void doJumpReversals()
2475 for (unsigned k = 0; k < Person::players.size(); k++)
2476 for (unsigned i = k; i < Person::players.size(); i++) {
2479 if ( Person::players[k]->skeleton.free == 0 &&
2480 Person::players[i]->skeleton.oldfree == 0 &&
2481 (Person::players[i]->animTarget == jumpupanim ||
2482 Person::players[k]->animTarget == jumpupanim) &&
2483 (Person::players[i]->aitype == playercontrolled ||
2484 Person::players[k]->aitype == playercontrolled) &&
2485 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2486 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2487 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2488 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2489 //TODO: refactor two huge similar ifs
2490 if (Person::players[i]->animTarget == jumpupanim &&
2491 Person::players[k]->animTarget != getupfrombackanim &&
2492 Person::players[k]->animTarget != getupfromfrontanim &&
2493 animation[Person::players[k]->animTarget].height == middleheight &&
2494 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2495 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2496 Person::players[k]->aitype != playercontrolled)) {
2497 Person::players[i]->victim = Person::players[k];
2498 Person::players[i]->velocity = 0;
2499 Person::players[i]->animCurrent = jumpreversedanim;
2500 Person::players[i]->animTarget = jumpreversedanim;
2501 Person::players[i]->frameCurrent = 0;
2502 Person::players[i]->frameTarget = 1;
2503 Person::players[i]->targettilt2 = 0;
2504 Person::players[k]->victim = Person::players[i];
2505 Person::players[k]->velocity = 0;
2506 Person::players[k]->animCurrent = jumpreversalanim;
2507 Person::players[k]->animTarget = jumpreversalanim;
2508 Person::players[k]->frameCurrent = 0;
2509 Person::players[k]->frameTarget = 1;
2510 Person::players[k]->targettilt2 = 0;
2511 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2512 Person::players[i]->animCurrent = rabbitkickreversedanim;
2513 Person::players[i]->animTarget = rabbitkickreversedanim;
2514 Person::players[i]->frameCurrent = 1;
2515 Person::players[i]->frameTarget = 2;
2516 Person::players[k]->animCurrent = rabbitkickreversalanim;
2517 Person::players[k]->animTarget = rabbitkickreversalanim;
2518 Person::players[k]->frameCurrent = 1;
2519 Person::players[k]->frameTarget = 2;
2521 Person::players[i]->target = 0;
2522 Person::players[k]->oldcoords = Person::players[k]->coords;
2523 Person::players[i]->coords = Person::players[k]->coords;
2524 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2525 Person::players[k]->yaw = Person::players[i]->targetyaw;
2526 if (Person::players[k]->aitype == attacktypecutoff)
2527 Person::players[k]->stunned = .5;
2529 if (Person::players[k]->animTarget == jumpupanim &&
2530 Person::players[i]->animTarget != getupfrombackanim &&
2531 Person::players[i]->animTarget != getupfromfrontanim &&
2532 animation[Person::players[i]->animTarget].height == middleheight &&
2533 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2534 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2535 Person::players[i]->aitype != playercontrolled)) {
2536 Person::players[k]->victim = Person::players[i];
2537 Person::players[k]->velocity = 0;
2538 Person::players[k]->animCurrent = jumpreversedanim;
2539 Person::players[k]->animTarget = jumpreversedanim;
2540 Person::players[k]->frameCurrent = 0;
2541 Person::players[k]->frameTarget = 1;
2542 Person::players[k]->targettilt2 = 0;
2543 Person::players[i]->victim = Person::players[k];
2544 Person::players[i]->velocity = 0;
2545 Person::players[i]->animCurrent = jumpreversalanim;
2546 Person::players[i]->animTarget = jumpreversalanim;
2547 Person::players[i]->frameCurrent = 0;
2548 Person::players[i]->frameTarget = 1;
2549 Person::players[i]->targettilt2 = 0;
2550 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2551 Person::players[k]->animTarget = rabbitkickreversedanim;
2552 Person::players[k]->animCurrent = rabbitkickreversedanim;
2553 Person::players[i]->animCurrent = rabbitkickreversalanim;
2554 Person::players[i]->animTarget = rabbitkickreversalanim;
2555 Person::players[k]->frameCurrent = 1;
2556 Person::players[k]->frameTarget = 2;
2557 Person::players[i]->frameCurrent = 1;
2558 Person::players[i]->frameTarget = 2;
2560 Person::players[k]->target = 0;
2561 Person::players[i]->oldcoords = Person::players[i]->coords;
2562 Person::players[k]->coords = Person::players[i]->coords;
2563 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2564 Person::players[i]->yaw = Person::players[k]->targetyaw;
2565 if (Person::players[i]->aitype == attacktypecutoff)
2566 Person::players[i]->stunned = .5;
2573 void doAerialAcrobatics()
2575 static XYZ facing, flatfacing;
2576 for (unsigned k = 0; k < Person::players.size(); k++) {
2577 Person::players[k]->turnspeed = 500;
2579 if ((Person::players[k]->isRun() &&
2580 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2581 Person::players[k]->targetyaw != wolfrunninganim) ||
2582 Person::players[k]->frameTarget == 4)) ||
2583 Person::players[k]->animTarget == removeknifeanim ||
2584 Person::players[k]->animTarget == crouchremoveknifeanim ||
2585 Person::players[k]->animTarget == flipanim ||
2586 Person::players[k]->animTarget == fightsidestep ||
2587 Person::players[k]->animTarget == walkanim) {
2588 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2592 if (Person::players[k]->isStop() ||
2593 Person::players[k]->isLanding() ||
2594 Person::players[k]->animTarget == staggerbackhighanim ||
2595 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2596 Person::players[k]->animTarget == staggerbackhardanim ||
2597 Person::players[k]->animTarget == backhandspringanim ||
2598 Person::players[k]->animTarget == dodgebackanim ||
2599 Person::players[k]->animTarget == rollanim ||
2600 (animation[Person::players[k]->animTarget].attack &&
2601 Person::players[k]->animTarget != rabbitkickanim &&
2602 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2603 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2604 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2607 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2608 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2611 Person::players[k]->DoStuff();
2612 if (Person::players[k]->immobile && k != 0)
2613 Person::players[k]->coords = Person::players[k]->realoldcoords;
2615 //if player's position has changed (?)
2616 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2617 !Person::players[k]->skeleton.free &&
2618 Person::players[k]->animTarget != climbanim &&
2619 Person::players[k]->animTarget != hanganim) {
2620 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2622 bool tempcollide = 0;
2624 if (Person::players[k]->collide < -.3)
2625 Person::players[k]->collide = -.3;
2626 if (Person::players[k]->collide > 1)
2627 Person::players[k]->collide = 1;
2628 Person::players[k]->collide -= multiplier * 30;
2631 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2633 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2634 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2635 if (objects.type[i] != rocktype ||
2636 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2637 objects.position[i].y > Person::players[k]->coords.y) {
2638 lowpoint = Person::players[k]->coords;
2639 if (Person::players[k]->animTarget != jumpupanim &&
2640 Person::players[k]->animTarget != jumpdownanim &&
2641 !Person::players[k]->isFlip())
2645 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2646 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2647 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2648 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2649 flatfacing = lowpoint - Person::players[k]->coords;
2650 Person::players[k]->coords = lowpoint;
2651 Person::players[k]->coords.y -= 1.3;
2652 Person::players[k]->collide = 1;
2655 //TODO: refactor four similar blocks
2656 if (Person::players[k]->aitype == playercontrolled &&
2657 (Person::players[k]->animTarget == jumpupanim ||
2658 Person::players[k]->animTarget == jumpdownanim ||
2659 Person::players[k]->isFlip()) &&
2660 !Person::players[k]->jumptogglekeydown &&
2661 Person::players[k]->jumpkeydown) {
2662 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2663 XYZ tempcoords1 = lowpoint;
2664 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2665 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2666 Person::players[k]->setAnimation(walljumpleftanim);
2667 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2669 pause_sound(whooshsound);
2671 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2672 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2673 if (lowpointtarget.z < 0)
2674 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2675 Person::players[k]->targetyaw = Person::players[k]->yaw;
2676 Person::players[k]->lowyaw = Person::players[k]->yaw;
2680 lowpoint = tempcoords1;
2681 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2682 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2683 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2684 Person::players[k]->setAnimation(walljumprightanim);
2685 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2687 pause_sound(whooshsound);
2689 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2690 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2691 if (lowpointtarget.z < 0)
2692 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2693 Person::players[k]->targetyaw = Person::players[k]->yaw;
2694 Person::players[k]->lowyaw = Person::players[k]->yaw;
2698 lowpoint = tempcoords1;
2699 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2700 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2701 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2702 Person::players[k]->setAnimation(walljumpbackanim);
2703 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2705 pause_sound(whooshsound);
2707 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2708 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2709 if (lowpointtarget.z < 0)
2710 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2711 Person::players[k]->targetyaw = Person::players[k]->yaw;
2712 Person::players[k]->lowyaw = Person::players[k]->yaw;
2716 lowpoint = tempcoords1;
2717 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2718 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2719 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2720 Person::players[k]->setAnimation(walljumpfrontanim);
2721 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2723 pause_sound(whooshsound);
2725 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2726 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2727 if (lowpointtarget.z < 0)
2728 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2729 Person::players[k]->yaw += 180;
2730 Person::players[k]->targetyaw = Person::players[k]->yaw;
2731 Person::players[k]->lowyaw = Person::players[k]->yaw;
2740 } else if (objects.type[i] == rocktype) {
2741 lowpoint2 = Person::players[k]->coords;
2742 lowpoint = Person::players[k]->coords;
2744 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2745 Person::players[k]->coords = colpoint;
2746 Person::players[k]->collide = 1;
2749 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2750 //flipped into a rock
2751 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2752 Person::players[k]->RagDoll(0);
2754 if (Person::players[k]->animTarget == jumpupanim) {
2755 Person::players[k]->jumppower = -4;
2756 Person::players[k]->animTarget = Person::players[k]->getIdle();
2758 Person::players[k]->target = 0;
2759 Person::players[k]->frameTarget = 0;
2760 Person::players[k]->onterrain = 1;
2762 if (Person::players[k]->id == 0) {
2763 pause_sound(whooshsound);
2764 OPENAL_SetVolume(channels[whooshsound], 0);
2768 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2769 if (Person::players[k]->isFlip())
2770 Person::players[k]->jumppower = -4;
2771 Person::players[k]->animTarget = Person::players[k]->getLanding();
2772 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2774 addEnvSound(Person::players[k]->coords);
2783 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2784 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2785 lowpoint = Person::players[k]->coords;
2787 if (objects.type[i] != rocktype)
2788 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2789 if (Person::players[k]->animTarget != jumpupanim &&
2790 Person::players[k]->animTarget != jumpdownanim &&
2791 Person::players[k]->onterrain)
2792 Person::players[k]->avoidcollided = 1;
2793 Person::players[k]->coords = lowpoint;
2794 Person::players[k]->coords.y -= 1.35;
2795 Person::players[k]->collide = 1;
2797 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2798 (Person::players[k]->animCurrent != climbanim &&
2799 Person::players[k]->animCurrent != hanganim &&
2800 !Person::players[k]->isWallJump() ||
2801 Person::players[k]->animTarget == jumpupanim ||
2802 Person::players[k]->animTarget == jumpdownanim)) {
2803 lowpoint = Person::players[k]->coords;
2804 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2805 lowpoint = Person::players[k]->coords;
2809 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2810 lowpointtarget = lowpoint + facing * 1.4;
2811 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2812 if (whichhit != -1) {
2813 lowpoint = Person::players[k]->coords;
2815 lowpointtarget = lowpoint + facing * 1.4;
2816 lowpoint2 = lowpoint;
2817 lowpointtarget2 = lowpointtarget;
2818 lowpoint3 = lowpoint;
2819 lowpointtarget3 = lowpointtarget;
2820 lowpoint4 = lowpoint;
2821 lowpointtarget4 = lowpointtarget;
2822 lowpoint5 = lowpoint;
2823 lowpointtarget5 = lowpointtarget;
2824 lowpoint6 = lowpoint;
2825 lowpointtarget6 = lowpointtarget;
2826 lowpoint7 = lowpoint;
2827 lowpointtarget7 = lowpoint;
2829 lowpointtarget2.x += .1;
2831 lowpointtarget3.z += .1;
2833 lowpointtarget4.x -= .1;
2835 lowpointtarget5.z -= .1;
2836 lowpoint6.y += 45 / 13;
2837 lowpointtarget6.y += 45 / 13;
2838 lowpointtarget6 += facing * .6;
2839 lowpointtarget7.y += 90 / 13;
2840 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2841 if (objects.friction[i] > .5)
2842 if (whichhit != -1) {
2843 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2844 Person::players[k]->collided = 1;
2845 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2846 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2847 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2848 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2849 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2850 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2851 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2852 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2853 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2854 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2855 for (int j = 0; j < 45; j++) {
2856 lowpoint = Person::players[k]->coords;
2857 lowpoint.y += (float)j / 13;
2858 lowpointtarget = lowpoint + facing * 1.4;
2859 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2860 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2861 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2863 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2864 lowpoint = Person::players[k]->coords;
2865 lowpoint.y += (float)j / 13;
2866 lowpointtarget = lowpoint + facing * 1.3;
2867 flatfacing = Person::players[k]->coords;
2868 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2869 Person::players[k]->coords.y = lowpointtarget.y - .07;
2870 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2872 if (j > 10 || !Person::players[k]->isRun()) {
2873 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2875 pause_sound(whooshsound);
2877 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2879 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2880 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2881 if (lowpointtarget.z < 0)
2882 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2883 Person::players[k]->targetyaw = Person::players[k]->yaw;
2884 Person::players[k]->lowyaw = Person::players[k]->yaw;
2886 //Person::players[k]->velocity=lowpointtarget*.03;
2887 Person::players[k]->velocity = 0;
2890 if (Person::players[k]->animTarget == jumpupanim) {
2891 Person::players[k]->animTarget = climbanim;
2892 Person::players[k]->jumppower = 0;
2893 Person::players[k]->jumpclimb = 1;
2895 Person::players[k]->transspeed = 6;
2896 Person::players[k]->target = 0;
2897 Person::players[k]->frameTarget = 1;
2900 Person::players[k]->setAnimation(hanganim);
2901 Person::players[k]->jumppower = 0;
2913 if (Person::players[k]->collide <= 0) {
2915 if (!Person::players[k]->onterrain &&
2916 Person::players[k]->animTarget != jumpupanim &&
2917 Person::players[k]->animTarget != jumpdownanim &&
2918 Person::players[k]->animTarget != climbanim &&
2919 Person::players[k]->animTarget != hanganim &&
2920 !Person::players[k]->isWallJump() &&
2921 !Person::players[k]->isFlip()) {
2922 if (Person::players[k]->animCurrent != climbanim &&
2923 Person::players[k]->animCurrent != tempanim &&
2924 Person::players[k]->animTarget != backhandspringanim &&
2925 (Person::players[k]->animTarget != rollanim ||
2926 Person::players[k]->frameTarget < 2 ||
2927 Person::players[k]->frameTarget > 6)) {
2928 //stagger off ledge (?)
