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/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
55 // Added more evilness needed for MSVC
57 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
58 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
62 extern float multiplier;
64 extern int environment;
65 extern Terrain terrain;
66 extern float screenwidth, screenheight;
69 extern float texdetail;
70 extern Objects objects;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
92 extern bool debugmode;
93 static int leveltheme;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
152 std::string description;
155 0 = Immediately load next level at the end of this one.
156 1 = Go back to the world map.
157 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
159 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
160 std::vector<int> nextlevel;
162 CampaignLevel() : width(10) {
168 return 30 + 120 + location.x * 400 / 512;
171 return 30 + 30 + (512 - location.y) * 400 / 512;
174 return getStartX() + width;
177 return getStartY() + width;
181 center.x = getStartX() + width / 2;
182 center.y = getStartY() + width / 2;
188 istream& operator<< (istream& is) {
195 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
196 description.replace(pos, 1, 1, ' ');
203 for (int j = 0; j < numnext; j++) {
206 nextlevel.push_back(next - 1);
214 friend istream& operator>> (istream& is, CampaignLevel& cl) {
221 vector<CampaignLevel> campaignlevels;
224 bool winhotspot = false;
225 bool windialogue = false;
228 float cameradist = 0;
229 bool oldattackkey = 0;
231 float musicvolume[4] = {};
232 float oldmusicvolume[4] = {};
233 int musicselected = 0;
235 const char *rabbitskin[] = {
240 "Textures/Otter.jpg",
242 "Textures/Sable.jpg",
243 "Textures/Chocolate.jpg",
248 const char *wolfskin[] = {
250 "Textures/DarkWolf.jpg",
251 "Textures/SnowWolf.jpg"
254 const char **creatureskin[] = {rabbitskin, wolfskin};
256 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
257 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
261 // TODO: this is slightly incorrect
262 inline float roughDirection(XYZ vec)
265 float angle = -asin(-vec.x) * 180 / M_PI;
270 inline float roughDirectionTo(XYZ start, XYZ end)
272 return roughDirection(end - start);
274 inline float pitchOf(XYZ vec)
277 return -asin(vec.y) * 180 / M_PI;
279 inline float pitchTo(XYZ start, XYZ end)
281 return pitchOf(end - start);
283 inline float sq(float n)
287 inline float stepTowardf(float from, float to, float by)
289 if (fabs(from - to) < by)
297 void Game::playdialoguescenesound()
300 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
301 temppos = temppos - viewer;
306 switch (Dialog::currentScene().sound) {
311 sound = consolefailsound;
314 sound = consolesuccesssound;
317 sound = firestartsound;
320 sound = fireendsound;
323 sound = rabbitchitter;
326 sound = rabbitchitter2;
329 sound = rabbitpainsound;
332 sound = rabbitpain1sound;
335 sound = rabbitattacksound;
338 sound = rabbitattack2sound;
341 sound = rabbitattack3sound;
344 sound = rabbitattack4sound;
368 sound = barkgrowlsound;
374 emit_sound_at(sound, temppos);
377 // ================================================================
379 int Game::findClosestPlayer()
382 float closestdist = std::numeric_limits<float>::max();
384 for (unsigned i = 1; i < Person::players.size(); i++) {
385 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
386 if (distance < closestdist) {
387 closestdist = distance;
394 static int findClosestObject()
397 float closestdist = std::numeric_limits<float>::max();
399 for (int i = 0; i < objects.numobjects; i++) {
400 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
401 if (distance < closestdist) {
402 closestdist = distance;
409 static void cmd_dispatch(const string cmd)
411 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
413 for (i = 0; i < n_cmds; i++)
414 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
415 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
416 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
419 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
422 /********************> Tick() <*****/
423 extern bool save_screenshot(const char * fname);
424 void Screenshot (void)
427 time_t t = time(NULL);
428 struct tm *tme = localtime(&t);
429 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
430 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
433 mkdir("Screenshots");
436 save_screenshot(filename);
439 void Game::SetUpLighting()
441 if (environment == snowyenvironment)
442 light.setColors(.65, .65, .7, .4, .4, .44);
443 if (environment == desertenvironment)
444 light.setColors(.95, .95, .95, .4, .35, .3);
445 if (environment == grassyenvironment)
446 light.setColors(.95, .95, 1, .4, .4, .44);
448 light.setColors(1, 1, 1, .4, .4, .4);
450 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
451 light.color[0] *= (skyboxlightr + average) / 2;
452 light.color[1] *= (skyboxlightg + average) / 2;
453 light.color[2] *= (skyboxlightb + average) / 2;
454 light.ambient[0] *= (skyboxlightr + average) / 2;
455 light.ambient[1] *= (skyboxlightg + average) / 2;
456 light.ambient[2] *= (skyboxlightb + average) / 2;
459 int findPathDist(int start, int end)
461 int smallestcount, count, connected;
462 int last, last2, last3, last4;
465 smallestcount = 1000;
466 for (int i = 0; i < 50; i++) {
472 while (last != end && count < 30) {
474 for (int j = 0; j < numpathpoints; j++) {
475 if (j != last && j != last2 && j != last3 && j != last4) {
477 if (numpathpointconnect[j])
478 for (int k = 0; k < numpathpointconnect[j]; k++) {
479 if (pathpointconnect[j][k] == last)connected = 1;
482 if (numpathpointconnect[last])
483 for (int k = 0; k < numpathpointconnect[last]; k++) {
484 if (pathpointconnect[last][k] == j)connected = 1;
487 if (closest == -1 || Random() % 2 == 0) {
498 if (count < smallestcount)
499 smallestcount = count;
501 return smallestcount;
504 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
506 static XYZ colpoint, colviewer, coltarget;
507 static float minx, minz, maxx, maxz, miny, maxy;