2929 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2930 Person::players[k]->RagDoll(0);
2931 Person::players[k]->setAnimation(jumpdownanim);
2934 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2937 Person::players[k]->velocity.y += gravity;
2941 Person::players[k]->realoldcoords = Person::players[k]->coords;
2947 static int randattack;
2948 static bool playerrealattackkeydown = 0;
2950 if (!Input::isKeyDown(attackkey))
2953 Person::players[0]->attackkeydown = 0;
2955 playerrealattackkeydown = 0;
2957 playerrealattackkeydown = Input::isKeyDown(attackkey);
2958 if ((Person::players[0]->parriedrecently <= 0 ||
2959 Person::players[0]->weaponactive == -1) &&
2962 Person::players[0]->lastattack != swordslashanim &&
2963 Person::players[0]->lastattack != knifeslashstartanim &&
2964 Person::players[0]->lastattack != staffhitanim &&
2965 Person::players[0]->lastattack != staffspinhitanim)))
2966 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2967 if (Input::isKeyDown(attackkey) &&
2969 !Person::players[0]->backkeydown) {
2970 for (unsigned k = 0; k < Person::players.size(); k++) {
2971 if ((Person::players[k]->animTarget == swordslashanim ||
2972 Person::players[k]->animTarget == staffhitanim ||
2973 Person::players[k]->animTarget == staffspinhitanim) &&
2974 Person::players[0]->animCurrent != dodgebackanim &&
2975 !Person::players[k]->skeleton.free)
2976 Person::players[k]->Reverse();
2980 if (!hostile || Dialog::inDialog())
2981 Person::players[0]->attackkeydown = 0;
2983 for (unsigned k = 0; k < Person::players.size(); k++) {
2984 if (Dialog::inDialog())
2985 Person::players[k]->attackkeydown = 0;
2986 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2987 if (Person::players[k]->aitype != playercontrolled)
2988 Person::players[k]->victim = Person::players[0];
2989 //attack key pressed
2990 if (Person::players[k]->attackkeydown) {
2992 if (Person::players[k]->backkeydown &&
2993 Person::players[k]->animTarget != backhandspringanim &&
2994 (Person::players[k]->isIdle() ||
2995 Person::players[k]->isStop() ||
2996 Person::players[k]->isRun() ||
2997 Person::players[k]->animTarget == walkanim)) {
2998 if (Person::players[k]->jumppower <= 1) {
2999 Person::players[k]->jumppower -= 2;
3001 for (unsigned i = 0; i < Person::players.size(); i++) {
3004 if (Person::players[i]->animTarget == swordslashanim ||
3005 Person::players[i]->animTarget == knifeslashstartanim ||
3006 Person::players[i]->animTarget == staffhitanim ||
3007 Person::players[i]->animTarget == staffspinhitanim)
3008 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3009 Person::players[k]->setAnimation(dodgebackanim);
3010 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3011 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3014 if (Person::players[k]->animTarget != dodgebackanim) {
3017 Person::players[k]->setAnimation(backhandspringanim);
3018 Person::players[k]->targetyaw = -yaw + 180;
3019 if (Person::players[k]->leftkeydown)
3020 Person::players[k]->targetyaw -= 45;
3021 if (Person::players[k]->rightkeydown)
3022 Person::players[k]->targetyaw += 45;
3023 Person::players[k]->yaw = Person::players[k]->targetyaw;
3024 Person::players[k]->jumppower -= 2;
3029 if (!animation[Person::players[k]->animTarget].attack &&
3030 !Person::players[k]->backkeydown &&
3031 (Person::players[k]->isIdle() ||
3032 Person::players[k]->isRun() ||
3033 Person::players[k]->animTarget == walkanim ||
3034 Person::players[k]->animTarget == sneakanim ||
3035 Person::players[k]->isCrouch())) {
3036 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3037 //normal attacks (?)
3038 Person::players[k]->hasvictim = 0;
3039 if (Person::players.size() > 1)
3040 for (unsigned i = 0; i < Person::players.size(); i++) {
3041 if (i == k || !(k == 0 || i == 0))
3043 if (!Person::players[k]->hasvictim)
3044 if (animation[Person::players[k]->animTarget].attack != reversal) {
3046 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3047 if (distance < 4.5 &&
3048 !Person::players[i]->skeleton.free &&
3049 Person::players[i]->howactive < typedead1 &&
3050 Person::players[i]->animTarget != jumpreversedanim &&
3051 Person::players[i]->animTarget != rabbitkickreversedanim &&
3052 Person::players[i]->animTarget != rabbitkickanim &&
3053 Person::players[k]->animTarget != rabbitkickanim &&
3054 Person::players[i]->animTarget != getupfrombackanim &&
3055 (Person::players[i]->animTarget != staggerbackhighanim &&
3056 (Person::players[i]->animTarget != staggerbackhardanim ||
3057 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3058 Person::players[i]->animTarget != jumpdownanim &&
3059 Person::players[i]->animTarget != jumpupanim &&
3060 Person::players[i]->animTarget != getupfromfrontanim) {
3061 Person::players[k]->victim = Person::players[i];
3062 Person::players[k]->hasvictim = 1;
3063 if (Person::players[k]->aitype == playercontrolled) { //human player
3065 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3066 Person::players[k]->crouchkeydown &&
3067 animation[Person::players[i]->animTarget].height != lowheight)
3068 Person::players[k]->animTarget = sweepanim;
3070 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3071 animation[Person::players[i]->animTarget].height != lowheight &&
3072 !Person::players[k]->forwardkeydown &&
3073 !Person::players[k]->leftkeydown &&
3074 !Person::players[k]->rightkeydown &&
3075 !Person::players[k]->crouchkeydown &&
3078 Person::players[k]->animTarget = winduppunchanim;
3080 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3081 animation[Person::players[i]->animTarget].height != lowheight &&
3082 !Person::players[k]->forwardkeydown &&
3083 !Person::players[k]->leftkeydown &&
3084 !Person::players[k]->rightkeydown &&
3085 !Person::players[k]->crouchkeydown &&
3087 Person::players[k]->animTarget = upunchanim;
3089 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3090 Person::players[i]->staggerdelay > 0 &&
3091 attackweapon == knife &&
3092 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3093 Person::players[k]->animTarget = knifefollowanim;
3095 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3096 animation[Person::players[i]->animTarget].height != lowheight &&
3097 !Person::players[k]->forwardkeydown &&
3098 !Person::players[k]->leftkeydown &&
3099 !Person::players[k]->rightkeydown &&
3100 !Person::players[k]->crouchkeydown &&
3101 attackweapon == knife &&
3102 Person::players[k]->weaponmissdelay <= 0)
3103 Person::players[k]->animTarget = knifeslashstartanim;
3105 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3106 animation[Person::players[i]->animTarget].height != lowheight &&
3107 !Person::players[k]->crouchkeydown &&
3108 attackweapon == sword &&
3109 Person::players[k]->weaponmissdelay <= 0)
3110 Person::players[k]->animTarget = swordslashanim;
3112 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3113 animation[Person::players[i]->animTarget].height != lowheight &&
3114 !Person::players[k]->crouchkeydown &&
3115 attackweapon == staff &&
3116 Person::players[k]->weaponmissdelay <= 0 &&
3117 !Person::players[k]->leftkeydown &&
3118 !Person::players[k]->rightkeydown &&
3119 !Person::players[k]->forwardkeydown)
3120 Person::players[k]->animTarget = staffhitanim;
3122 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3123 animation[Person::players[i]->animTarget].height != lowheight &&
3124 !Person::players[k]->crouchkeydown &&
3125 attackweapon == staff &&
3126 Person::players[k]->weaponmissdelay <= 0)
3127 Person::players[k]->animTarget = staffspinhitanim;
3129 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3130 animation[Person::players[i]->animTarget].height != lowheight)
3131 Person::players[k]->animTarget = spinkickanim;
3133 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3134 animation[Person::players[i]->animTarget].height == lowheight &&
3135 animation[Person::players[k]->animTarget].attack != normalattack)
3136 Person::players[k]->animTarget = lowkickanim;
3137 } else { //AI player
3138 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3139 randattack = abs(Random() % 5);
3140 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3142 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3143 Person::players[k]->animTarget = sweepanim;
3145 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3147 Person::players[k]->animTarget = upunchanim;
3149 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3150 Person::players[k]->animTarget = spinkickanim;
3152 else if (animation[Person::players[i]->animTarget].height == lowheight)
3153 Person::players[k]->animTarget = lowkickanim;
3157 if ((tutoriallevel != 1 || !attackweapon) &&
3158 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3160 animation[Person::players[i]->animTarget].height != lowheight)
3161 Person::players[k]->animTarget = sweepanim;
3163 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3164 attackweapon == knife &&
3165 Person::players[k]->weaponmissdelay <= 0)
3166 Person::players[k]->animTarget = knifeslashstartanim;
3168 else if (!(Person::players[0]->victim == Person::players[i] &&
3169 Person::players[0]->hasvictim &&
3170 Person::players[0]->animTarget == swordslashanim) &&
3171 attackweapon == sword &&
3172 Person::players[k]->weaponmissdelay <= 0)
3173 Person::players[k]->animTarget = swordslashanim;
3175 else if (!(Person::players[0]->victim == Person::players[i] &&
3176 Person::players[0]->hasvictim &&
3177 Person::players[0]->animTarget == swordslashanim) &&
3178 attackweapon == staff &&
3179 Person::players[k]->weaponmissdelay <= 0 &&
3181 Person::players[k]->animTarget = staffhitanim;
3183 else if (!(Person::players[0]->victim == Person::players[i] &&
3184 Person::players[0]->hasvictim &&
3185 Person::players[0]->animTarget == swordslashanim) &&
3186 attackweapon == staff &&
3187 Person::players[k]->weaponmissdelay <= 0 &&
3189 Person::players[k]->animTarget = staffspinhitanim;
3191 else if ((tutoriallevel != 1 || !attackweapon) &&
3192 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3194 animation[Person::players[i]->animTarget].height != lowheight)
3195 Person::players[k]->animTarget = spinkickanim;
3197 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3198 animation[Person::players[i]->animTarget].height == lowheight &&
3199 animation[Person::players[k]->animTarget].attack != normalattack)
3200 Person::players[k]->animTarget = lowkickanim;
3204 //upunch becomes wolfslap
3205 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3206 Person::players[k]->animTarget = wolfslapanim;
3209 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3210 Person::players[i]->howactive < typedead1 &&
3211 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3212 !Person::players[i]->skeleton.free &&
3213 Person::players[i]->animTarget != getupfrombackanim &&
3214 Person::players[i]->animTarget != getupfromfrontanim &&
3215 (Person::players[i]->surprised > 0 ||
3216 Person::players[i]->aitype == passivetype ||
3217 attackweapon && Person::players[i]->stunned > 0) &&
3218 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3220 if (!attackweapon) {
3221 Person::players[k]->animCurrent = sneakattackanim;
3222 Person::players[k]->animTarget = sneakattackanim;
3223 Person::players[i]->animCurrent = sneakattackedanim;
3224 Person::players[i]->animTarget = sneakattackedanim;
3225 Person::players[k]->oldcoords = Person::players[k]->coords;
3226 Person::players[k]->coords = Person::players[i]->coords;
3229 if (attackweapon == knife) {
3230 Person::players[k]->animCurrent = knifesneakattackanim;
3231 Person::players[k]->animTarget = knifesneakattackanim;
3232 Person::players[i]->animCurrent = knifesneakattackedanim;
3233 Person::players[i]->animTarget = knifesneakattackedanim;
3234 Person::players[i]->oldcoords = Person::players[i]->coords;
3235 Person::players[i]->coords = Person::players[k]->coords;
3238 if (attackweapon == sword) {
3239 Person::players[k]->animCurrent = swordsneakattackanim;
3240 Person::players[k]->animTarget = swordsneakattackanim;
3241 Person::players[i]->animCurrent = swordsneakattackedanim;
3242 Person::players[i]->animTarget = swordsneakattackedanim;
3243 Person::players[i]->oldcoords = Person::players[i]->coords;
3244 Person::players[i]->coords = Person::players[k]->coords;
3246 if (attackweapon != staff) {
3247 Person::players[k]->victim = Person::players[i];
3248 Person::players[k]->hasvictim = 1;
3249 Person::players[i]->targettilt2 = 0;
3250 Person::players[i]->frameTarget = 1;
3251 Person::players[i]->frameCurrent = 0;
3252 Person::players[i]->target = 0;
3253 Person::players[i]->velocity = 0;
3254 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3255 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3256 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3257 Person::players[k]->target = Person::players[i]->target;
3258 Person::players[k]->velocity = 0;
3259 Person::players[k]->targetyaw = Person::players[i]->yaw;
3260 Person::players[k]->yaw = Person::players[i]->yaw;
3261 Person::players[i]->targetyaw = Person::players[i]->yaw;
3264 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3265 Person::players[k]->victim == Person::players[i] &&
3266 (!Person::players[i]->skeleton.free)) {
3268 Person::players[k]->frameTarget = 0;
3269 Person::players[k]->target = 0;
3271 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3272 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3273 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3274 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3275 Person::players[k]->lastattack = Person::players[k]->animTarget;
3277 if (Person::players[k]->animTarget == knifefollowanim &&
3278 Person::players[k]->victim == Person::players[i]) {
3280 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3281 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3282 Person::players[k]->victim = Person::players[i];
3283 Person::players[k]->hasvictim = 1;
3284 Person::players[i]->animTarget = knifefollowedanim;
3285 Person::players[i]->animCurrent = knifefollowedanim;
3286 Person::players[i]->targettilt2 = 0;
3287 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3288 Person::players[i]->frameTarget = 1;
3289 Person::players[i]->frameCurrent = 0;
3290 Person::players[i]->target = 0;
3291 Person::players[i]->velocity = 0;
3292 Person::players[k]->animCurrent = knifefollowanim;
3293 Person::players[k]->animTarget = knifefollowanim;
3294 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3295 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3296 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3297 Person::players[k]->target = Person::players[i]->target;
3298 Person::players[k]->velocity = 0;
3299 Person::players[k]->oldcoords = Person::players[k]->coords;
3300 Person::players[i]->coords = Person::players[k]->coords;
3301 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3302 Person::players[i]->yaw = Person::players[k]->targetyaw;
3303 Person::players[k]->yaw = Person::players[k]->targetyaw;
3304 Person::players[i]->yaw = Person::players[k]->targetyaw;
3308 const bool hasstaff = attackweapon == staff;
3309 if (k == 0 && Person::players.size() > 1)
3310 for (unsigned i = 0; i < Person::players.size(); i++) {
3313 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3314 animation[Person::players[k]->animTarget].attack == neutral) {
3315 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3316 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3317 if (Person::players[i]->skeleton.free)
3318 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3319 (Person::players[i]->dead ||
3320 Person::players[i]->skeleton.longdead > 1000 ||
3321 Person::players[k]->isRun() ||
3324 (Person::players[i]->skeleton.longdead > 2000 ||
3325 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3326 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3327 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3328 Person::players[k]->victim = Person::players[i];
3329 Person::players[k]->hasvictim = 1;
3330 if (attackweapon && tutoriallevel != 1) {
3332 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3333 Person::players[k]->animTarget = crouchstabanim;
3335 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3336 Person::players[k]->animTarget = swordgroundstabanim;
3338 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3339 Person::players[k]->animTarget = staffgroundsmashanim;
3341 if (distance < 2.5 &&
3342 Person::players[k]->crouchkeydown &&
3343 Person::players[k]->animTarget != crouchstabanim &&
3345 Person::players[i]->dead &&
3346 Person::players[i]->skeleton.free &&
3347 Person::players[i]->skeleton.longdead > 1000) {
3348 Person::players[k]->animTarget = killanim;
3349 //TODO: refactor this out, what does it do?