509 minx = min(startpoint.x, endpoint.x) - 1;
510 miny = min(startpoint.y, endpoint.y) - 1;
511 minz = min(startpoint.z, endpoint.z) - 1;
512 maxx = max(startpoint.x, endpoint.x) + 1;
513 maxy = max(startpoint.y, endpoint.y) + 1;
514 maxz = max(startpoint.z, endpoint.z) + 1;
516 for (int i = 0; i < objects.numobjects; i++) {
517 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
518 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
519 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
520 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
521 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
522 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
523 if ( objects.type[i] != treeleavestype &&
524 objects.type[i] != bushtype &&
525 objects.type[i] != firetype) {
526 colviewer = startpoint;
527 coltarget = endpoint;
528 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
537 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
539 static XYZ colpoint, colviewer, coltarget;
540 static float minx, minz, maxx, maxz, miny, maxy;
541 static int i; //FIXME: see below
543 minx = min(startpoint.x, endpoint.x) - 1;
544 miny = min(startpoint.y, endpoint.y) - 1;
545 minz = min(startpoint.z, endpoint.z) - 1;
546 maxx = max(startpoint.x, endpoint.x) + 1;
547 maxy = max(startpoint.y, endpoint.y) + 1;
548 maxz = max(startpoint.z, endpoint.z) + 1;
551 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
552 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
553 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
554 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
555 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
556 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
557 if ( objects.type[what] != treeleavestype &&
558 objects.type[what] != bushtype &&
559 objects.type[what] != firetype) {
560 colviewer = startpoint;
561 coltarget = endpoint;
563 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
570 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576 void Setenvironment(int which)
580 LOG(" Setting environment...");
585 pause_sound(stream_snowtheme);
586 pause_sound(stream_grasstheme);
587 pause_sound(stream_deserttheme);
588 pause_sound(stream_wind);
589 pause_sound(stream_desertambient);
592 if (environment == snowyenvironment) {
596 emit_stream_np(stream_wind);
598 objects.treetextureptr.load("Textures/SnowTree.png", 0);
599 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
600 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
601 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
603 footstepsound = footstepsn1;
604 footstepsound2 = footstepsn2;
605 footstepsound3 = footstepst1;
606 footstepsound4 = footstepst2;
608 terraintexture.load("Textures/Snow.jpg", 1);
609 terraintexture2.load("Textures/Rock.jpg", 1);
612 temptexdetail = texdetail;
615 skybox->load( "Textures/Skybox(snow)/Front.jpg",
616 "Textures/Skybox(snow)/Left.jpg",
617 "Textures/Skybox(snow)/Back.jpg",
618 "Textures/Skybox(snow)/Right.jpg",
619 "Textures/Skybox(snow)/Up.jpg",
620 "Textures/Skybox(snow)/Down.jpg");
625 texdetail = temptexdetail;
626 } else if (environment == desertenvironment) {
629 objects.treetextureptr.load("Textures/DesertTree.png", 0);
630 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
631 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
632 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
636 emit_stream_np(stream_desertambient);
638 footstepsound = footstepsn1;
639 footstepsound2 = footstepsn2;
640 footstepsound3 = footstepsn1;
641 footstepsound4 = footstepsn2;
643 terraintexture.load("Textures/Sand.jpg", 1);
644 terraintexture2.load("Textures/SandSlope.jpg", 1);
647 temptexdetail = texdetail;
650 skybox->load( "Textures/Skybox(sand)/Front.jpg",
651 "Textures/Skybox(sand)/Left.jpg",
652 "Textures/Skybox(sand)/Back.jpg",
653 "Textures/Skybox(sand)/Right.jpg",
654 "Textures/Skybox(sand)/Up.jpg",
655 "Textures/Skybox(sand)/Down.jpg");
660 texdetail = temptexdetail;
661 } else if (environment == grassyenvironment) {
664 objects.treetextureptr.load("Textures/Tree.png", 0);
665 objects.bushtextureptr.load("Textures/Bush.png", 0);
666 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
667 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
670 emit_stream_np(stream_wind, 100.);
672 footstepsound = footstepgr1;
673 footstepsound2 = footstepgr2;
674 footstepsound3 = footstepst1;
675 footstepsound4 = footstepst2;
677 terraintexture.load("Textures/GrassDirt.jpg", 1);
678 terraintexture2.load("Textures/MossRock.jpg", 1);
681 temptexdetail = texdetail;
684 skybox->load( "Textures/Skybox(grass)/Front.jpg",
685 "Textures/Skybox(grass)/Left.jpg",
686 "Textures/Skybox(grass)/Back.jpg",
687 "Textures/Skybox(grass)/Right.jpg",
688 "Textures/Skybox(grass)/Up.jpg",
689 "Textures/Skybox(grass)/Down.jpg");
693 texdetail = temptexdetail;
695 temptexdetail = texdetail;
697 terrain.load("Textures/HeightMap.png");
699 texdetail = temptexdetail;
706 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
707 if (!ipstream.good()) {
708 if (accountactive->getCurrentCampaign() == "main") {
709 cerr << "Could not found main campaign!" << endl;
712 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
713 accountactive->setCurrentCampaign("main");
714 return LoadCampaign();
716 ipstream.ignore(256, ':');
718 ipstream >> numlevels;
719 campaignlevels.clear();
720 for (int i = 0; i < numlevels; i++) {
723 campaignlevels.push_back(cl);
727 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
729 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
731 Mainmenuitems[7].load("Textures/World.png", 0);
734 if (accountactive->getCampaignChoicesMade() == 0) {
735 accountactive->setCampaignScore(0);
736 accountactive->resetFasttime();
740 vector<string> ListCampaigns()
743 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
744 struct dirent *campaign = NULL;
746 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
749 vector<string> campaignNames;
750 while ((campaign = readdir(campaigns)) != NULL) {
751 string name(campaign->d_name);