3350 for (int j = 0; j < terrain.numdecals; j++) {
3351 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3352 terrain.decalalivetime[j] < 2)
3353 terrain.DeleteDecal(j);
3355 for (int l = 0; l < objects.numobjects; l++) {
3356 if (objects.model[l].type == decalstype)
3357 for (int j = 0; j < objects.model[l].numdecals; j++) {
3358 if ((objects.model[l].decaltype[j] == blooddecal ||
3359 objects.model[l].decaltype[j] == blooddecalslow) &&
3360 objects.model[l].decalalivetime[j] < 2)
3361 objects.model[l].DeleteDecal(j);
3365 if (!Person::players[i]->dead || musictype != 2)
3366 if (distance < 3.5 &&
3367 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3368 Person::players[k]->staggerdelay <= 0 &&
3369 (Person::players[i]->dead ||
3370 Person::players[i]->skeleton.longdead < 300 &&
3371 Person::players[k]->lastattack != spinkickanim &&
3372 Person::players[i]->skeleton.free) &&
3373 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3374 Person::players[k]->animTarget = dropkickanim;
3375 for (int j = 0; j < terrain.numdecals; j++) {
3376 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3377 terrain.decalalivetime[j] < 2) {
3378 terrain.DeleteDecal(j);
3381 for (int l = 0; l < objects.numobjects; l++) {
3382 if (objects.model[l].type == decalstype)
3383 for (int j = 0; j < objects.model[l].numdecals; j++) {
3384 if ((objects.model[l].decaltype[j] == blooddecal ||
3385 objects.model[l].decaltype[j] == blooddecalslow) &&
3386 objects.model[l].decalalivetime[j] < 2) {
3387 objects.model[l].DeleteDecal(j);
3393 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3394 Person::players[k]->victim == Person::players[i] &&
3395 (!Person::players[i]->skeleton.free ||
3396 Person::players[k]->animTarget == killanim ||
3397 Person::players[k]->animTarget == crouchstabanim ||
3398 Person::players[k]->animTarget == swordgroundstabanim ||
3399 Person::players[k]->animTarget == staffgroundsmashanim ||
3400 Person::players[k]->animTarget == dropkickanim)) {
3402 Person::players[k]->frameTarget = 0;
3403 Person::players[k]->target = 0;
3405 XYZ targetpoint = Person::players[i]->coords;
3406 if (Person::players[k]->animTarget == crouchstabanim ||
3407 Person::players[k]->animTarget == swordgroundstabanim ||
3408 Person::players[k]->animTarget == staffgroundsmashanim) {
3409 targetpoint += (Person::players[i]->jointPos(abdomen) +
3410 Person::players[i]->jointPos(neck)) / 2 *
3411 Person::players[i]->scale;
3413 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3414 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3416 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3417 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3420 if (Person::players[k]->animTarget == staffgroundsmashanim)
3421 Person::players[k]->targettilt2 += 10;
3423 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3424 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3425 Person::players[k]->lastattack = Person::players[k]->animTarget;
3427 if (Person::players[k]->animTarget == swordgroundstabanim) {
3428 Person::players[k]->targetyaw += 30;
3433 if (!Person::players[k]->hasvictim) {
3435 for (unsigned i = 0; i < Person::players.size(); i++) {
3436 if (i == k || !(i == 0 || k == 0))
3438 if (!Person::players[i]->skeleton.free) {
3439 if (Person::players[k]->hasvictim) {
3440 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3441 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3442 Person::players[k]->victim = Person::players[i];
3444 Person::players[k]->victim = Person::players[i];
3445 Person::players[k]->hasvictim = 1;
3450 if (Person::players[k]->aitype == playercontrolled)
3452 if (Person::players[k]->attackkeydown &&
3453 Person::players[k]->isRun() &&
3454 Person::players[k]->wasRun() &&
3455 ((Person::players[k]->hasvictim &&
3456 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3457 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3458 !Person::players[k]->victim->skeleton.free &&
3459 Person::players[k]->victim->animTarget != getupfrombackanim &&
3460 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3461 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3462 Person::players[k]->aitype != playercontrolled && //wat???
3463 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3464 Person::players[k]->rabbitkickenabled) ||
3465 Person::players[k]->jumpkeydown)) {
3467 Person::players[k]->setAnimation(rabbitkickanim);
3470 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3472 switch (attackweapon) {
3493 void doPlayerCollisions()
3495 static XYZ rotatetarget;
3496 static float collisionradius;
3497 if (Person::players.size() > 1)
3498 for (unsigned k = 0; k < Person::players.size(); k++)
3499 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3500 //neither player is part of a reversal
3501 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3502 animation[Person::players[i]->animTarget].attack != reversal &&
3503 animation[Person::players[k]->animTarget].attack != reversed &&
3504 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3505 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3506 animation[Person::players[i]->animCurrent].attack != reversal &&
3507 animation[Person::players[k]->animCurrent].attack != reversed &&
3508 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3509 //neither is sleeping
3510 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3511 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3512 //in same patch, neither is climbing
3513 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3514 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3515 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3516 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3517 Person::players[i]->animTarget != climbanim &&
3518 Person::players[i]->animTarget != hanganim &&
3519 Person::players[k]->animTarget != climbanim &&
3520 Person::players[k]->animTarget != hanganim)
3521 //players are close (bounding box test)
3522 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3523 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3524 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3525 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3526 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3527 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3528 //spread fire from player to player
3529 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3530 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3531 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3532 if (!Person::players[i]->onfire)
3533 Person::players[i]->CatchFire();
3534 if (!Person::players[k]->onfire)
3535 Person::players[k]->CatchFire();
3539 XYZ tempcoords1 = Person::players[i]->coords;
3540 XYZ tempcoords2 = Person::players[k]->coords;
3541 if (!Person::players[i]->skeleton.oldfree)
3542 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3543 if (!Person::players[k]->skeleton.oldfree)
3544 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3545 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3546 if (Person::players[0]->hasvictim)
3547 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3548 collisionradius = 3;
3549 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3550 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3551 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3552 //jump down on a dead body
3553 if (k == 0 || i == 0) {
3555 if (Person::players[0]->animTarget == jumpdownanim &&
3556 !Person::players[0]->skeleton.oldfree &&
3557 !Person::players[0]->skeleton.free &&
3558 Person::players[l]->skeleton.oldfree &&
3559 Person::players[l]->skeleton.free &&
3560 Person::players[l]->dead &&
3561 Person::players[0]->lastcollide <= 0 &&
3562 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3563 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3564 Person::players[0]->coords.y = Person::players[l]->coords.y;
3565 Person::players[l]->velocity = Person::players[0]->velocity;
3566 Person::players[l]->skeleton.free = 0;
3567 Person::players[l]->yaw = 0;
3568 Person::players[l]->RagDoll(0);
3569 Person::players[l]->DoDamage(20);
3571 Person::players[l]->skeleton.longdead = 0;
3572 Person::players[0]->lastcollide = 1;
3576 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3577 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3578 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3579 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3580 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3581 Person::players[i]->skeleton.free) &&
3582 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3583 Person::players[k]->skeleton.free))
3584 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3585 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3586 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3588 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3589 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3590 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3591 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3592 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3594 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3595 (k != 0 || Person::players[k]->skeleton.free) ||
3596 (animation[Person::players[i]->animTarget].height == highheight &&
3597 animation[Person::players[k]->animTarget].height == highheight)) {
3598 if (tutoriallevel != 1) {
3599 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3602 Person::players[i]->RagDoll(0);
3603 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3604 award_bonus(0, aimbonus);
3606 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3607 Person::players[k]->RagDoll(0);
3608 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3609 award_bonus(0, aimbonus); // Huh, again?
3611 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3613 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3614 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3616 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3617 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3622 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3623 animation[Person::players[i]->animTarget].attack == normalattack) &&
3624 (animation[Person::players[k]->animTarget].attack == neutral ||
3625 animation[Person::players[k]->animTarget].attack == normalattack)) {
3627 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3628 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3629 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3630 Normalise(&rotatetarget);
3631 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3632 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3633 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3634 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3635 if (Person::players[k]->howactive == typeactive || hostile)
3636 if (Person::players[k]->isIdle()) {
3637 if (Person::players[k]->howactive < typesleeping)
3638 Person::players[k]->setAnimation(Person::players[k]->getStop());
3639 else if (Person::players[k]->howactive == typesleeping)
3640 Person::players[k]->setAnimation(getupfromfrontanim);
3642 Person::players[k]->howactive = typeactive;
3644 if (Person::players[i]->howactive == typeactive || hostile)
3645 if (Person::players[i]->isIdle()) {
3646 if (Person::players[i]->howactive < typesleeping)
3647 Person::players[i]->setAnimation(Person::players[k]->getStop());
3649 Person::players[i]->setAnimation(getupfromfrontanim);
3651 Person::players[i]->howactive = typeactive;
3654 //jump down on player
3656 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3657 !Person::players[i]->isCrouch() &&
3658 Person::players[i]->animTarget != rollanim &&
3659 !Person::players[k]->skeleton.oldfree && !
3660 Person::players[k]->skeleton.free &&
3661 Person::players[k]->lastcollide <= 0 &&
3662 Person::players[k]->velocity.y < -10) {
3663 Person::players[i]->velocity = Person::players[k]->velocity;
3664 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3665 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3666 Person::players[i]->DoDamage(20);
3667 Person::players[i]->RagDoll(0);
3668 Person::players[k]->lastcollide = 1;
3669 award_bonus(k, AboveBonus);
3671 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3672 !Person::players[k]->isCrouch() &&
3673 Person::players[k]->animTarget != rollanim &&
3674 !Person::players[i]->skeleton.oldfree &&
3675 !Person::players[i]->skeleton.free &&
3676 Person::players[i]->lastcollide <= 0 &&
3677 Person::players[i]->velocity.y < -10) {
3678 Person::players[k]->velocity = Person::players[i]->velocity;
3679 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3680 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3681 Person::players[k]->DoDamage(20);
3682 Person::players[k]->RagDoll(0);
3683 Person::players[i]->lastcollide = 1;
3684 award_bonus(i, AboveBonus);
3690 Person::players[i]->CheckKick();
3691 Person::players[k]->CheckKick();
3697 void doAI(unsigned i)
3699 static bool connected;
3700 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3701 Person::players[i]->jumpclimb = 0;
3702 //disable movement in editor
3704 Person::players[i]->stunned = 1;
3706 Person::players[i]->pause = 0;
3707 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3708 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3709 !Person::players[0]->onterrain)
3710 Person::players[i]->pause = 1;
3713 if (Person::players[i]->aitype == pathfindtype) {
3714 if (Person::players[i]->finalpathfindpoint == -1) {
3715 float closestdistance;
3720 closestdistance = -1;
3721 for (int j = 0; j < numpathpoints; j++)
3722 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3723 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3725 Person::players[i]->finaltarget = pathpoint[j];
3727 Person::players[i]->finalpathfindpoint = closest;
3728 for (int j = 0; j < numpathpoints; j++)
3729 for (int k = 0; k < numpathpointconnect[j]; k++) {
3730 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3731 if (sq(tempdist) < closestdistance)
3732 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3733 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3734 closestdistance = sq(tempdist);
3736 Person::players[i]->finaltarget = colpoint;
3739 Person::players[i]->finalpathfindpoint = closest;
3742 if (Person::players[i]->targetpathfindpoint == -1) {
3743 float closestdistance;
3748 closestdistance = -1;
3749 if (Person::players[i]->lastpathfindpoint == -1) {
3750 for (int j = 0; j < numpathpoints; j++) {
3751 if (j != Person::players[i]->lastpathfindpoint)
3752 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3753 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3757 Person::players[i]->targetpathfindpoint = closest;
3758 for (int j = 0; j < numpathpoints; j++)
3759 if (j != Person::players[i]->lastpathfindpoint)
3760 for (int k = 0; k < numpathpointconnect[j]; k++) {
3761 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3762 if (sq(tempdist) < closestdistance) {
3763 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3764 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3765 closestdistance = sq(tempdist);
3770 Person::players[i]->targetpathfindpoint = closest;
3772 for (int j = 0; j < numpathpoints; j++)
3773 if (j != Person::players[i]->lastpathfindpoint &&
3774 j != Person::players[i]->lastpathfindpoint2 &&
3775 j != Person::players[i]->lastpathfindpoint3 &&
3776 j != Person::players[i]->lastpathfindpoint4) {
3778 if (numpathpointconnect[j])
3779 for (int k = 0; k < numpathpointconnect[j]; k++)
3780 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3783 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3784 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3785 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3788 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3789 if (closest == -1 || tempdist < closestdistance) {
3790 closestdistance = tempdist;
3795 Person::players[i]->targetpathfindpoint = closest;
3798 Person::players[i]->losupdatedelay -= multiplier;
3800 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3801 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3803 //reached target point
3804 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3805 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3806 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3807 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3808 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3809 if (Person::players[i]->lastpathfindpoint2 == -1)
3810 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3811 if (Person::players[i]->lastpathfindpoint3 == -1)
3812 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3813 if (Person::players[i]->lastpathfindpoint4 == -1)
3814 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3815 Person::players[i]->targetpathfindpoint = -1;
3817 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3818 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3819 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3820 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3821 Person::players[i]->aitype = passivetype;
3824 Person::players[i]->forwardkeydown = 1;
3825 Person::players[i]->leftkeydown = 0;
3826 Person::players[i]->backkeydown = 0;
3827 Person::players[i]->rightkeydown = 0;
3828 Person::players[i]->crouchkeydown = 0;
3829 Person::players[i]->attackkeydown = 0;
3830 Person::players[i]->throwkeydown = 0;
3832 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3833 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3835 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3836 Person::players[i]->jumpkeydown = 0;
3837 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3838 Person::players[i]->jumpkeydown = 1;
3840 if ((tutoriallevel != 1 || cananger) &&
3842 !Person::players[0]->dead &&
3843 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3844 Person::players[i]->occluded < 25) {
3845 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3846 animation[Person::players[0]->animTarget].height != lowheight &&
3848 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3849 Person::players[i]->aitype = attacktypecutoff;
3850 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3851 animation[Person::players[0]->animTarget].height == highheight &&
3853 Person::players[i]->aitype = attacktypecutoff;
3855 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3856 Person::players[i]->losupdatedelay = .2;
3857 for (unsigned j = 0; j < Person::players.size(); j++)
3858 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3859 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3860 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3861 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3862 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3863 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3864 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3865 *Person::players[i]->scale + Person::players[i]->coords,
3866 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3867 *Person::players[j]->scale + Person::players[j]->coords) ||
3868 (Person::players[j]->animTarget == hanganim &&
3869 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3870 Person::players[i]->aitype = searchtype;
3871 Person::players[i]->lastchecktime = 12;
3872 Person::players[i]->lastseen = Person::players[j]->coords;
3873 Person::players[i]->lastseentime = 12;
3877 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3878 if (Person::players[i]->creature != wolftype) {
3879 Person::players[i]->stunned = .6;
3880 Person::players[i]->surprised = .6;
3884 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3885 Person::players[i]->howactive = typeactive;
3887 if (Person::players[i]->aitype == passivetype) {
3888 Person::players[i]->aiupdatedelay -= multiplier;
3889 Person::players[i]->losupdatedelay -= multiplier;
3890 Person::players[i]->lastseentime += multiplier;
3891 Person::players[i]->pausetime -= multiplier;
3892 if (Person::players[i]->lastseentime > 1)
3893 Person::players[i]->lastseentime = 1;
3895 if (Person::players[i]->aiupdatedelay < 0) {
3896 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3897 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3898 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3899 Person::players[i]->aiupdatedelay = .05;
3901 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3902 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3903 Person::players[i]->pausetime = 4;
3904 Person::players[i]->waypoint++;
3905 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3906 Person::players[i]->waypoint = 0;
3911 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3912 Person::players[i]->forwardkeydown = 1;
3914 Person::players[i]->forwardkeydown = 0;
3915 Person::players[i]->leftkeydown = 0;
3916 Person::players[i]->backkeydown = 0;
3917 Person::players[i]->rightkeydown = 0;
3918 Person::players[i]->crouchkeydown = 0;
3919 Person::players[i]->attackkeydown = 0;
3920 Person::players[i]->throwkeydown = 0;
3922 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3923 if (!Person::players[i]->avoidsomething)
3924 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3926 XYZ leftpos, rightpos;
3927 float leftdist, rightdist;
3928 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3929 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3930 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3931 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3932 if (leftdist < rightdist)
3933 Person::players[i]->targetyaw += 90;
3935 Person::players[i]->targetyaw -= 90;
3939 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3940 Person::players[i]->jumpkeydown = 0;
3941 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3942 Person::players[i]->jumpkeydown = 1;
3946 if (!editorenabled) {
3947 if (Person::players[i]->howactive <= typesleeping)
3948 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3949 for (int j = 0; j < numenvsounds; j++) {
3950 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3951 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3952 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3953 Person::players[i]->aitype = attacktypecutoff;
3956 if (Person::players[i]->aitype != passivetype) {
3957 if (Person::players[i]->howactive == typesleeping)
3958 Person::players[i]->setAnimation(getupfromfrontanim);
3959 Person::players[i]->howactive = typeactive;
3963 if (Person::players[i]->howactive < typesleeping &&
3964 ((tutoriallevel != 1 || cananger) && hostile) &&
3965 !Person::players[0]->dead &&
3966 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3967 Person::players[i]->occluded < 25) {
3968 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3969 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3970 Person::players[i]->aitype = attacktypecutoff;
3971 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3972 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3973 Person::players[i]->aitype = attacktypecutoff;
3976 if (Person::players[i]->creature == wolftype) {
3978 for (unsigned j = 0; j < Person::players.size(); j++) {
3979 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3980 float smelldistance = 50;
3981 if (j == 0 && Person::players[j]->num_weapons > 0) {
3982 if (weapons[Person::players[j]->weaponids[0]].bloody)
3983 smelldistance = 100;
3984 if (Person::players[j]->num_weapons == 2)
3985 if (weapons[Person::players[j]->weaponids[1]].bloody)
3986 smelldistance = 100;
3989 smelldistance = 100;
3990 windsmell = windvector;
3991 Normalise(&windsmell);
3992 windsmell = windsmell * 2 + Person::players[j]->coords;
3993 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3994 Person::players[i]->aitype = attacktypecutoff;
3999 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4000 Person::players[i]->losupdatedelay = .2;
4001 for (unsigned j = 0; j < Person::players.size(); j++) {
4002 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4003 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4004 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4005 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4006 if ((-1 == checkcollide(
4007 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4008 Person::players[i]->scale + Person::players[i]->coords,
4009 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4010 Person::players[j]->scale + Person::players[j]->coords) &&
4011 !Person::players[j]->isWallJump()) ||
4012 (Person::players[j]->animTarget == hanganim &&
4013 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4014 Person::players[i]->lastseentime -= .2;
4015 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4016 Person::players[i]->lastseentime -= .4;
4018 Person::players[i]->lastseentime -= .6;
4020 if (Person::players[i]->lastseentime <= 0) {
4021 Person::players[i]->aitype = searchtype;
4022 Person::players[i]->lastchecktime = 12;
4023 Person::players[i]->lastseen = Person::players[j]->coords;
4024 Person::players[i]->lastseentime = 12;
4031 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4032 if (Person::players[i]->creature != wolftype) {
4033 Person::players[i]->stunned = .6;
4034 Person::players[i]->surprised = .6;
4036 if (Person::players[i]->creature == wolftype) {
4037 Person::players[i]->stunned = .47;
4038 Person::players[i]->surprised = .47;
4046 if (Person::players[i]->aitype == searchtype) {
4047 Person::players[i]->aiupdatedelay -= multiplier;
4048 Person::players[i]->losupdatedelay -= multiplier;
4049 if (!Person::players[i]->pause)
4050 Person::players[i]->lastseentime -= multiplier;
4051 Person::players[i]->lastchecktime -= multiplier;
4053 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4054 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4055 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4057 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4059 j = checkcollide(test2, test, Person::players[i]->laststanding);
4061 j = checkcollide(test2, test);
4063 Person::players[i]->velocity = 0;
4064 Person::players[i]->setAnimation(Person::players[i]->getStop());
4065 Person::players[i]->targetyaw += 180;
4066 Person::players[i]->stunned = .5;
4067 //Person::players[i]->aitype=passivetype;
4068 Person::players[i]->aitype = pathfindtype;
4069 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4070 Person::players[i]->finalpathfindpoint = -1;
4071 Person::players[i]->targetpathfindpoint = -1;
4072 Person::players[i]->lastpathfindpoint = -1;
4073 Person::players[i]->lastpathfindpoint2 = -1;
4074 Person::players[i]->lastpathfindpoint3 = -1;
4075 Person::players[i]->lastpathfindpoint4 = -1;
4077 Person::players[i]->laststanding = j;
4080 //check out last seen location
4081 if (Person::players[i]->aiupdatedelay < 0) {
4082 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4083 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4084 Person::players[i]->aiupdatedelay = .05;
4085 Person::players[i]->forwardkeydown = 1;
4087 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4088 Person::players[i]->forwardkeydown = 0;
4089 Person::players[i]->aiupdatedelay = 1;
4090 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4091 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4092 Person::players[i]->lastchecktime = 3;
4095 Person::players[i]->leftkeydown = 0;
4096 Person::players[i]->backkeydown = 0;
4097 Person::players[i]->rightkeydown = 0;
4098 Person::players[i]->crouchkeydown = 0;
4099 Person::players[i]->attackkeydown = 0;
4100 Person::players[i]->throwkeydown = 0;
4102 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4103 if (!Person::players[i]->avoidsomething)
4104 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4106 XYZ leftpos, rightpos;
4107 float leftdist, rightdist;
4108 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4109 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4110 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4111 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4112 if (leftdist < rightdist)
4113 Person::players[i]->targetyaw += 90;
4115 Person::players[i]->targetyaw -= 90;
4119 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4120 Person::players[i]->jumpkeydown = 0;
4121 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4122 Person::players[i]->jumpkeydown = 1;
4124 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4125 for (int k = 0; k < numenvsounds; k++) {
4126 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4127 Person::players[i]->aitype = attacktypecutoff;
4131 if (!Person::players[0]->dead &&
4132 Person::players[i]->losupdatedelay < 0 &&
4134 Person::players[i]->occluded < 2 &&
4135 ((tutoriallevel != 1 || cananger) && hostile)) {
4136 Person::players[i]->losupdatedelay = .2;
4137 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4138 Person::players[i]->aitype = attacktypecutoff;
4139 Person::players[i]->lastseentime = 1;
4141 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4142 //TODO: factor out canSeePlayer()
4143 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4144 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4146 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4147 Person::players[i]->scale + Person::players[i]->coords,
4148 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4149 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4150 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4151 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4152 /* //TODO: changed j to 0 on a whim, make sure this is correct
4153 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4154 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4156 Person::players[i]->aitype = attacktypecutoff;
4157 Person::players[i]->lastseentime = 1;
4161 if (Person::players[i]->lastseentime < 0) {
4162 //Person::players[i]->aitype=passivetype;
4164 Person::players[i]->aitype = pathfindtype;
4165 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4166 Person::players[i]->finalpathfindpoint = -1;
4167 Person::players[i]->targetpathfindpoint = -1;
4168 Person::players[i]->lastpathfindpoint = -1;
4169 Person::players[i]->lastpathfindpoint2 = -1;
4170 Person::players[i]->lastpathfindpoint3 = -1;
4171 Person::players[i]->lastpathfindpoint4 = -1;
4175 if (Person::players[i]->aitype != gethelptype)
4176 Person::players[i]->runninghowlong = 0;
4178 //get help from buddies
4179 if (Person::players[i]->aitype == gethelptype) {
4180 Person::players[i]->runninghowlong += multiplier;
4181 Person::players[i]->aiupdatedelay -= multiplier;
4183 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4184 Person::players[i]->aiupdatedelay = .2;
4187 //TODO: factor out closest search somehow
4188 if (!Person::players[i]->ally) {
4190 float closestdist = -1;
4191 for (unsigned k = 0; k < Person::players.size(); k++) {
4192 if (k != i && k != 0 && !Person::players[k]->dead &&
4193 Person::players[k]->howactive < typedead1 &&
4194 !Person::players[k]->skeleton.free &&
4195 Person::players[k]->aitype == passivetype) {
4196 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4197 if (closestdist == -1 || distance < closestdist) {
4198 closestdist = distance;
4205 Person::players[i]->ally = closest;
4207 Person::players[i]->ally = 0;
4208 Person::players[i]->lastseen = Person::players[0]->coords;
4209 Person::players[i]->lastseentime = 12;
4213 Person::players[i]->lastchecktime = 12;
4215 XYZ facing = Person::players[i]->coords;
4216 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4217 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4218 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4219 if (-1 != checkcollide(facing, flatfacing))
4220 Person::players[i]->lastseentime -= .1;
4222 //no available ally, run back to player
4223 if (Person::players[i]->ally <= 0 ||
4224 Person::players[Person::players[i]->ally]->skeleton.free ||
4225 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4226 Person::players[i]->lastseentime <= 0) {
4227 Person::players[i]->aitype = searchtype;
4228 Person::players[i]->lastseentime = 12;
4232 if (Person::players[i]->ally > 0) {
4233 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4234 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4235 Person::players[i]->aiupdatedelay = .05;
4236 Person::players[i]->forwardkeydown = 1;
4238 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4239 Person::players[i]->aitype = searchtype;
4240 Person::players[i]->lastseentime = 12;
4241 Person::players[Person::players[i]->ally]->aitype = searchtype;
4242 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4243 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4244 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4245 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4249 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4250 if (!Person::players[i]->avoidsomething)
4251 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4253 XYZ leftpos, rightpos;
4254 float leftdist, rightdist;
4255 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4256 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4257 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4258 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4259 if (leftdist < rightdist)
4260 Person::players[i]->targetyaw += 90;
4262 Person::players[i]->targetyaw -= 90;
4267 Person::players[i]->leftkeydown = 0;
4268 Person::players[i]->backkeydown = 0;
4269 Person::players[i]->rightkeydown = 0;
4270 Person::players[i]->crouchkeydown = 0;
4271 Person::players[i]->attackkeydown = 0;
4273 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4274 Person::players[i]->jumpkeydown = 0;
4275 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4276 Person::players[i]->jumpkeydown = 1;
4279 //retreiving a weapon on the ground
4280 if (Person::players[i]->aitype == getweapontype) {
4281 Person::players[i]->aiupdatedelay -= multiplier;
4282 Person::players[i]->lastchecktime -= multiplier;
4284 if (Person::players[i]->aiupdatedelay < 0) {
4285 Person::players[i]->aiupdatedelay = .2;
4288 if (Person::players[i]->ally < 0) {
4290 float closestdist = -1;
4291 for (unsigned k = 0; k < weapons.size(); k++)
4292 if (weapons[k].owner == -1) {
4293 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4294 if (closestdist == -1 || distance < closestdist) {
4295 closestdist = distance;
4301 Person::players[i]->ally = closest;
4303 Person::players[i]->ally = -1;
4306 Person::players[i]->lastseentime = 12;
4308 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4309 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4310 Person::players[i]->aitype = attacktypecutoff;
4311 Person::players[i]->lastseentime = 1;
4313 if (!Person::players[0]->dead)
4314 if (Person::players[i]->ally >= 0) {
4315 if (weapons[Person::players[i]->ally].owner != -1 ||
4316 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4317 Person::players[i]->aitype = attacktypecutoff;
4318 Person::players[i]->lastseentime = 1;
4320 //TODO: factor these out as moveToward()
4321 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4322 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4323 Person::players[i]->aiupdatedelay = .05;
4324 Person::players[i]->forwardkeydown = 1;
4327 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4328 if (!Person::players[i]->avoidsomething)
4329 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4331 XYZ leftpos, rightpos;
4332 float leftdist, rightdist;
4333 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4334 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4335 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4336 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4337 if (leftdist < rightdist)
4338 Person::players[i]->targetyaw += 90;
4340 Person::players[i]->targetyaw -= 90;
4345 Person::players[i]->leftkeydown = 0;
4346 Person::players[i]->backkeydown = 0;
4347 Person::players[i]->rightkeydown = 0;
4348 Person::players[i]->attackkeydown = 0;
4349 Person::players[i]->throwkeydown = 1;
4350 Person::players[i]->crouchkeydown = 0;
4351 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4352 Person::players[i]->animTarget != removeknifeanim)
4353 Person::players[i]->throwtogglekeydown = 0;
4354 Person::players[i]->drawkeydown = 0;
4356 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4357 Person::players[i]->jumpkeydown = 0;
4358 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4359 Person::players[i]->jumpkeydown = 1;
4362 if (Person::players[i]->aitype == attacktypecutoff) {
4363 Person::players[i]->aiupdatedelay -= multiplier;
4364 //dodge or reverse rabbit kicks, knife throws, flips
4365 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4366 if ((Person::players[0]->animTarget == rabbitkickanim ||
4367 Person::players[0]->animTarget == knifethrowanim ||
4368 (Person::players[0]->isFlip() &&
4369 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4370 !Person::players[0]->skeleton.free &&
4371 (Person::players[i]->aiupdatedelay < .1)) {
4372 Person::players[i]->attackkeydown = 0;
4373 if (Person::players[i]->isIdle())
4374 Person::players[i]->crouchkeydown = 1;
4375 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4376 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4377 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4378 if (abs(Random() % 2) == 0)
4379 Person::players[i]->setAnimation(backhandspringanim);
4381 Person::players[i]->setAnimation(rollanim);
4382 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4383 Person::players[i]->wentforweapon = 0;
4385 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4386 Person::players[i]->setAnimation(flipanim);
4389 Person::players[i]->forwardkeydown = 0;
4390 Person::players[i]->aiupdatedelay = .02;
4392 //get confused by flips
4393 if (Person::players[0]->isFlip() &&
4394 !Person::players[0]->skeleton.free &&
4395 Person::players[0]->animTarget != walljumprightkickanim &&
4396 Person::players[0]->animTarget != walljumpleftkickanim) {
4397 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4398 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4399 Person::players[i]->stunned = 1;
4401 //go for weapon on the ground
4402 if (Person::players[i]->wentforweapon < 3)
4403 for (unsigned k = 0; k < weapons.size(); k++)
4404 if (Person::players[i]->creature != wolftype)
4405 if (Person::players[i]->num_weapons == 0 &&
4406 weapons[k].owner == -1 &&
4407 weapons[i].velocity.x == 0 &&
4408 weapons[i].velocity.z == 0 &&
4409 weapons[i].velocity.y == 0) {
4410 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4411 Person::players[i]->wentforweapon++;
4412 Person::players[i]->lastchecktime = 6;
4413 Person::players[i]->aitype = getweapontype;
4414 Person::players[i]->ally = -1;
4417 //dodge/reverse walljump kicks
4418 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4419 if (animation[Person::players[i]->animTarget].height != highheight)
4420 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4421 ((Person::players[0]->animTarget == walljumprightkickanim ||
4422 Person::players[0]->animTarget == walljumpleftkickanim) &&
4423 ((Person::players[i]->aiupdatedelay < .15 &&
4425 (Person::players[i]->aiupdatedelay < .08 &&
4426 difficulty != 2)))) {
4427 Person::players[i]->crouchkeydown = 1;
4429 //walked off a ledge (?)
4430 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4431 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4432 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4434 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4436 j = checkcollide(test2, test, Person::players[i]->laststanding);
4438 j = checkcollide(test2, test);
4440 Person::players[i]->velocity = 0;
4441 Person::players[i]->setAnimation(Person::players[i]->getStop());
4442 Person::players[i]->targetyaw += 180;
4443 Person::players[i]->stunned = .5;
4444 Person::players[i]->aitype = pathfindtype;
4445 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4446 Person::players[i]->finalpathfindpoint = -1;
4447 Person::players[i]->targetpathfindpoint = -1;
4448 Person::players[i]->lastpathfindpoint = -1;
4449 Person::players[i]->lastpathfindpoint2 = -1;
4450 Person::players[i]->lastpathfindpoint3 = -1;
4451 Person::players[i]->lastpathfindpoint4 = -1;
4453 Person::players[i]->laststanding = j;
4455 //lose sight of player in the air (?)
4456 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4457 animation[Person::players[0]->animTarget].height != highheight &&
4458 !Person::players[0]->onterrain) {
4459 Person::players[i]->aitype = pathfindtype;
4460 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4461 Person::players[i]->finalpathfindpoint = -1;
4462 Person::players[i]->targetpathfindpoint = -1;
4463 Person::players[i]->lastpathfindpoint = -1;
4464 Person::players[i]->lastpathfindpoint2 = -1;
4465 Person::players[i]->lastpathfindpoint3 = -1;
4466 Person::players[i]->lastpathfindpoint4 = -1;
4468 //it's time to think (?)