752 if (name.length() < 5)
754 if (!name.compare(name.length() - 4, 4, ".txt")) {
755 campaignNames.push_back(name.substr(0, name.length() - 4));
759 return campaignNames;
762 void Game::Loadlevel(int which)
769 Loadlevel("tutorial");
770 } else if (which >= 0 && which <= 15) {
772 snprintf(buf, 32, "map%d", which + 1); // challenges
775 Loadlevel("mapsave");
778 void Game::Loadlevel(const std::string& name)
780 int indemo; // FIXME this should be removed
786 LOG(std::string("Loading level...") + name);
798 if (tutoriallevel != -1)
803 if (tutoriallevel == 1)
805 if (tutorialstage == 0) {
806 tutorialstagetime = 0;
809 pause_sound(whooshsound);
810 pause_sound(stream_firesound);
815 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
817 pause_sound(stream_firesound);
823 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
825 Dialog::dialogs.clear();
827 Dialog::indialogue = -1;
834 difficulty = accountactive->getDifficulty();
836 Hotspot::hotspots.clear();
837 Hotspot::current = -1;
848 for (int i = 0; i < 100; i++)
857 numunarmedattack = 0;
868 bonustotal = startbonustotal;
873 emit_sound_np(consolesuccesssound);
878 if (!stealthloading) {
879 terrain.numdecals = 0;
880 Sprite::deleteSprites();
881 for (int i = 0; i < objects.numobjects; i++)
882 objects.model[i].numdecals = 0;
884 int j = objects.numobjects;
885 for (int i = 0; i < j; i++) {
886 objects.DeleteObject(0);
891 for (int i = 0; i < subdivision; i++)
892 for (int j = 0; j < subdivision; j++)
893 terrain.patchobjectnum[i][j] = 0;
899 Person::players.resize(1);
901 funpackf(tfile, "Bi", &mapvers);
903 cerr << name << " has obsolete map version " << mapvers << endl;
906 funpackf(tfile, "Bi", &indemo);
910 funpackf(tfile, "Bi", &maptype);
912 maptype = mapkilleveryone;
914 funpackf(tfile, "Bi", &hostile);
918 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
924 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
932 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
934 skyboxlightr = skyboxr;
935 skyboxlightg = skyboxg;
936 skyboxlightb = skyboxb;
938 /* 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) */
939 if (stealthloading) {
940 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
942 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);
944 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
945 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
946 Person::players[0]->weaponids[j] = weapons.size();
948 funpackf(tfile, "Bi", &type);
949 weapons.push_back(Weapon(type, 0));
955 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
956 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
957 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
958 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
960 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
963 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
965 Person::players[0]->whichskin = 0;
966 Person::players[0]->creature = rabbittype;
969 Person::players[0]->lastattack = -1;
970 Person::players[0]->lastattack2 = -1;
971 Person::players[0]->lastattack3 = -1;
975 Dialog::loadDialogs(tfile);
978 for (int k = 0; k < Person::players[0]->numclothes; k++) {
979 funpackf(tfile, "Bi", &templength);
980 for (int l = 0; l < templength; l++)
981 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
982 Person::players[0]->clothes[k][templength] = '\0';
983 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
986 funpackf(tfile, "Bi", &environment);
988 funpackf(tfile, "Bi", &objects.numobjects);
989 for (int i = 0; i < objects.numobjects; i++) {
990 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]);
991 if (objects.type[i] == treeleavestype)
992 objects.scale[i] = objects.scale[i - 1];
997 funpackf(tfile, "Bi", &numhotspots);
998 if (numhotspots < 0) {
999 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
1002 Hotspot::hotspots.resize(numhotspots);
1003 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
1004 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
1005 funpackf(tfile, "Bi", &templength);
1007 for (int l = 0; l < templength; l++)
1008 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1009 Hotspot::hotspots[i].text[templength] = '\0';
1010 if (Hotspot::hotspots[i].type == -111)
1014 Hotspot::hotspots.clear();
1020 if (!stealthloading) {
1022 for (int i = 0; i < objects.numobjects; i++)
1023 objects.center += objects.position[i];
1024 objects.center /= objects.numobjects;
1030 float maxdistance = 0;
1032 for (int i = 0; i < objects.numobjects; i++) {
1033 tempdist = distsq(&objects.center, &objects.position[i]);
1034 if (tempdist > maxdistance) {
1035 maxdistance = tempdist;
1038 objects.radius = fast_sqrt(maxdistance);
1045 funpackf(tfile, "Bi", &numplayers);
1046 if (numplayers > maxplayers) {
1047 cout << "Warning: this level contains more players than allowed" << endl;
1049 for (int i = 1; i < numplayers; i++) {
1052 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1054 } catch (InvalidPersonException e) {
1060 funpackf(tfile, "Bi", &numpathpoints);
1061 if (numpathpoints > 30 || numpathpoints < 0)
1063 for (int j = 0; j < numpathpoints; j++) {
1064 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1065 for (int k = 0; k < numpathpointconnect[j]; k++) {
1066 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1072 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1075 if (environment != oldenvironment)
1076 Setenvironment(environment);
1077 oldenvironment = environment;
1079 if (!stealthloading) {
1080 int j = objects.numobjects;
1081 objects.numobjects = 0;
1082 for (int i = 0; i < j; i++) {
1083 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1088 terrain.DoShadows();
1091 objects.DoShadows();
1098 for (unsigned i = 0; i < Person::players.size(); i++) {
1102 Person::players[i]->burnt = 0;
1103 Person::players[i]->bled = 0;
1104 Person::players[i]->onfire = 0;
1105 Person::players[i]->scale = .2;
1107 Person::players[i]->creature = rabbittype;
1110 Person::players[i]->skeleton.free = 0;
1112 Person::players[i]->skeletonLoad();
1114 Person::players[i]->addClothes();