4469 if (Person::players[i]->aiupdatedelay < 0 &&
4470 !animation[Person::players[i]->animTarget].attack &&
4471 Person::players[i]->animTarget != staggerbackhighanim &&
4472 Person::players[i]->animTarget != staggerbackhardanim &&
4473 Person::players[i]->animTarget != backhandspringanim &&
4474 Person::players[i]->animTarget != dodgebackanim) {
4476 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4477 Person::players[i]->drawkeydown = Random() % 2;
4479 Person::players[i]->drawkeydown = 0;
4480 Person::players[i]->rabbitkickenabled = Random() % 2;
4482 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4483 XYZ targetpoint = Person::players[0]->coords;
4484 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4485 distsq(&rotatetarget, &Person::players[i]->coords))
4486 targetpoint += Person::players[0]->velocity *
4487 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4488 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4489 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4490 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4492 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4493 Person::players[i]->forwardkeydown = 1;
4494 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4495 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4496 Person::players[0]->weaponactive != -1)
4497 Person::players[i]->forwardkeydown = 1;
4498 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4499 Person::players[i]->forwardkeydown = 1;
4501 Person::players[i]->forwardkeydown = 0;
4502 //chill out around the corpse
4503 if (Person::players[0]->dead) {
4504 Person::players[i]->forwardkeydown = 0;
4505 if (Random() % 10 == 0)
4506 Person::players[i]->forwardkeydown = 1;
4507 if (Random() % 100 == 0) {
4508 Person::players[i]->aitype = pathfindtype;
4509 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4510 Person::players[i]->finalpathfindpoint = -1;
4511 Person::players[i]->targetpathfindpoint = -1;
4512 Person::players[i]->lastpathfindpoint = -1;
4513 Person::players[i]->lastpathfindpoint2 = -1;
4514 Person::players[i]->lastpathfindpoint3 = -1;
4515 Person::players[i]->lastpathfindpoint4 = -1;
4518 Person::players[i]->leftkeydown = 0;
4519 Person::players[i]->backkeydown = 0;
4520 Person::players[i]->rightkeydown = 0;
4521 Person::players[i]->crouchkeydown = 0;
4522 Person::players[i]->throwkeydown = 0;
4524 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4525 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4527 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4528 Person::players[i]->attackkeydown = 1;
4530 Person::players[i]->attackkeydown = 0;
4531 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4532 Person::players[i]->attackkeydown = 0;
4535 if (Person::players[i]->aitype != playercontrolled &&
4536 (Person::players[i]->isIdle() ||
4537 Person::players[i]->isCrouch() ||
4538 Person::players[i]->isRun())) {
4540 for (unsigned j = 0; j < Person::players.size(); j++)
4541 if (j != i && !Person::players[j]->skeleton.free &&
4542 Person::players[j]->hasvictim &&
4543 (tutoriallevel == 1 && reversaltrain ||
4544 Random() % 2 == 0 && difficulty == 2 ||
4545 Random() % 4 == 0 && difficulty == 1 ||
4546 Random() % 8 == 0 && difficulty == 0 ||
4547 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4548 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4549 (Random() % 2 == 0 || difficulty == 2) ||
4550 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4551 Person::players[j]->weaponactive != -1 ||
4552 Person::players[j]->animTarget == swordslashanim &&
4553 Person::players[i]->weaponactive != -1 ||
4554 Person::players[j]->animTarget == staffhitanim ||
4555 Person::players[j]->animTarget == staffspinhitanim))
4556 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4557 Person::players[j]->victim == Person::players[i] &&
4558 (Person::players[j]->animTarget == sweepanim ||
4559 Person::players[j]->animTarget == spinkickanim ||
4560 Person::players[j]->animTarget == staffhitanim ||
4561 Person::players[j]->animTarget == staffspinhitanim ||
4562 Person::players[j]->animTarget == winduppunchanim ||
4563 Person::players[j]->animTarget == upunchanim ||
4564 Person::players[j]->animTarget == wolfslapanim ||
4565 Person::players[j]->animTarget == knifeslashstartanim ||
4566 Person::players[j]->animTarget == swordslashanim &&
4567 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4568 Person::players[i]->weaponactive != -1))) {
4575 Person::players[target]->Reverse();
4578 if (Person::players[i]->collided < 1)
4579 Person::players[i]->jumpkeydown = 0;
4580 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4581 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4582 Person::players[i]->onterrain &&
4583 Person::players[i]->creature == rabbittype)
4584 Person::players[i]->jumpkeydown = 1;
4585 //TODO: why are we controlling the human?
4586 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4587 Person::players[0]->jumpkeydown = 0;
4588 if (Person::players[0]->animTarget == jumpdownanim &&
4589 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4590 Person::players[i]->crouchkeydown = 1;
4591 if (Person::players[i]->jumpkeydown)
4592 Person::players[i]->attackkeydown = 0;
4594 if (tutoriallevel == 1)
4596 Person::players[i]->attackkeydown = 0;
4599 XYZ facing = Person::players[i]->coords;
4600 XYZ flatfacing = Person::players[0]->coords;
4601 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4602 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4603 if (Person::players[i]->occluded >= 2)
4604 if (-1 != checkcollide(facing, flatfacing)) {
4605 if (!Person::players[i]->pause)
4606 Person::players[i]->lastseentime -= .2;
4607 if (Person::players[i]->lastseentime <= 0 &&
4608 (Person::players[i]->creature != wolftype ||
4609 Person::players[i]->weaponstuck == -1)) {
4610 Person::players[i]->aitype = searchtype;
4611 Person::players[i]->lastchecktime = 12;
4612 Person::players[i]->lastseen = Person::players[0]->coords;
4613 Person::players[i]->lastseentime = 12;
4616 Person::players[i]->lastseentime = 1;
4619 if (animation[Person::players[0]->animTarget].height == highheight &&
4620 (Person::players[i]->aitype == attacktypecutoff ||
4621 Person::players[i]->aitype == searchtype))
4622 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4623 XYZ test = Person::players[0]->coords;
4625 if (-1 == checkcollide(Person::players[0]->coords, test))
4626 Person::players[i]->stunned = 1;
4629 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4630 Person::players[i]->stunned > 0 ||
4631 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4632 if (Person::players[i]->pause)
4633 Person::players[i]->lastseentime = 1;
4634 Person::players[i]->targetyaw = Person::players[i]->yaw;
4635 Person::players[i]->forwardkeydown = 0;
4636 Person::players[i]->leftkeydown = 0;
4637 Person::players[i]->backkeydown = 0;
4638 Person::players[i]->rightkeydown = 0;
4639 Person::players[i]->jumpkeydown = 0;
4640 Person::players[i]->attackkeydown = 0;
4641 Person::players[i]->crouchkeydown = 0;
4642 Person::players[i]->throwkeydown = 0;
4650 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4651 facing = flatfacing;
4653 if (Person::players[i]->aitype == attacktypecutoff) {
4654 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4655 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4656 } else if (Person::players[i]->howactive >= typesleeping) {
4657 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4658 Person::players[i]->targetheadpitch = 0;
4660 if (Person::players[i]->interestdelay <= 0) {
4661 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4662 Person::players[i]->headtarget = Person::players[i]->coords;
4663 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4664 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4665 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4666 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4668 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4669 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4676 void updateSettingsMenu()
4679 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4680 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4682 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4683 Menu::setText(0, sbuf);
4684 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4685 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4686 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4687 if (newdetail == 2) Menu::setText(1, "Detail: High");
4688 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4689 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4690 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4691 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4692 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4693 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4694 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4695 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4696 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4697 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4698 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4699 Menu::setText(10, sbuf);
4700 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4701 Menu::setText(11, sbuf);
4702 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4703 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4704 sprintf (sbuf, "Back");
4706 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4707 Menu::setText(8, sbuf);
4710 void updateStereoConfigMenu()
4713 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4714 Menu::setText(0, sbuf);
4715 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4716 Menu::setText(1, sbuf);
4717 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4718 Menu::setText(2, sbuf);
4721 void updateControlsMenu()
4723 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4724 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4725 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4726 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4727 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4728 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4729 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4730 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4731 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4733 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4737 Values of mainmenu :
4739 2 Menu pause (resume/end game)
4741 4 Controls configuration menu
4742 5 Main game menu (choose level or challenge)
4743 6 Deleting user menu
4744 7 User managment menu (select/add)
4745 8 Choose difficulty menu
4746 9 Challenge level selection menu
4747 10 End of the campaign congratulation (is that really a menu?)
4748 11 Same that 9 ??? => unused
4749 18 stereo configuration
4752 void Game::LoadMenu()
4758 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4759 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4760 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4761 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4764 Menu::addButton( 0, "", 10 + 20, 440);
4765 Menu::addButton(14, "", 10 + 400, 440);
4766 Menu::addButton( 1, "", 10 + 60, 405);
4767 Menu::addButton( 2, "", 10 + 70, 370);
4768 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4769 Menu::addButton( 4, "", 10 , 335);
4770 Menu::addButton( 5, "", 10 + 60, 300);
4771 Menu::addButton( 6, "", 10 + 70, 265);
4772 Menu::addButton( 9, "", 10 , 230);
4773 Menu::addButton(10, "", 20 , 195);
4774 Menu::addButton(11, "", 10 + 60, 160);
4775 Menu::addButton(13, "", 30 , 125);
4776 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4777 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4778 Menu::addButton(8, "Back", 10, 10);
4779 updateSettingsMenu();
4782 Menu::addButton(0, "", 10 , 400);
4783 Menu::addButton(1, "", 10 + 40, 360);
4784 Menu::addButton(2, "", 10 + 40, 320);
4785 Menu::addButton(3, "", 10 + 30, 280);
4786 Menu::addButton(4, "", 10 + 20, 240);
4787 Menu::addButton(5, "", 10 + 40, 200);
4788 Menu::addButton(6, "", 10 + 40, 160);
4789 Menu::addButton(7, "", 10 + 30, 120);
4790 Menu::addButton(8, "", 10 + 20, 80);
4792 Menu::addButton(9, "", 10 + 10, 40);
4793 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4794 updateControlsMenu();
4798 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4799 Menu::addButton(1, "Tutorial", 5, 300);
4800 Menu::addButton(2, "Challenge", 5, 240);
4801 Menu::addButton(3, "Delete User", 400, 10);
4802 Menu::addButton(4, "Main Menu", 5, 10);
4803 Menu::addButton(5, "Change User", 5, 180);
4804 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4807 //with (2,-5) offset from old code
4808 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4810 int numlevels = accountactive->getCampaignChoicesMade();
4811 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4812 for (int i = 0; i < numlevels; i++) {
4813 XYZ midpoint = campaignlevels[i].getCenter();
4814 float itemsize = campaignlevels[i].getWidth();
4815 const bool active = i >= accountactive->getCampaignChoicesMade();
4820 XYZ start = campaignlevels[i - 1].getCenter();
4821 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);
4823 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4824 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4827 Menu::addMapLabel(-2, campaignlevels[i].description,
4828 campaignlevels[i].getStartX() + 10,
4829 campaignlevels[i].getStartY() - 4);
4835 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4836 Menu::addButton(1, "Yes", 10, 360);
4837 Menu::addButton(2, "No", 10, 320);
4840 if (Account::getNbAccounts() < 8)
4841 Menu::addButton(0, "New User", 10, 400);
4843 Menu::addLabel(0, "No More Users", 10, 400);
4844 Menu::addLabel(-2, "", 20, 400);
4845 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4846 for (int i = 0; i < Account::getNbAccounts(); i++)
4847 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4850 Menu::addButton(0, "Easier", 10, 400);
4851 Menu::addButton(1, "Difficult", 10, 360);
4852 Menu::addButton(2, "Insane", 10, 320);
4855 for (int i = 0; i < numchallengelevels; i++) {
4858 sprintf (temp, "Level %d", i + 1);
4859 for (int j = strlen(temp); j < 17; j++)
4862 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4863 for (int j = strlen(temp); j < (32 - 17); j++)
4866 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4867 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4870 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4873 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4876 Menu::addButton(-1, " High Score Best Time", 10, 440);
4877 Menu::addButton(numchallengelevels, "Back", 10, 10);
4880 Menu::addLabel(0, "Congratulations!", 220, 330);
4881 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4882 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4883 Menu::addButton(3, "Back", 10, 10);
4885 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4886 Menu::addLabel(4, sbuf, 190, 200);
4887 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4888 Menu::addLabel(5, sbuf, 190, 180);
4892 Menu::addButton(0, "", 70, 400);
4893 Menu::addButton(1, "", 10, 360);
4894 Menu::addButton(2, "", 40, 320);
4895 Menu::addButton(3, "Back", 10, 10);
4896 updateStereoConfigMenu();
4901 extern set<pair<int,int>> resolutions;
4906 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4908 // some specific case where we do something even if the left mouse button is not pressed.
4909 if ((mainmenu == 5) && (endgame == 2)) {
4910 accountactive->endGame();
4915 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4916 stereoseparation -= 0.001;
4917 updateStereoConfigMenu();
4920 static int oldmainmenu = mainmenu;
4922 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4923 set<pair<int,int>>::iterator newscreenresolution;
4929 if (gameon) { //resume
4931 pause_sound(stream_menutheme);
4932 resume_stream(leveltheme);
4934 fireSound(firestartsound);
4936 mainmenu = (accountactive ? 5 : 7);
4948 if (newscreenwidth > 3000)
4949 newscreenwidth = screenwidth;
4950 if (newscreenwidth < 0)
4951 newscreenwidth = screenwidth;
4952 if (newscreenheight > 3000)
4953 newscreenheight = screenheight;
4954 if (newscreenheight < 0)
4955 newscreenheight = screenheight;
4960 if (gameon) { //end game
4965 pause_sound(stream_menutheme);
4974 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4975 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4976 newscreenresolution++;
4977 if (newscreenresolution == resolutions.end()) {
4978 /* It was the last one (or not found), go back to the beginning */
4979 newscreenresolution = resolutions.begin();
4981 newscreenwidth = newscreenresolution->first;
4982 newscreenheight = newscreenresolution->second;
4991 if (bloodtoggle > 2)
5000 ismotionblur = !ismotionblur;
5006 musictoggle = !musictoggle;
5008 emit_stream_np(stream_menutheme);
5010 pause_sound(leveltheme);
5011 pause_sound(stream_fighttheme);
5012 pause_sound(stream_menutheme);
5014 for (int i = 0; i < 4; i++) {
5015 oldmusicvolume[i] = 0;
5029 mainmenu = gameon ? 2 : 1;
5032 invertmouse = !invertmouse;
5035 usermousesensitivity += .2;
5036 if (usermousesensitivity > 2)
5037 usermousesensitivity = .2;
5041 if (volume > 1.0001f)
5043 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5047 newstereomode = stereomode;
5052 showdamagebar = !showdamagebar;
5058 updateSettingsMenu();
5063 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5064 keyselect = selected;
5065 if (keyselect != -1)
5067 if (selected == (debugmode ? 10 : 9)) {
5072 updateControlsMenu();
5077 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5078 startbonustotal = 0;
5087 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5088 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5091 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5095 pause_sound(stream_menutheme);
5099 startbonustotal = 0;
5112 pause_sound(stream_menutheme);
5121 mainmenu = (gameon ? 2 : 1);
5127 vector<string> campaigns = ListCampaigns();
5128 vector<string>::iterator c;
5129 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5130 if (!campaigns.empty())
5131 accountactive->setCurrentCampaign(campaigns.front());
5134 if (c == campaigns.end())
5135 c = campaigns.begin();
5136 accountactive->setCurrentCampaign(*c);
5144 if (selected == 1) {
5146 accountactive = Account::destroy(accountactive);
5148 } else if (selected == 2) {
5155 if (selected == 0 && Account::getNbAccounts() < 8) {
5157 } else if (selected < Account::getNbAccounts() + 1) {
5160 accountactive = Account::get(selected - 1);
5161 } else if (selected == Account::getNbAccounts() + 1) {
5167 displaytext[0].clear();
5168 displayselected = 0;
5176 accountactive->setDifficulty(selected);
5180 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5184 startbonustotal = 0;
5188 targetlevel = selected;
5193 Loadlevel(selected);
5198 pause_sound(stream_menutheme);
5200 if (selected == numchallengelevels) {
5207 if (selected == 3) {
5215 stereoseparation += 0.001;
5218 if (selected == 0) {
5219 newstereomode = (StereoMode)(newstereomode + 1);
5220 while (!CanInitStereo(newstereomode)) {
5221 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5222 newstereomode = (StereoMode)(newstereomode + 1);
5223 if (newstereomode >= stereoCount)
5224 newstereomode = stereoNone;
5226 } else if (selected == 2) {
5227 stereoreverse = !stereoreverse;
5228 } else if (selected == 3) {
5232 stereomode = newstereomode;
5233 InitStereo(stereomode);
5236 updateStereoConfigMenu();
5241 OPENAL_SetFrequency(channels[stream_menutheme]);
5244 inputText(displaytext[0], &displayselected);
5245 if (!waiting) { // the input as finished
5246 if (!displaytext[0].empty()) { // with enter
5247 accountactive = Account::add(string(displaytext[0]));
5253 fireSound(firestartsound);
5255 displaytext[0].clear();
5257 displayselected = 0;
5263 displayblinkdelay -= multiplier;
5264 if (displayblinkdelay <= 0) {
5265 displayblinkdelay = .3;
5266 displayblink = !displayblink;
5271 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5272 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5275 if (oldmainmenu != mainmenu)
5277 oldmainmenu = mainmenu;
5283 static XYZ facing, flatfacing;
5286 for (int i = 0; i < 15; i++) {
5287 displaytime[i] += multiplier;
5292 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5293 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5294 stereoreverse = true;
5296 stereoreverse = false;
5299 printf("Stereo reversed\n");
5301 printf("Stereo unreversed\n");
5304 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5305 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5306 stereoseparation -= 0.001;
5308 stereoseparation -= 0.010;
5309 printf("Stereo decreased increased to %f\n", stereoseparation);
5312 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5313 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5314 stereoseparation += 0.001;
5316 stereoseparation += 0.010;
5317 printf("Stereo separation increased to %f\n", stereoseparation);
5321 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5322 if (tutorialstage != 51)
5323 tutorialstagetime = tutorialmaxtime;
5324 emit_sound_np(consolefailsound, 128.);
5328 Values of mainmenu :
5330 2 Menu pause (resume/end game)
5332 4 Controls configuration menu
5333 5 Main game menu (choose level or challenge)
5334 6 Deleting user menu
5335 7 User managment menu (select/add)
5336 8 Choose difficulty menu
5337 9 Challenge level selection menu
5338 10 End of the campaign congratulation (is that really a menu?)