1117 Person::players[i]->animCurrent = bounceidleanim;
1118 Person::players[i]->animTarget = bounceidleanim;
1119 Person::players[i]->frameCurrent = 0;
1120 Person::players[i]->frameTarget = 1;
1121 Person::players[i]->target = 0;
1123 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1124 if (difficulty == 0)
1125 Person::players[i]->speed -= .2;
1126 if (difficulty == 1)
1127 Person::players[i]->speed -= .1;
1130 Person::players[i]->velocity = 0;
1131 Person::players[i]->oldcoords = Person::players[i]->coords;
1132 Person::players[i]->realoldcoords = Person::players[i]->coords;
1134 Person::players[i]->id = i;
1135 Person::players[i]->updatedelay = 0;
1136 Person::players[i]->normalsupdatedelay = 0;
1138 Person::players[i]->proportionhead = 1.2;
1139 Person::players[i]->proportionbody = 1.05;
1140 Person::players[i]->proportionarms = 1.00;
1141 Person::players[i]->proportionlegs = 1.1;
1142 Person::players[i]->proportionlegs.y = 1.05;
1143 Person::players[i]->headless = 0;
1144 Person::players[i]->currentoffset = 0;
1145 Person::players[i]->targetoffset = 0;
1146 if (Person::players[i]->creature == wolftype) {
1147 Person::players[i]->scale = .23;
1148 Person::players[i]->damagetolerance = 300;
1150 Person::players[i]->damagetolerance = 200;
1159 Person::players[i]->proportionhead.z = 0;
1160 Person::players[i]->proportionbody.z = 0;
1161 Person::players[i]->proportionarms.z = 0;
1162 Person::players[i]->proportionlegs.z = 0;
1165 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1168 Person::players[i]->headmorphness = 0;
1169 Person::players[i]->targetheadmorphness = 1;
1170 Person::players[i]->headmorphstart = 0;
1171 Person::players[i]->headmorphend = 0;
1173 Person::players[i]->pausetime = 0;
1175 Person::players[i]->dead = 0;
1176 Person::players[i]->jumppower = 5;
1177 Person::players[i]->damage = 0;
1178 Person::players[i]->permanentdamage = 0;
1179 Person::players[i]->superpermanentdamage = 0;
1181 Person::players[i]->forwardkeydown = 0;
1182 Person::players[i]->leftkeydown = 0;
1183 Person::players[i]->backkeydown = 0;
1184 Person::players[i]->rightkeydown = 0;
1185 Person::players[i]->jumpkeydown = 0;
1186 Person::players[i]->crouchkeydown = 0;
1187 Person::players[i]->throwkeydown = 0;
1189 Person::players[i]->collided = -10;
1190 Person::players[i]->loaded = 1;
1191 Person::players[i]->bloodloss = 0;
1192 Person::players[i]->weaponactive = -1;
1193 Person::players[i]->weaponstuck = -1;
1194 Person::players[i]->bleeding = 0;
1195 Person::players[i]->deathbleeding = 0;
1196 Person::players[i]->stunned = 0;
1197 Person::players[i]->hasvictim = 0;
1198 Person::players[i]->wentforweapon = 0;
1202 Person::players[0]->aitype = playercontrolled;
1204 if (difficulty == 1) {
1205 Person::players[0]->power = 1 / .9;
1206 Person::players[0]->damagetolerance = 250;
1207 } else if (difficulty == 0) {
1208 Person::players[0]->power = 1 / .8;
1209 Person::players[0]->damagetolerance = 300;
1210 Person::players[0]->armorhead *= 1.5;
1211 Person::players[0]->armorhigh *= 1.5;
1212 Person::players[0]->armorlow *= 1.5;
1215 cameraloc = Person::players[0]->coords;
1217 yaw = Person::players[0]->yaw;
1219 hawkcoords = Person::players[0]->coords;
1225 LOG("Starting background music...");
1227 OPENAL_StopSound(OPENAL_ALL);
1229 if (environment == snowyenvironment) {
1230 emit_stream_np(stream_wind);
1231 } else if (environment == desertenvironment) {
1232 emit_stream_np(stream_desertambient);
1233 } else if (environment == grassyenvironment) {
1234 emit_stream_np(stream_wind, 100.);
1237 oldmusicvolume[0] = 0;
1238 oldmusicvolume[1] = 0;
1239 oldmusicvolume[2] = 0;
1240 oldmusicvolume[3] = 0;
1251 if (tutorialstagetime > tutorialmaxtime) {
1253 tutorialsuccess = 0;
1254 if (tutorialstage <= 1) {
1259 switch (tutorialstage) {
1261 tutorialmaxtime = 5;
1264 tutorialmaxtime = 2;
1267 tutorialmaxtime = 600;
1270 tutorialmaxtime = 1000;
1273 tutorialmaxtime = 600;
1276 tutorialmaxtime = 600;
1279 tutorialmaxtime = 600;
1282 tutorialmaxtime = 600;
1285 tutorialmaxtime = 600;
1288 tutorialmaxtime = 2;
1291 tutorialmaxtime = 1000;
1294 tutorialmaxtime = 1000;
1297 tutorialmaxtime = 2;
1300 tutorialmaxtime = 3;
1311 Person::players[1]->coords = (temp + temp2) / 2;
1313 emit_sound_at(fireendsound, Person::players[1]->coords);
1315 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1316 if (Random() % 2 == 0) {
1317 if (!Person::players[1]->skeleton.free)
1318 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1319 if (Person::players[1]->skeleton.free)
1320 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1321 if (!Person::players[1]->skeleton.free)
1322 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;
1323 if (Person::players[1]->skeleton.free)
1324 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1325 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1331 tutorialmaxtime = 500;
1334 tutorialmaxtime = 500;
1337 tutorialmaxtime = 500;
1340 tutorialmaxtime = 500;
1346 tutorialmaxtime = 500;
1349 tutorialmaxtime = 500;
1350 if (bonus == cannon) {
1357 tutorialmaxtime = 500;
1360 tutorialmaxtime = 500;
1363 tutorialmaxtime = 500;
1366 tutorialmaxtime = 500;
1369 tutorialmaxtime = 2;
1372 tutorialmaxtime = 4;
1375 Person::players[1]->aitype = attacktypecutoff;
1378 tutorialmaxtime = 400;
1381 tutorialmaxtime = 400;
1382 Person::players[0]->escapednum = 0;
1385 tutorialmaxtime = 4;
1388 Person::players[1]->aitype = passivetype;
1391 tutorialmaxtime = 13;
1394 tutorialmaxtime = 8;
1397 tutorialmaxtime = 400;
1400 Person::players[1]->aitype = attacktypecutoff;
1403 tutorialmaxtime = 400;
1406 tutorialmaxtime = 400;
1409 tutorialmaxtime = 2;
1412 Person::players[1]->aitype = passivetype;
1417 tutorialmaxtime = 50;
1420 Person::players[1]->aitype = attacktypecutoff;
1423 tutorialmaxtime = 4;
1426 Person::players[1]->aitype = passivetype;
1438 Weapon w(knife, -1);
1439 w.position = (temp + temp2) / 2;
1440 w.tippoint = (temp + temp2) / 2;
1443 w.tipvelocity = 0.1;
1450 weapons.push_back(w);
1454 tutorialmaxtime = 300;
1457 tutorialmaxtime = 300;
1460 tutorialmaxtime = 8;