5339 11 Same that 9 ??? => unused
5340 18 stereo configuration
5345 if (mainmenu && endgame == 1)
5347 //go to level select after completing a campaign level
5348 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5355 OPENAL_SetFrequency(OPENAL_ALL);
5356 emit_stream_np(stream_menutheme);
5357 pause_sound(leveltheme);
5361 //escape key pressed
5362 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5363 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5365 if (mainmenu == 0 && !winfreeze)
5366 mainmenu = 2; //pause
5367 else if (mainmenu == 1 || mainmenu == 2) {
5368 mainmenu = 0; //unpause
5371 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5372 OPENAL_SetFrequency(OPENAL_ALL);
5373 emit_stream_np(stream_menutheme);
5374 pause_sound(leveltheme);
5376 //on resume, play level music
5378 pause_sound(stream_menutheme);
5379 resume_stream(leveltheme);
5381 //finished with settings menu
5382 if (mainmenu == 3) {
5386 if (mainmenu >= 3 && mainmenu != 8) {
5394 mainmenu = gameon ? 2 : 1;
5416 hostiletime += multiplier;
5420 leveltime += multiplier;
5423 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5426 OPENAL_SetFrequency(OPENAL_ALL);
5430 if (Input::isKeyPressed(consolekey) && debugmode) {
5433 OPENAL_SetFrequency(OPENAL_ALL);
5442 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5443 inputText(consoletext[0], &consoleselected);
5445 if (!consoletext[0].empty()) {
5446 cmd_dispatch(consoletext[0]);
5447 for (int k = 14; k >= 1; k--) {
5448 consoletext[k] = consoletext[k - 1];
5450 consoletext[0].clear();
5451 consoleselected = 0;
5455 consoleblinkdelay -= multiplier;
5456 if (consoleblinkdelay <= 0) {
5457 consoleblinkdelay = .3;
5458 consoleblink = !consoleblink;
5462 static int oldwinfreeze;
5463 if (winfreeze && !oldwinfreeze) {
5464 OPENAL_SetFrequency(OPENAL_ALL);
5465 emit_sound_np(consolesuccesssound);
5468 oldwinfreeze = winfreeze;
5472 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5475 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5479 } else if (winfreeze) {
5487 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5490 static float talkdelay = 0;
5492 if (Dialog::inDialog())
5494 talkdelay -= multiplier;
5496 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5497 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5498 Dialog::dialogs[i].tick(i);
5502 windvar += multiplier;
5503 smoketex += multiplier;
5504 tutorialstagetime += multiplier;
5507 static float hotspotvisual[40];
5511 for (int i = 0; i < numhotspots; i++)
5512 hotspotvisual[i] -= multiplier / 320;
5514 for (int i = 0; i < numhotspots; i++) {
5515 while (hotspotvisual[i] < 0) {
5517 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5518 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5519 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5520 hotspotsprite += hotspot[i];
5521 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5522 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5526 for (int i = 0; i < numhotspots; i++) {
5527 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5528 hotspot[i] = Person::players[hotspottype[i]]->coords;
5534 if (tutoriallevel) {
5539 if (tutoriallevel != 1) {
5540 if (bonustime == 0 &&
5541 bonus != solidhit &&
5542 bonus != spinecrusher &&
5543 bonus != tracheotomy &&
5544 bonus != backstab &&
5546 emit_sound_np(consolesuccesssound);
5548 } else if (bonustime == 0) {
5549 emit_sound_np(fireendsound);
5551 if (bonustime == 0) {
5552 if (bonus != solidhit &&
5553 bonus != twoxcombo &&
5554 bonus != threexcombo &&
5555 bonus != fourxcombo &&
5559 bonusnum[bonus] += 0.15;
5562 bonusvalue /= bonusnum[bonus];
5563 bonustotal += bonusvalue;
5565 bonustime += multiplier;
5568 if (environment == snowyenvironment) {
5569 precipdelay -= multiplier;
5570 while (precipdelay < 0) {
5574 XYZ footvel, footpoint;
5577 footpoint = viewer + viewerfacing * 6;
5578 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5579 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5580 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5581 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5586 doAerialAcrobatics();
5589 static XYZ oldviewer;
5592 if (!Dialog::inDialog()) {
5593 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5594 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5595 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5596 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5597 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5598 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5599 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5600 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5602 Person::players[0]->forwardkeydown = 0;
5603 Person::players[0]->leftkeydown = 0;
5604 Person::players[0]->backkeydown = 0;
5605 Person::players[0]->rightkeydown = 0;
5606 Person::players[0]->jumpkeydown = 0;
5607 Person::players[0]->crouchkeydown = 0;
5608 Person::players[0]->drawkeydown = 0;
5609 Person::players[0]->throwkeydown = 0;
5612 if (!Person::players[0]->jumpkeydown)
5613 Person::players[0]->jumpclimb = 0;
5616 if (Dialog::inDialog()) {
5618 if (Dialog::directing) {
5622 facing = DoRotation(facing, -pitch, 0, 0);
5623 facing = DoRotation(facing, 0, 0 - yaw, 0);
5628 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5630 if (Input::isKeyDown(forwardkey))
5631 viewer += facing * multiplier * 4;
5632 if (Input::isKeyDown(backkey))
5633 viewer -= facing * multiplier * 4;
5634 if (Input::isKeyDown(leftkey))
5635 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5636 if (Input::isKeyDown(rightkey))
5637 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5638 if (Input::isKeyDown(jumpkey))
5639 viewer.y += multiplier * 4;
5640 if (Input::isKeyDown(crouchkey))
5641 viewer.y -= multiplier * 4;
5642 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5643 Input::isKeyPressed(SDL_SCANCODE_2) ||
5644 Input::isKeyPressed(SDL_SCANCODE_3) ||
5645 Input::isKeyPressed(SDL_SCANCODE_4) ||
5646 Input::isKeyPressed(SDL_SCANCODE_5) ||
5647 Input::isKeyPressed(SDL_SCANCODE_6) ||
5648 Input::isKeyPressed(SDL_SCANCODE_7) ||
5649 Input::isKeyPressed(SDL_SCANCODE_8) ||
5650 Input::isKeyPressed(SDL_SCANCODE_9) ||
5651 Input::isKeyPressed(SDL_SCANCODE_0) ||
5652 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5654 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5655 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5656 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5657 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5658 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5659 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5660 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5661 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5662 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5663 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5664 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5666 if (whichend != -1) {
5667 Dialog::currentScene().participantfocus = whichend;
5668 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5669 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5671 if (whichend == -1) {
5672 Dialog::currentScene().participantfocus = -1;
5674 /* FIXME: potentially accessing -1 in Person::players! */
5675 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5676 Dialog::indialogue = -1;
5677 Dialog::directing = false;
5680 Dialog::currentScene().camera = viewer;
5681 Dialog::currentScene().camerayaw = yaw;
5682 Dialog::currentScene().camerapitch = pitch;
5683 Dialog::indialogue++;
5684 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5685 if (Dialog::currentScene().sound != 0) {
5686 playdialoguescenesound();
5690 for (unsigned j = 0; j < Person::players.size(); j++) {
5691 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5694 //TODO: should these be KeyDown or KeyPressed?
5695 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5696 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5697 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5698 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5699 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5700 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5701 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5702 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5703 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5704 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5706 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5707 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5708 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5709 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5710 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5711 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5712 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5713 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5714 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5715 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5716 Dialog::currentScene().participantfacing[whichend] = facing;
5718 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5719 Dialog::indialogue = -1;
5720 Dialog::directing = false;
5724 if (!Dialog::directing) {
5725 pause_sound(whooshsound);
5726 viewer = Dialog::currentScene().camera;
5727 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5728 yaw = Dialog::currentScene().camerayaw;
5729 pitch = Dialog::currentScene().camerapitch;
5730 if (Dialog::dialoguetime > 0.5) {
5731 if (Input::isKeyPressed(attackkey)) {
5732 Dialog::indialogue++;
5733 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5734 if (Dialog::currentScene().sound != 0) {
5735 playdialoguescenesound();
5736 if (Dialog::currentScene().sound == -5) {
5737 hotspot[numhotspots] = Person::players[0]->coords;
5738 hotspotsize[numhotspots] = 10;
5739 hotspottype[numhotspots] = -1;
5743 if (Dialog::currentScene().sound == -6) {
5747 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5748 Dialog::indialogue = -1;
5749 Dialog::directing = false;
5756 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5757 Dialog::indialogue = -1;
5758 Dialog::directing = false;
5760 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5763 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5766 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5768 for (unsigned i = 1; i < Person::players.size(); i++) {
5769 Person::players[i]->aitype = attacktypecutoff;
5776 if (!Person::players[0]->jumpkeydown) {
5777 Person::players[0]->jumptogglekeydown = 0;
5779 if (Person::players[0]->jumpkeydown &&
5780 Person::players[0]->animTarget != jumpupanim &&
5781 Person::players[0]->animTarget != jumpdownanim &&
5782 !Person::players[0]->isFlip())
5783 Person::players[0]->jumptogglekeydown = 1;
5786 Dialog::dialoguetime += multiplier;
5787 hawkyaw += multiplier * 25;
5789 realhawkcoords.x = 25;
5790 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5791 hawkcalldelay -= multiplier / 2;
5793 if (hawkcalldelay <= 0) {
5794 emit_sound_at(hawksound, realhawkcoords);
5796 hawkcalldelay = 16 + abs(Random() % 8);
5803 doPlayerCollisions();
5807 for (unsigned k = 0; k < Person::players.size(); k++)
5808 if (k != 0 && Person::players[k]->immobile)
5809 Person::players[k]->coords = Person::players[k]->realoldcoords;
5811 for (unsigned k = 0; k < Person::players.size(); k++) {
5812 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5813 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5814 Person::players[k]->DoDamage(1000);
5820 static bool respawnkeydown;
5821 if (!editorenabled &&
5822 (whichlevel != -2 &&
5823 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5824 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5826 (Input::isKeyDown(jumpkey) &&
5829 Person::players[0]->dead))) {
5830 targetlevel = whichlevel;
5834 if (!Input::isKeyDown(jumpkey))
5836 if (Input::isKeyDown(jumpkey))
5842 static bool movekey;
5845 for (unsigned i = 0; i < Person::players.size(); i++) {
5846 static float oldtargetyaw;
5847 if (!Person::players[i]->skeleton.free) {
5848 oldtargetyaw = Person::players[i]->targetyaw;
5849 if (i == 0 && !Dialog::inDialog()) {
5850 //TODO: refactor repetitive code
5851 if (!animation[Person::players[0]->animTarget].attack &&
5852 Person::players[0]->animTarget != staggerbackhighanim &&
5853 Person::players[0]->animTarget != staggerbackhardanim &&
5854 Person::players[0]->animTarget != crouchremoveknifeanim &&
5855 Person::players[0]->animTarget != removeknifeanim &&
5856 Person::players[0]->animTarget != backhandspringanim &&
5857 Person::players[0]->animTarget != dodgebackanim &&
5858 Person::players[0]->animTarget != walljumprightkickanim &&
5859 Person::players[0]->animTarget != walljumpleftkickanim) {
5861 Person::players[0]->targetyaw = 0;
5863 Person::players[0]->targetyaw = -yaw + 180;
5869 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5871 facing = flatfacing;
5873 facing = DoRotation(facing, -pitch, 0, 0);
5874 facing = DoRotation(facing, 0, 0 - yaw, 0);
5877 Person::players[0]->lookyaw = -yaw;
5879 Person::players[i]->targetheadyaw = yaw;
5880 Person::players[i]->targetheadpitch = pitch;
5882 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5883 if (!animation[Person::players[i]->animTarget].attack &&
5884 Person::players[i]->animTarget != staggerbackhighanim &&
5885 Person::players[i]->animTarget != staggerbackhardanim &&
5886 Person::players[i]->animTarget != crouchremoveknifeanim &&
5887 Person::players[i]->animTarget != removeknifeanim &&
5888 Person::players[i]->animTarget != backhandspringanim &&
5889 Person::players[i]->animTarget != dodgebackanim &&
5890 Person::players[i]->animTarget != walljumprightkickanim &&
5891 Person::players[i]->animTarget != walljumpleftkickanim) {
5892 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5898 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5900 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5901 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5903 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5904 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5906 if (Dialog::inDialog()) {
5907 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5908 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5914 Person::players[i]->avoidsomething = 0;
5916 //avoid flaming things
5917 for (int j = 0; j < objects.numobjects; j++)
5918 if (objects.onfire[j])
5919 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5920 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5921 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5922 Person::players[i]->collided = 0;
5923 Person::players[i]->avoidcollided = 1;
5924 if (Person::players[i]->avoidsomething == 0 ||
5925 distsq(&Person::players[i]->coords, &objects.position[j]) <
5926 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5927 Person::players[i]->avoidwhere = objects.position[j];
5928 Person::players[i]->avoidsomething = 1;
5932 //avoid flaming players
5933 for (unsigned j = 0; j < Person::players.size(); j++)
5934 if (Person::players[j]->onfire)
5935 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5936 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
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, &Person::players[j]->coords) <
5942 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5943 Person::players[i]->avoidwhere = Person::players[j]->coords;
5944 Person::players[i]->avoidsomething = 1;
5948 if (Person::players[i]->collided > .8)
5949 Person::players[i]->avoidcollided = 0;
5953 if (animation[Person::players[i]->animTarget].attack == reversed) {
5954 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5955 Person::players[i]->forwardkeydown = 0;
5956 Person::players[i]->leftkeydown = 0;
5957 Person::players[i]->backkeydown = 0;
5958 Person::players[i]->rightkeydown = 0;
5959 Person::players[i]->jumpkeydown = 0;
5960 Person::players[i]->attackkeydown = 0;
5961 //Person::players[i]->crouchkeydown=0;
5962 Person::players[i]->throwkeydown = 0;
5965 if (Dialog::inDialog()) {
5966 Person::players[i]->forwardkeydown = 0;
5967 Person::players[i]->leftkeydown = 0;
5968 Person::players[i]->backkeydown = 0;
5969 Person::players[i]->rightkeydown = 0;
5970 Person::players[i]->jumpkeydown = 0;
5971 Person::players[i]->crouchkeydown = 0;
5972 Person::players[i]->drawkeydown = 0;
5973 Person::players[i]->throwkeydown = 0;
5976 if (Person::players[i]->collided < -.3)
5977 Person::players[i]->collided = -.3;
5978 if (Person::players[i]->collided > 1)
5979 Person::players[i]->collided = 1;
5980 Person::players[i]->collided -= multiplier * 4;
5981 Person::players[i]->whichdirectiondelay -= multiplier;
5982 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5983 Person::players[i]->avoidcollided = -.3;
5984 Person::players[i]->whichdirection = abs(Random() % 2);
5985 Person::players[i]->whichdirectiondelay = .4;
5987 if (Person::players[i]->avoidcollided > 1)
5988 Person::players[i]->avoidcollided = 1;
5989 Person::players[i]->avoidcollided -= multiplier / 4;
5990 if (!Person::players[i]->skeleton.free) {
5991 Person::players[i]->stunned -= multiplier;
5992 Person::players[i]->surprised -= multiplier;
5994 if (i != 0 && Person::players[i]->surprised <= 0 &&
5995 Person::players[i]->aitype == attacktypecutoff &&
5996 !Person::players[i]->dead &&
5997 !Person::players[i]->skeleton.free &&
5998 animation[Person::players[i]->animTarget].attack == neutral)
6001 if (!Person::players[i]->throwkeydown)
6002 Person::players[i]->throwtogglekeydown = 0;
6005 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6006 if (Person::players[i]->weaponactive == -1 &&
6007 Person::players[i]->num_weapons < 2 &&
6008 (Person::players[i]->isIdle() ||
6009 Person::players[i]->isCrouch() ||
6010 Person::players[i]->animTarget == sneakanim ||
6011 Person::players[i]->animTarget == rollanim ||
6012 Person::players[i]->animTarget == backhandspringanim ||
6013 Person::players[i]->isFlip() ||
6014 Person::players[i]->aitype != playercontrolled)) {
6015 for (unsigned j = 0; j < weapons.size(); j++) {
6016 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6017 Person::players[i]->aitype == playercontrolled) &&
6018 weapons[j].owner == -1 &&
6019 Person::players[i]->weaponactive == -1)
6020 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6021 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6022 if (Person::players[i]->isCrouch() ||
6023 Person::players[i]->animTarget == sneakanim ||
6024 Person::players[i]->isRun() ||
6025 Person::players[i]->isIdle() ||
6026 Person::players[i]->aitype != playercontrolled) {
6027 Person::players[i]->throwtogglekeydown = 1;
6028 Person::players[i]->setAnimation(crouchremoveknifeanim);
6029 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6030 Person::players[i]->hasvictim = 0;
6032 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6033 Person::players[i]->throwtogglekeydown = 1;
6034 Person::players[i]->hasvictim = 0;
6036 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6037 Person::players[i]->aitype == playercontrolled) &&
6038 weapons[j].owner == -1 ||
6039 Person::players[i]->victim &&
6040 weapons[j].owner == int(Person::players[i]->victim->id))
6041 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6042 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6043 if (weapons[j].getType() != staff)
6044 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6046 Person::players[i]->takeWeapon(j);
6049 } else if ((Person::players[i]->isIdle() ||
6050 Person::players[i]->isFlip() ||
6051 Person::players[i]->aitype != playercontrolled) &&
6052 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6053 Person::players[i]->coords.y < weapons[j].position.y) {
6054 if (!Person::players[i]->isFlip()) {
6055 Person::players[i]->throwtogglekeydown = 1;
6056 Person::players[i]->setAnimation(removeknifeanim);
6057 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6059 if (Person::players[i]->isFlip()) {
6060 Person::players[i]->throwtogglekeydown = 1;
6061 Person::players[i]->hasvictim = 0;
6063 for (unsigned k = 0; k < weapons.size(); k++) {
6064 if (Person::players[i]->weaponactive == -1)
6065 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6066 Person::players[i]->aitype == playercontrolled) &&
6067 weapons[k].owner == -1 ||
6068 Person::players[i]->victim &&
6069 weapons[k].owner == int(Person::players[i]->victim->id))
6070 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6071 Person::players[i]->weaponactive == -1) {
6072 if (weapons[k].getType() != staff)
6073 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6075 Person::players[i]->takeWeapon(k);
6082 if (Person::players[i]->isCrouch() ||
6083 Person::players[i]->animTarget == sneakanim ||
6084 Person::players[i]->isRun() ||
6085 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6086 Person::players[i]->animTarget == backhandspringanim) {
6087 if (Person::players.size() > 1)
6088 for (unsigned j = 0; j < Person::players.size(); j++) {
6089 if (Person::players[i]->weaponactive == -1)
6091 if (Person::players[j]->num_weapons &&
6092 Person::players[j]->skeleton.free &&
6093 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6094 (((Person::players[j]->skeleton.forward.y < 0 &&
6095 Person::players[j]->weaponstuckwhere == 0) ||
6096 (Person::players[j]->skeleton.forward.y > 0 &&
6097 Person::players[j]->weaponstuckwhere == 1)) ||
6098 Person::players[j]->weaponstuck == -1 ||
6099 Person::players[j]->num_weapons > 1)) {
6100 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6101 Person::players[i]->throwtogglekeydown = 1;
6102 Person::players[i]->victim = Person::players[j];
6103 Person::players[i]->hasvictim = 1;
6104 Person::players[i]->setAnimation(crouchremoveknifeanim);
6105 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6107 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6108 Person::players[i]->throwtogglekeydown = 1;
6109 Person::players[i]->victim = Person::players[j];
6110 Person::players[i]->hasvictim = 1;
6111 int k = Person::players[j]->weaponids[0];
6112 if (Person::players[i]->hasvictim) {
6115 if (Person::players[i]->victim->weaponstuck != -1) {
6116 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6121 if (weapons[k].getType() != staff)
6122 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6125 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6127 if (weapons[k].owner != -1) {
6128 if (Person::players[i]->victim->num_weapons == 1)
6129 Person::players[i]->victim->num_weapons = 0;
6131 Person::players[i]->victim->num_weapons = 1;
6133 Person::players[i]->victim->skeleton.longdead = 0;
6134 Person::players[i]->victim->skeleton.free = 1;
6135 Person::players[i]->victim->skeleton.broken = 0;
6137 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6138 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6139 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6145 Normalise(&relative);
6146 XYZ footvel, footpoint;
6148 footpoint = weapons[k].position;
6149 if (Person::players[i]->victim->weaponstuck != -1) {
6150 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6152 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6153 weapons[k].bloody = 2;
6154 weapons[k].blooddrip = 5;
6155 Person::players[i]->victim->weaponstuck = -1;
6156 Person::players[i]->victim->bloodloss += 2000;
6157 Person::players[i]->victim->DoDamage(2000);
6160 if (Person::players[i]->victim->num_weapons > 0) {
6161 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6162 Person::players[i]->victim->weaponstuck = 0;
6163 if (Person::players[i]->victim->weaponids[0] == k)
6164 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6167 Person::players[i]->victim->weaponactive = -1;
6169 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6170 Person::players[i]->victim->jointVel(neck) += relative * 6;
6171 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6172 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6174 Person::players[i]->takeWeapon(k);
6181 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6182 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6183 if (Person::players[i]->isIdle() ||
6184 Person::players[i]->isRun() ||
6185 Person::players[i]->isCrouch() ||
6186 Person::players[i]->animTarget == sneakanim ||
6187 Person::players[i]->isFlip())
6188 if (Person::players.size() > 1)
6189 for (unsigned j = 0; j < Person::players.size(); j++) {
6191 if (tutoriallevel != 1 || tutorialstage == 49)
6193 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6194 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6195 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6196 !Person::players[j]->skeleton.free &&
6197 -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)) {
6198 if (!Person::players[i]->isFlip()) {
6199 Person::players[i]->throwtogglekeydown = 1;
6200 Person::players[i]->victim = Person::players[j];
6201 Person::players[i]->setAnimation(knifethrowanim);
6202 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6203 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6205 if (Person::players[i]->isFlip()) {
6206 if (Person::players[i]->weaponactive != -1) {
6207 Person::players[i]->throwtogglekeydown = 1;
6208 Person::players[i]->victim = Person::players[j];
6210 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);
6213 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6215 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6216 Person::players[i]->num_weapons--;
6217 if (Person::players[i]->num_weapons) {
6218 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6220 Person::players[i]->weaponactive = -1;
6227 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6228 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6229 Person::players[i]->throwtogglekeydown = 1;
6230 XYZ tempVelocity = Person::players[i]->velocity * .2;
6231 if (tempVelocity.x == 0)
6232 tempVelocity.x = .1;
6233 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6234 Person::players[i]->num_weapons--;
6235 if (Person::players[i]->num_weapons) {
6236 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6237 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6238 Person::players[i]->weaponstuck = 0;
6241 Person::players[i]->weaponactive = -1;
6242 for (unsigned j = 0; j < Person::players.size(); j++) {
6243 Person::players[j]->wentforweapon = 0;
6251 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6252 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6253 (Person::players[i]->num_weapons == 2) &&
6254 (Person::players[i]->weaponactive == -1) &&
6255 Person::players[i]->isIdle() ||
6256 Person::players[0]->dead &&
6257 (Person::players[i]->weaponactive != -1) &&
6260 if (Person::players[i]->weaponactive != -1)
6261 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6263 if (isgood && Person::players[i]->creature != wolftype) {
6264 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6265 Person::players[i]->setAnimation(drawrightanim);
6266 Person::players[i]->drawtogglekeydown = 1;
6268 if ((Person::players[i]->isIdle() ||
6269 (Person::players[i]->aitype != playercontrolled &&
6270 Person::players[0]->weaponactive != -1 &&
6271 Person::players[i]->isRun())) &&
6272 Person::players[i]->num_weapons &&
6273 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6274 Person::players[i]->setAnimation(drawleftanim);
6275 Person::players[i]->drawtogglekeydown = 1;
6277 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6278 Person::players[i]->setAnimation(crouchdrawrightanim);
6279 Person::players[i]->drawtogglekeydown = 1;
6286 if (Person::players[i]->weaponactive != -1) {
6287 if (Person::players[i]->isCrouch() &&
6288 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6290 Person::players[i]->onterrain &&
6291 Person::players[i]->num_weapons &&
6292 Person::players[i]->attackkeydown &&
6293 musictype != stream_fighttheme) {
6294 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6295 Person::players[i]->setAnimation(crouchstabanim);
6296 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6297 Person::players[i]->setAnimation(swordgroundstabanim);
6298 Person::players[i]->hasvictim = 0;
6302 if (!Person::players[i]->drawkeydown)
6303 Person::players[i]->drawtogglekeydown = 0;
6308 absflatfacing.z = -1;
6310 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6312 absflatfacing = flatfacing;
6314 if (Dialog::inDialog()) {
6315 Person::players[i]->forwardkeydown = 0;
6316 Person::players[i]->leftkeydown = 0;
6317 Person::players[i]->backkeydown = 0;
6318 Person::players[i]->rightkeydown = 0;
6319 Person::players[i]->jumpkeydown = 0;
6320 Person::players[i]->crouchkeydown = 0;
6321 Person::players[i]->drawkeydown = 0;
6322 Person::players[i]->throwkeydown = 0;
6326 if (!animation[Person::players[i]->animTarget].attack &&
6327 Person::players[i]->animTarget != staggerbackhighanim &&
6328 Person::players[i]->animTarget != staggerbackhardanim &&
6329 Person::players[i]->animTarget != backhandspringanim &&
6330 Person::players[i]->animTarget != dodgebackanim) {
6331 if (!Person::players[i]->forwardkeydown)
6332 Person::players[i]->forwardstogglekeydown = 0;
6333 if (Person::players[i]->crouchkeydown) {
6337 Person::players[i]->superruntoggle = 1;
6338 if (Person::players.size() > 1)
6339 for (unsigned j = 0; j < Person::players.size(); j++)
6340 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6341 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6342 Person::players[i]->superruntoggle = 0;
6345 if (Person::players.size() > 1)
6346 for (unsigned j = 0; j < Person::players.size(); j++) {
6347 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6348 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6349 Person::players[j]->victim == Person::players[i] &&
6350 (Person::players[j]->animTarget == sweepanim ||
6351 Person::players[j]->animTarget == upunchanim ||
6352 Person::players[j]->animTarget == wolfslapanim ||
6353 ((Person::players[j]->animTarget == swordslashanim ||
6354 Person::players[j]->animTarget == knifeslashstartanim ||
6355 Person::players[j]->animTarget == staffhitanim ||
6356 Person::players[j]->animTarget == staffspinhitanim) &&
6357 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6366 Person::players[target]->Reverse();
6367 Person::players[i]->lowreversaldelay = .5;
6369 if (Person::players[i]->isIdle()) {
6370 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6371 Person::players[i]->transspeed = 10;
6373 if (Person::players[i]->isRun() ||
6374 (Person::players[i]->isStop() &&
6375 (Person::players[i]->leftkeydown ||
6376 Person::players[i]->rightkeydown ||
6377 Person::players[i]->forwardkeydown ||
6378 Person::players[i]->backkeydown))) {
6379 Person::players[i]->setAnimation(rollanim);
6380 Person::players[i]->transspeed = 20;
6383 if (!Person::players[i]->crouchkeydown) {
6385 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6386 Person::players[i]->superruntoggle = 0;
6388 if (Person::players[i]->isCrouch()) {
6389 if (Person::players.size() > 1)
6390 for (unsigned j = 0; j < Person::players.size(); j++) {
6392 !Person::players[j]->skeleton.free &&
6393 Person::players[j]->victim &&
6394 Person::players[i]->highreversaldelay <= 0) {
6395 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6396 Person::players[j]->victim == Person::players[i] &&
6397 (Person::players[j]->animTarget == spinkickanim) &&
6398 Person::players[i]->isCrouch()) {
6407 Person::players[target]->Reverse();
6408 Person::players[i]->highreversaldelay = .5;
6410 if (Person::players[i]->isCrouch()) {
6411 if (!Person::players[i]->wasCrouch()) {
6412 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6413 Person::players[i]->frameCurrent = 0;
6415 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6416 Person::players[i]->transspeed = 10;
6419 if (Person::players[i]->animTarget == sneakanim) {
6420 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6421 Person::players[i]->transspeed = 10;
6424 if (Person::players[i]->forwardkeydown) {
6425 if (Person::players[i]->isIdle() ||
6426 (Person::players[i]->isStop() &&
6427 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6428 (Person::players[i]->isLanding() &&
6429 Person::players[i]->frameTarget > 0 &&
6430 !Person::players[i]->jumpkeydown) ||
6431 (Person::players[i]->isLandhard() &&
6432 Person::players[i]->frameTarget > 0 &&
6433 !Person::players[i]->jumpkeydown &&
6434 Person::players[i]->crouchkeydown)) {
6435 if (Person::players[i]->aitype == passivetype)
6436 Person::players[i]->setAnimation(walkanim);
6438 Person::players[i]->setAnimation(Person::players[i]->getRun());
6440 if (Person::players[i]->isCrouch()) {
6441 Person::players[i]->animTarget = sneakanim;
6442 if (Person::players[i]->wasCrouch())
6443 Person::players[i]->target = 0;
6444 Person::players[i]->frameTarget = 0;
6446 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6447 Person::players[i]->setAnimation(climbanim);
6448 Person::players[i]->frameTarget = 1;
6449 Person::players[i]->jumpclimb = 1;
6451 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6452 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6454 Person::players[i]->forwardstogglekeydown = 1;
6457 if (Person::players[i]->rightkeydown) {
6458 if (Person::players[i]->isIdle() ||
6459 (Person::players[i]->isStop() &&
6460 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6461 (Person::players[i]->isLanding() &&
6462 Person::players[i]->frameTarget > 0 &&
6463 !Person::players[i]->jumpkeydown) ||
6464 (Person::players[i]->isLandhard() &&
6465 Person::players[i]->frameTarget > 0 &&
6466 !Person::players[i]->jumpkeydown &&
6467 Person::players[i]->crouchkeydown)) {
6468 Person::players[i]->setAnimation(Person::players[i]->getRun());
6470 if (Person::players[i]->isCrouch()) {
6471 Person::players[i]->animTarget = sneakanim;
6472 if (Person::players[i]->wasCrouch())
6473 Person::players[i]->target = 0;
6474 Person::players[i]->frameTarget = 0;
6476 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6477 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6479 Person::players[i]->targetyaw -= 90;
6480 if (Person::players[i]->forwardkeydown)
6481 Person::players[i]->targetyaw += 45;
6482 if (Person::players[i]->backkeydown)
6483 Person::players[i]->targetyaw -= 45;
6486 if ( Person::players[i]->leftkeydown) {
6487 if (Person::players[i]->isIdle() ||
6488 (Person::players[i]->isStop() &&
6489 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6490 (Person::players[i]->isLanding() &&
6491 Person::players[i]->frameTarget > 0 &&
6492 !Person::players[i]->jumpkeydown) ||
6493 (Person::players[i]->isLandhard() &&
6494 Person::players[i]->frameTarget > 0 &&
6495 !Person::players[i]->jumpkeydown &&
6496 Person::players[i]->crouchkeydown)) {
6497 Person::players[i]->setAnimation(Person::players[i]->getRun());
6499 if (Person::players[i]->isCrouch()) {
6500 Person::players[i]->animTarget = sneakanim;
6501 if (Person::players[i]->wasCrouch())
6502 Person::players[i]->target = 0;
6503 Person::players[i]->frameTarget = 0;
6505 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6506 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6508 Person::players[i]->targetyaw += 90;
6509 if (Person::players[i]->forwardkeydown)
6510 Person::players[i]->targetyaw -= 45;
6511 if (Person::players[i]->backkeydown)
6512 Person::players[i]->targetyaw += 45;
6515 if (Person::players[i]->backkeydown) {
6516 if (Person::players[i]->isIdle() ||