1463 tutorialmaxtime = 300;
1466 weapons[0].owner = 1;
1467 Person::players[0]->weaponactive = -1;
1468 Person::players[0]->num_weapons = 0;
1469 Person::players[1]->weaponactive = 0;
1470 Person::players[1]->num_weapons = 1;
1471 Person::players[1]->weaponids[0] = 0;
1475 Person::players[1]->aitype = attacktypecutoff;
1477 tutorialmaxtime = 300;
1480 weapons[0].owner = 1;
1481 Person::players[0]->weaponactive = -1;
1482 Person::players[0]->num_weapons = 0;
1483 Person::players[1]->weaponactive = 0;
1484 Person::players[1]->num_weapons = 1;
1485 Person::players[1]->weaponids[0] = 0;
1487 tutorialmaxtime = 300;
1490 weapons[0].owner = 1;
1491 Person::players[0]->weaponactive = -1;
1492 Person::players[0]->num_weapons = 0;
1493 Person::players[1]->weaponactive = 0;
1494 Person::players[1]->num_weapons = 1;
1495 Person::players[1]->weaponids[0] = 0;
1497 weapons[0].setType(sword);
1499 tutorialmaxtime = 300;
1502 tutorialmaxtime = 10;
1513 Weapon w(sword, -1);
1514 w.position = (temp + temp2) / 2;
1515 w.tippoint = (temp + temp2) / 2;
1518 w.tipvelocity = 0.1;
1525 weapons.push_back(w);
1527 weapons[0].owner = 1;
1528 weapons[1].owner = 0;
1529 Person::players[0]->weaponactive = 0;
1530 Person::players[0]->num_weapons = 1;
1531 Person::players[0]->weaponids[0] = 1;
1532 Person::players[1]->weaponactive = 0;
1533 Person::players[1]->num_weapons = 1;
1534 Person::players[1]->weaponids[0] = 0;
1541 Person::players[1]->aitype = passivetype;
1543 tutorialmaxtime = 15;
1545 weapons[0].owner = 1;
1546 weapons[1].owner = 0;
1547 Person::players[0]->weaponactive = 0;
1548 Person::players[0]->num_weapons = 1;
1549 Person::players[0]->weaponids[0] = 1;
1550 Person::players[1]->weaponactive = 0;
1551 Person::players[1]->num_weapons = 1;
1552 Person::players[1]->weaponids[0] = 0;
1554 if (Person::players[0]->weaponactive != -1)
1555 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1557 weapons[0].setType(staff);
1562 Person::players[1]->aitype = passivetype;
1564 tutorialmaxtime = 200;
1566 weapons[1].position = 1000;
1567 weapons[1].tippoint = 1000;
1569 weapons[0].setType(knife);
1571 weapons[0].owner = 0;
1572 Person::players[1]->weaponactive = -1;
1573 Person::players[1]->num_weapons = 0;
1574 Person::players[0]->weaponactive = 0;
1575 Person::players[0]->num_weapons = 1;
1576 Person::players[0]->weaponids[0] = 0;
1580 tutorialmaxtime = 8;
1583 emit_sound_at(fireendsound, Person::players[1]->coords);
1585 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1586 if (Random() % 2 == 0) {
1587 if (!Person::players[1]->skeleton.free)
1588 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1589 if (Person::players[1]->skeleton.free)
1590 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1591 if (!Person::players[1]->skeleton.free)
1592 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;
1593 if (Person::players[1]->skeleton.free)
1594 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1595 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1599 Person::players[1]->num_weapons = 0;
1600 Person::players[1]->weaponstuck = -1;
1601 Person::players[1]->weaponactive = -1;
1607 tutorialmaxtime = 80000;
1612 if (tutorialstage <= 51)
1613 tutorialstagetime = 0;
1617 if (tutorialstagetime < tutorialmaxtime - 3) {
1618 switch (tutorialstage) {
1620 if (deltah || deltav)
1621 tutorialsuccess += multiplier;
1624 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1625 tutorialsuccess += multiplier;
1628 if (Person::players[0]->jumpkeydown)
1629 tutorialsuccess = 1;
1632 if (Person::players[0]->isCrouch())
1633 tutorialsuccess = 1;
1636 if (Person::players[0]->animTarget == rollanim)
1637 tutorialsuccess = 1;
1640 if (Person::players[0]->animTarget == sneakanim)
1641 tutorialsuccess += multiplier;
1644 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1645 tutorialsuccess += multiplier;
1648 if (Person::players[0]->isWallJump())
1649 tutorialsuccess = 1;
1652 if (Person::players[0]->animTarget == flipanim)
1653 tutorialsuccess = 1;
1656 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1657 tutorialsuccess = 1;
1660 if (Person::players[0]->animTarget == winduppunchanim)
1661 tutorialsuccess = 1;
1664 if (Person::players[0]->animTarget == spinkickanim)
1665 tutorialsuccess = 1;
1668 if (Person::players[0]->animTarget == sweepanim)
1669 tutorialsuccess = 1;
1672 if (Person::players[0]->animTarget == dropkickanim)
1673 tutorialsuccess = 1;
1676 if (Person::players[0]->animTarget == rabbitkickanim)
1677 tutorialsuccess = 1;
1680 if (bonus == cannon)
1681 tutorialsuccess = 1;
1684 if (bonus == spinecrusher)
1685 tutorialsuccess = 1;
1688 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1689 tutorialsuccess = 1;
1692 if (Person::players[0]->animTarget == rabbittacklinganim)
1693 tutorialsuccess = 1;
1696 if (Person::players[0]->animTarget == backhandspringanim)
1697 tutorialsuccess = 1;
1700 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1701 tutorialsuccess = 1;
1704 if (Person::players[0]->escapednum == 2) {
1705 tutorialsuccess = 1;
1708 Person::players[1]->aitype = passivetype;
1712 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1713 tutorialsuccess = 1;
1716 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1717 tutorialsuccess = 1;
1720 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1721 tutorialsuccess = 1;
1724 Person::players[1]->aitype = passivetype;
1728 if (Person::players[0]->num_weapons > 0)
1729 tutorialsuccess = 1;
1732 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1733 tutorialsuccess = 1;
1736 if (Person::players[0]->animTarget == knifeslashstartanim)
1737 tutorialsuccess = 1;
1740 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1741 tutorialsuccess = 1;
1744 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1745 tutorialsuccess = 1;
1748 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1749 tutorialsuccess = 1;
1752 if (Person::players[1]->weaponstuck != -1)
1753 tutorialsuccess = 1;
1758 if (tutorialsuccess >= 1)
1759 tutorialstagetime = tutorialmaxtime - 3;
1762 if (tutorialstagetime == tutorialmaxtime - 3) {