6517 (Person::players[i]->isStop() &&
6518 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6519 (Person::players[i]->isLanding() &&
6520 Person::players[i]->frameTarget > 0 &&
6521 !Person::players[i]->jumpkeydown) ||
6522 (Person::players[i]->isLandhard() &&
6523 Person::players[i]->frameTarget > 0 &&
6524 !Person::players[i]->jumpkeydown &&
6525 Person::players[i]->crouchkeydown)) {
6526 Person::players[i]->setAnimation(Person::players[i]->getRun());
6528 if (Person::players[i]->isCrouch()) {
6529 Person::players[i]->animTarget = sneakanim;
6530 if (Person::players[i]->wasCrouch())
6531 Person::players[i]->target = 0;
6532 Person::players[i]->frameTarget = 0;
6534 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6535 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6537 if (Person::players[i]->animTarget == hanganim) {
6538 Person::players[i]->animCurrent = jumpdownanim;
6539 Person::players[i]->animTarget = jumpdownanim;
6540 Person::players[i]->target = 0;
6541 Person::players[i]->frameCurrent = 0;
6542 Person::players[i]->frameTarget = 1;
6543 Person::players[i]->velocity = 0;
6544 Person::players[i]->velocity.y += gravity;
6545 Person::players[i]->coords.y -= 1.4;
6546 Person::players[i]->grabdelay = 1;
6548 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6549 Person::players[i]->targetyaw += 180;
6552 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6553 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6554 Person::players[i]->isRun() ||
6555 Person::players[i]->animTarget == walkanim ||
6556 Person::players[i]->isCrouch() ||
6557 Person::players[i]->animTarget == sneakanim) &&
6558 Person::players[i]->jumppower > 1) &&
6559 ((Person::players[i]->animTarget != rabbitrunninganim &&
6560 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6561 Person::players[i]->jumpstart = 0;
6562 Person::players[i]->setAnimation(jumpupanim);
6563 Person::players[i]->yaw = Person::players[i]->targetyaw;
6564 Person::players[i]->transspeed = 20;
6565 Person::players[i]->FootLand(leftfoot, 1);
6566 Person::players[i]->FootLand(rightfoot, 1);
6570 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6573 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6575 Person::players[i]->velocity = 0;
6579 if (Person::players.size() > 1)
6580 for (unsigned j = 0; j < Person::players.size(); j++) {
6581 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6582 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6583 (Person::players[j]->victim == Person::players[i]) &&
6584 (Person::players[j]->animTarget == sweepanim)) {
6593 Person::players[i]->velocity.y = 1;
6595 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6596 Person::players[i]->velocity.y = 7;
6597 Person::players[i]->crouchtogglekeydown = 1;
6598 } else Person::players[i]->velocity.y = 5;
6600 if (mousejump && i == 0 && debugmode) {
6601 if (!Person::players[i]->isLanding())
6602 Person::players[i]->tempdeltav = deltav;
6603 if (Person::players[i]->tempdeltav < 0)
6604 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6607 Person::players[i]->coords.y += .2;
6608 Person::players[i]->jumppower -= 1;
6611 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6613 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6615 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6616 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6617 Person::players[i]->frameTarget = 2;
6618 Person::players[i]->landhard = 0;
6619 Person::players[i]->jumpstart = 1;
6620 Person::players[i]->tempdeltav = deltav;
6622 if (Person::players[i]->animTarget == jumpupanim &&
6626 Person::players[i]->aitype != playercontrolled)) {
6627 if (Person::players[i]->jumppower > multiplier * 6) {
6628 Person::players[i]->velocity.y += multiplier * 6;
6629 Person::players[i]->jumppower -= multiplier * 6;
6631 if (Person::players[i]->jumppower <= multiplier * 6) {
6632 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6633 Person::players[i]->jumppower = 0;
6636 if (((floatjump || editorenabled) && debugmode) && i == 0)
6637 Person::players[i]->velocity.y += multiplier * 30;
6641 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6642 Person::players[i]->setAnimation(Person::players[i]->getStop());
6643 if (Person::players[i]->animTarget == sneakanim) {
6644 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6645 if (Person::players[i]->animCurrent == sneakanim)
6646 Person::players[i]->target = 0;
6647 Person::players[i]->frameTarget = 0;
6650 if (Person::players[i]->animTarget == walkanim &&
6651 (Person::players[i]->aitype == attacktypecutoff ||
6652 Person::players[i]->aitype == searchtype ||
6653 (Person::players[i]->aitype == passivetype &&
6654 Person::players[i]->numwaypoints <= 1)))
6655 Person::players[i]->setAnimation(Person::players[i]->getStop());
6656 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6657 Person::players[i]->setAnimation(Person::players[i]->getStop());
6660 if (Person::players[i]->animTarget == rollanim)
6661 Person::players[i]->targetyaw = oldtargetyaw;
6665 for (unsigned k = 0; k < Person::players.size(); k++) {
6666 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6667 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6668 Person::players[k]->yaw -= 360;
6670 Person::players[k]->yaw += 360;
6673 //stop to turn in right direction
6674 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6675 Person::players[k]->setAnimation(Person::players[k]->getStop());
6677 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6678 Person::players[k]->targettilt = 0;
6680 if (Person::players[k]->animTarget != jumpupanim &&
6681 Person::players[k]->animTarget != backhandspringanim &&
6682 Person::players[k]->animTarget != jumpdownanim &&
6683 !Person::players[k]->isFlip()) {
6684 Person::players[k]->targettilt = 0;
6685 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6686 Person::players[k]->jumppower = 0;
6687 Person::players[k]->jumppower += multiplier * 7;
6688 if (Person::players[k]->isCrouch())
6689 Person::players[k]->jumppower += multiplier * 7;
6690 if (Person::players[k]->jumppower > 5)
6691 Person::players[k]->jumppower = 5;
6694 if (Person::players[k]->isRun())
6695 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6697 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6698 Person::players[k]->grabdelay -= multiplier;
6702 for (unsigned k = 0; k < Person::players.size(); k++) {
6703 Person::players[k]->DoAnimations();
6704 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6705 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6711 for (int j = numenvsounds - 1; j >= 0; j--) {
6712 envsoundlife[j] -= multiplier;
6713 if (envsoundlife[j] < 0) {
6715 envsoundlife[j] = envsoundlife[numenvsounds];
6716 envsound[j] = envsound[numenvsounds];
6719 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6721 if (tutoriallevel == 1) {
6738 if (tutorialstage >= 51)
6739 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6740 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6741 OPENAL_SetFrequency(OPENAL_ALL);
6743 emit_stream_np(stream_menutheme);
6752 if (tutorialstage < 51)
6753 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6754 emit_sound_at(fireendsound, Person::players[0]->coords);
6756 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6760 if (tutorialstage >= 14 && tutorialstage < 50)
6761 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6762 emit_sound_at(fireendsound, Person::players[1]->coords);
6764 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6765 if (Random() % 2 == 0) {
6766 if (!Person::players[1]->skeleton.free)
6767 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6768 if (Person::players[1]->skeleton.free)
6769 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6770 if (!Person::players[1]->skeleton.free)
6771 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;
6772 if (Person::players[1]->skeleton.free)
6773 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6774 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6778 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6779 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6780 Person::players[1]->skeleton.joints[i].velocity = 0;
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);
6798 static float gLoc[3];
6802 static float vel[3];
6803 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6804 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6805 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6807 //Set orientation with forward and up vectors
6808 static XYZ upvector;
6812 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6813 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6818 facing = DoRotation(facing, -pitch, 0, 0);
6819 facing = DoRotation(facing, 0, 0 - yaw, 0);
6822 static float ori[6];
6826 ori[3] = -upvector.x;
6827 ori[4] = upvector.y;
6828 ori[5] = -upvector.z;
6830 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6837 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6841 void Game::TickOnce()
6844 yaw += multiplier * 5;
6845 } else if (Dialog::directing || !Dialog::inDialog()) {
6848 pitch -= deltav * .7;
6850 pitch += deltav * .7;
6859 void Game::TickOnceAfter()
6861 static XYZ colviewer;
6862 static XYZ coltarget;
6866 static float changedelay;
6867 static bool alldead;
6868 static float unseendelay;
6869 static float cameraspeed;
6872 static int oldmusictype = musictype;
6874 if (environment == snowyenvironment)
6875 leveltheme = stream_snowtheme;
6876 if (environment == grassyenvironment)
6877 leveltheme = stream_grasstheme;
6878 if (environment == desertenvironment)
6879 leveltheme = stream_deserttheme;
6883 musictype = leveltheme;
6884 for (unsigned i = 0; i < Person::players.size(); i++) {
6885 if ((Person::players[i]->aitype == attacktypecutoff ||
6886 Person::players[i]->aitype == getweapontype ||
6887 Person::players[i]->aitype == gethelptype ||
6888 Person::players[i]->aitype == searchtype) &&
6889 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6890 (Person::players[i]->animTarget != sneakattackedanim &&
6891 Person::players[i]->animTarget != knifesneakattackedanim &&
6892 Person::players[i]->animTarget != swordsneakattackedanim)) {
6893 musictype = stream_fighttheme;
6897 if (Person::players[0]->dead)
6898 musictype = stream_menutheme;
6901 if (musictype == stream_fighttheme)
6904 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6905 unseendelay -= multiplier;
6906 if (unseendelay > 0)
6907 musictype = stream_fighttheme;
6912 musictype = stream_menutheme;
6913 musicvolume[2] = 512;
6920 if (musictype != oldmusictype && musictype == stream_fighttheme)
6921 emit_sound_np(alarmsound);
6922 musicselected = musictype;
6924 if (musicselected == leveltheme)
6925 musicvolume[0] += multiplier * 450;
6927 musicvolume[0] -= multiplier * 450;
6928 if (musicselected == stream_fighttheme)
6929 musicvolume[1] += multiplier * 450;
6931 musicvolume[1] -= multiplier * 450;
6932 if (musicselected == stream_menutheme)
6933 musicvolume[2] += multiplier * 450;
6935 musicvolume[2] -= multiplier * 450;
6937 for (int i = 0; i < 3; i++) {
6938 if (musicvolume[i] < 0)
6940 if (musicvolume[i] > 512)
6941 musicvolume[i] = 512;
6944 if (musicvolume[2] > 128 && !loading && !mainmenu)
6945 musicvolume[2] = 128;
6948 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6949 emit_stream_np(leveltheme, musicvolume[0]);
6950 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6951 emit_stream_np(stream_fighttheme, musicvolume[1]);
6952 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6953 emit_stream_np(stream_menutheme, musicvolume[2]);
6954 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6955 pause_sound(leveltheme);
6956 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6957 pause_sound(stream_fighttheme);
6958 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6959 pause_sound(stream_menutheme);
6961 if (musicvolume[0] != oldmusicvolume[0])
6962 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6963 if (musicvolume[1] != oldmusicvolume[1])
6964 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6965 if (musicvolume[2] != oldmusicvolume[2])
6966 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6968 for (int i = 0; i < 3; i++)
6969 oldmusicvolume[i] = musicvolume[i];
6971 pause_sound(leveltheme);
6972 pause_sound(stream_fighttheme);
6973 pause_sound(stream_menutheme);
6975 for (int i = 0; i < 4; i++) {
6976 oldmusicvolume[i] = 0;
6982 for (int i = 0; i < numhotspots; i++) {
6983 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6984 if (Person::players[hotspottype[i] - 10]->dead == 0)
6986 else if (killhotspot == 2)
6990 if (killhotspot == 2)
6995 for (int i = 0; i < numhotspots; i++)
6996 if (hotspottype[i] == -1)
6997 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7001 for (unsigned i = 1; i < Person::players.size(); i++)
7002 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7004 if (numalarmed > maxalarmed)
7005 maxalarmed = numalarmed;
7007 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7008 if (Person::players[0]->dead && changedelay <= 0) {
7010 targetlevel = whichlevel;
7013 for (unsigned i = 1; i < Person::players.size(); i++) {
7014 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7021 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7023 targetlevel = whichlevel + 1;
7024 if (targetlevel > numchallengelevels - 1)
7027 if (winhotspot || windialogue) {
7029 targetlevel = whichlevel + 1;
7030 if (targetlevel > numchallengelevels - 1)
7037 targetlevel = whichlevel + 1;
7038 if (targetlevel > numchallengelevels - 1)
7042 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7043 //high scores, awards, win
7045 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7048 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7056 if (leveltime < 1) {
7064 if (!editorenabled && gameon && !mainmenu) {
7065 if (changedelay != -999)
7066 changedelay -= multiplier / 7;
7067 if (Person::players[0]->dead)
7068 targetlevel = whichlevel;
7069 if (loading == 2 && !campaign) {
7072 fireSound(firestartsound);
7074 if (!Person::players[0]->dead && targetlevel != whichlevel)
7075 startbonustotal = bonustotal;
7076 if (Person::players[0]->dead)
7077 Loadlevel(whichlevel);
7079 Loadlevel(targetlevel);
7085 if (loading == 2 && targetlevel == whichlevel) {
7089 fireSound(firestartsound);
7091 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7097 if (changedelay <= -999 &&
7100 (Person::players[0]->dead ||
7101 (alldead && maptype == mapkilleveryone) ||
7105 if ((Person::players[0]->dead ||
7106 (alldead && maptype == mapkilleveryone) ||
7111 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7115 if (Person::players[0]->dead)
7121 // campaignchoosenext determines what to do when the level is complete:
7122 // 0 = load next level
7123 // 1 = go back to level select screen
7124 // 2 = stealthload next level
7125 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7126 if (campaignlevels[actuallevel].nextlevel.empty())
7128 } else if (mainmenu == 0 && winfreeze) {
7129 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7131 if (!stealthloading) {
7132 fireSound(firestartsound);
7137 startbonustotal = 0;
7147 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7150 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7154 pause_sound(stream_menutheme);
7165 oldmusictype = musictype;
7171 facing = DoRotation(facing, -pitch, 0, 0);
7172 facing = DoRotation(facing, 0, 0 - yaw, 0);
7173 viewerfacing = facing;
7176 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7177 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;
7179 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;
7181 if (Person::players[0]->skeleton.free) {
7182 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7183 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7184 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7188 if (Person::players[0]->skeleton.free != 2) {
7190 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7191 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7193 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7195 coltarget = target - cameraloc;
7196 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7199 Normalise(&coltarget);
7200 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7201 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7203 cameraloc = cameraloc + coltarget * multiplier * 8;
7207 cameradist += multiplier * 5;
7208 if (cameradist > 2.3)
7210 viewer = cameraloc - facing * cameradist;
7212 coltarget = cameraloc;
7213 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7214 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7215 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7216 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7218 coltarget = cameraloc;
7219 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7222 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7223 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7224 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7226 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7230 cameradist = findDistance(&viewer, &target);
7231 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7232 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7233 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7236 if (camerashake > .8)
7238 woozy += multiplier;
7239 if (Person::players[0]->dead)
7241 if (Person::players[0]->dead)
7243 camerashake -= multiplier * 2;
7244 blackout -= multiplier * 2;
7245 if (camerashake < 0)
7250 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7251 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7252 viewer.z += (float)(Random() % 100) * .0005 * camerashake;