1763 emit_sound_np(consolesuccesssound);
1766 if (tutorialsuccess >= 1) {
1767 if (tutorialstage == 34 || tutorialstage == 35)
1768 tutorialstagetime = tutorialmaxtime - 1;
1772 if (tutorialstage < 14 || tutorialstage >= 50) {
1773 Person::players[1]->coords.y = 300;
1774 Person::players[1]->velocity = 0;
1780 float headprop, bodyprop, armprop, legprop;
1785 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1787 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1788 Person::players[0]->damagetolerance = 200000;
1789 Person::players[0]->damage = 0;
1790 Person::players[0]->burnt = 0;
1791 Person::players[0]->permanentdamage = 0;
1792 Person::players[0]->superpermanentdamage = 0;
1795 /* Change environment */
1796 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1798 if (environment > 2)
1800 Setenvironment(environment);
1804 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1805 cameramode = !cameramode;
1808 /* Toggle Slow motion */
1809 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1815 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1816 Person::players[0]->RagDoll(0);
1818 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1821 /* Grow tree leaves?? */
1822 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1823 for (int i = 0; i < objects.numobjects; i++) {
1824 if (objects.type[i] == treeleavestype) {
1825 objects.scale[i] *= .9;
1830 /* Change (or add) weapon */
1831 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1833 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1834 closest = findClosestPlayer();
1838 if (Person::players[closest]->num_weapons > 0) {
1839 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1840 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1841 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1842 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1844 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1846 Person::players[closest]->weaponids[0] = weapons.size();
1848 weapons.push_back(Weapon(knife, closest));
1850 Person::players[closest]->num_weapons = 1;
1856 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1858 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1859 closest = findClosestPlayer();
1863 Person::players[closest]->yaw += multiplier * 50;
1864 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1869 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1870 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1871 if (Person::players[0]->onfire) {
1872 Person::players[0]->CatchFire();
1874 if (!Person::players[0]->onfire) {
1875 emit_sound_at(fireendsound, Person::players[0]->coords);
1876 pause_sound(stream_firesound);
1881 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1883 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1884 closest = findClosestPlayer();
1888 Person::players[closest]->whichskin++;
1889 if (Person::players[closest]->whichskin > 9)
1890 Person::players[closest]->whichskin = 0;
1891 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1892 Person::players[closest]->whichskin = 0;
1894 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1895 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1898 Person::players[closest]->addClothes();
1901 /* Change creature type */
1902 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1904 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1905 closest = findClosestPlayer();
1909 if (Person::players[closest]->creature == wolftype) {
1910 headprop = Person::players[closest]->proportionhead.x / 1.1;
1911 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1912 armprop = Person::players[closest]->proportionarms.x / 1.1;
1913 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1916 if (Person::players[closest]->creature == rabbittype) {
1917 headprop = Person::players[closest]->proportionhead.x / 1.2;
1918 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1919 armprop = Person::players[closest]->proportionarms.x / 1.00;
1920 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1924 if (Person::players[closest]->creature == rabbittype) {
1925 Person::players[closest]->creature = wolftype;
1926 Person::players[closest]->whichskin = 0;
1927 Person::players[closest]->skeletonLoad();
1929 Person::players[closest]->proportionhead = 1.1;
1930 Person::players[closest]->proportionbody = 1.1;
1931 Person::players[closest]->proportionarms = 1.1;
1932 Person::players[closest]->proportionlegs = 1.1;
1933 Person::players[closest]->proportionlegs.y = 1.1;
1934 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1936 Person::players[closest]->damagetolerance = 300;
1938 Person::players[closest]->creature = rabbittype;
1939 Person::players[closest]->whichskin = 0;
1940 Person::players[closest]->skeletonLoad(true);
1942 Person::players[closest]->proportionhead = 1.2;
1943 Person::players[closest]->proportionbody = 1.05;
1944 Person::players[closest]->proportionarms = 1.00;
1945 Person::players[closest]->proportionlegs = 1.1;
1946 Person::players[closest]->proportionlegs.y = 1.05;
1947 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1949 Person::players[closest]->damagetolerance = 200;
1952 if (Person::players[closest]->creature == wolftype) {
1953 Person::players[closest]->proportionhead = 1.1 * headprop;
1954 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1955 Person::players[closest]->proportionarms = 1.1 * armprop;
1956 Person::players[closest]->proportionlegs = 1.1 * legprop;
1959 if (Person::players[closest]->creature == rabbittype) {
1960 Person::players[closest]->proportionhead = 1.2 * headprop;
1961 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1962 Person::players[closest]->proportionarms = 1.00 * armprop;
1963 Person::players[closest]->proportionlegs = 1.1 * legprop;
1964 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1971 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1973 float closestdist = std::numeric_limits<float>::max();
1975 for (unsigned i = 1; i < Person::players.size(); i++) {
1976 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1977 if (!Person::players[i]->headless)
1978 if (distance < closestdist) {
1979 closestdist = distance;
1984 XYZ flatfacing2, flatvelocity2;
1986 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1987 blah = Person::players[closest]->coords;
1988 XYZ headspurtdirection;
1989 //int i = Person::players[closest]->skeleton.jointlabels[head];
1990 Joint& headjoint = Person::players[closest]->joint(head);
1991 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1992 if (!Person::players[closest]->skeleton.free)
1993 flatvelocity2 = Person::players[closest]->velocity;
1994 if (Person::players[closest]->skeleton.free)
1995 flatvelocity2 = headjoint.velocity;
1996 if (!Person::players[closest]->skeleton.free)
1997 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;
1998 if (Person::players[closest]->skeleton.free)
1999 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2000 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2001 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2002 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2003 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2004 Normalise(&headspurtdirection);
2005 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2006 flatvelocity2 += headspurtdirection * 8;
2007 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2009 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2011 emit_sound_at(splattersound, blah);
2012 emit_sound_at(breaksound2, blah, 100.);
2014 if (Person::players[closest]->skeleton.free == 2)
2015 Person::players[closest]->skeleton.free = 0;
2016 Person::players[closest]->RagDoll(0);
2017 Person::players[closest]->dead = 2;
2018 Person::players[closest]->headless = 1;
2019 Person::players[closest]->DoBloodBig(3, 165);
2026 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2027 int closest = findClosestPlayer();
2028 XYZ flatfacing2, flatvelocity2;
2030 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2031 blah = Person::players[closest]->coords;
2032 emit_sound_at(splattersound, blah);
2033 emit_sound_at(breaksound2, blah);
2035 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2036 if (!Person::players[closest]->skeleton.free)
2037 flatvelocity2 = Person::players[closest]->velocity;
2038 if (Person::players[closest]->skeleton.free)
2039 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2040 if (!Person::players[closest]->skeleton.free)
2041 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;
2042 if (Person::players[closest]->skeleton.free)
2043 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2044 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2045 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2046 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2047 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2048 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2049 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2052 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2053 if (!Person::players[closest]->skeleton.free)
2054 flatvelocity2 = Person::players[closest]->velocity;
2055 if (Person::players[closest]->skeleton.free)
2056 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2057 if (!Person::players[closest]->skeleton.free)
2058 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;
2059 if (Person::players[closest]->skeleton.free)
2060 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2061 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2062 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2063 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2064 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2065 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2068 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2069 if (!Person::players[closest]->skeleton.free)
2070 flatvelocity2 = Person::players[closest]->velocity;
2071 if (Person::players[closest]->skeleton.free)
2072 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2073 if (!Person::players[closest]->skeleton.free)
2074 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;
2075 if (Person::players[closest]->skeleton.free)
2076 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2077 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2078 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2079 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2080 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2081 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2084 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2085 if (!Person::players[closest]->skeleton.free)
2086 flatvelocity2 = Person::players[closest]->velocity;
2087 if (Person::players[closest]->skeleton.free)
2088 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2089 if (!Person::players[closest]->skeleton.free)
2090 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;
2091 if (Person::players[closest]->skeleton.free)
2092 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2093 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2094 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2095 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2096 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2097 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2101 for (unsigned j = 0; j < Person::players.size(); j++) {
2102 if (int(j) != closest) {
2103 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2104 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2105 if (Person::players[j]->skeleton.free == 2)
2106 Person::players[j]->skeleton.free = 1;
2107 Person::players[j]->skeleton.longdead = 0;
2108 Person::players[j]->RagDoll(0);
2109 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2110 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2111 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2112 flatvelocity2 = temppos - Person::players[closest]->coords;
2113 Normalise(&flatvelocity2);
2114 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2121 Person::players[closest]->DoDamage(10000);
2122 Person::players[closest]->RagDoll(0);
2123 Person::players[closest]->dead = 2;
2124 Person::players[closest]->coords = 20;
2125 Person::players[closest]->skeleton.free = 2;
2133 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2134 editorenabled = !editorenabled;
2135 if (editorenabled) {
2136 Person::players[0]->damagetolerance = 100000;
2138 Person::players[0]->damagetolerance = 200;
2140 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2141 Person::players[0]->permanentdamage = 0;
2142 Person::players[0]->superpermanentdamage = 0;
2143 Person::players[0]->bloodloss = 0;
2144 Person::players[0]->deathbleeding = 0;
2149 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2151 if (targetlevel > numchallengelevels - 1)
2157 if (editorenabled) {
2158 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2159 int closest = findClosestPlayer();
2161 Person::players.erase(Person::players.begin()+closest);
2165 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2166 int closest = findClosestObject();
2168 objects.position[closest].y -= 500;
2171 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2172 if (objects.numobjects < max_objects - 1) {
2174 scenecoords.x = Person::players[0]->coords.x;
2175 scenecoords.z = Person::players[0]->coords.z;
2176 scenecoords.y = Person::players[0]->coords.y - 3;
2177 if (editortype == bushtype)
2178 scenecoords.y = Person::players[0]->coords.y - .5;
2179 if (editortype == firetype)
2180 scenecoords.y = Person::players[0]->coords.y - .5;
2181 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2182 float temprotat, temprotat2;
2183 temprotat = editoryaw;
2184 temprotat2 = editorpitch;
2185 if (temprotat < 0 || editortype == bushtype)
2186 temprotat = Random() % 360;
2188 temprotat2 = Random() % 360;
2190 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2191 if (editortype == treetrunktype)
2192 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2196 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2197 Person::players.push_back(shared_ptr<Person>(new Person()));
2199 Person::players.back()->id = Person::players.size()-1;
2201 Person::players.back()->scale = Person::players[0]->scale;
2202 Person::players.back()->creature = rabbittype;
2203 Person::players.back()->howactive = editoractive;
2205 int k = abs(Random() % 2) + 1;
2207 Person::players.back()->whichskin = 0;
2208 } else if (k == 1) {
2209 Person::players.back()->whichskin = 1;
2211 Person::players.back()->whichskin = 2;
2214 Person::players.back()->skeletonLoad(true);
2216 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2217 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2219 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2220 Person::players.back()->yaw = Person::players[0]->yaw;
2222 Person::players.back()->coords = Person::players[0]->coords;
2223 Person::players.back()->oldcoords = Person::players.back()->coords;
2224 Person::players.back()->realoldcoords = Person::players.back()->coords;
2226 if (Person::players[0]->creature == wolftype) {
2227 headprop = Person::players[0]->proportionhead.x / 1.1;
2228 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2229 armprop = Person::players[0]->proportionarms.x / 1.1;
2230 legprop = Person::players[0]->proportionlegs.x / 1.1;
2233 if (Person::players[0]->creature == rabbittype) {
2234 headprop = Person::players[0]->proportionhead.x / 1.2;
2235 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2236 armprop = Person::players[0]->proportionarms.x / 1.00;
2237 legprop = Person::players[0]->proportionlegs.x / 1.1;
2240 if (Person::players.back()->creature == wolftype) {
2241 Person::players.back()->proportionhead = 1.1 * headprop;
2242 Person::players.back()->proportionbody = 1.1 * bodyprop;
2243 Person::players.back()->proportionarms = 1.1 * armprop;
2244 Person::players.back()->proportionlegs = 1.1 * legprop;
2247 if (Person::players.back()->creature == rabbittype) {
2248 Person::players.back()->proportionhead = 1.2 * headprop;
2249 Person::players.back()->proportionbody = 1.05 * bodyprop;
2250 Person::players.back()->proportionarms = 1.00 * armprop;
2251 Person::players.back()->proportionlegs = 1.1 * legprop;
2252 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2256 Person::players.back()->proportionhead.z = 0;
2257 Person::players.back()->proportionbody.z = 0;
2258 Person::players.back()->proportionarms.z = 0;
2259 Person::players.back()->proportionlegs.z = 0;
2262 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2264 Person::players.back()->damagetolerance = 200;
2266 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2267 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2268 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2269 Person::players.back()->armorhead = Person::players[0]->armorhead;
2270 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2271 Person::players.back()->armorlow = Person::players[0]->armorlow;
2272 Person::players.back()->metalhead = Person::players[0]->metalhead;
2273 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2274 Person::players.back()->metallow = Person::players[0]->metallow;
2276 Person::players.back()->immobile = Person::players[0]->immobile;
2278 Person::players.back()->numclothes = Person::players[0]->numclothes;
2279 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2280 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2281 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2282 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2283 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2285 Person::players.back()->addClothes();
2287 Person::players.back()->power = Person::players[0]->power;
2288 Person::players.back()->speedmult = Person::players[0]->speedmult;
2290 Person::players.back()->loaded = true;
2293 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2294 if (Person::players.back()->numwaypoints < 90) {
2295 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2296 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2297 Person::players.back()->numwaypoints++;
2301 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2302 if (numpathpoints < 30) {
2303 bool connected, alreadyconnected;
2305 if (numpathpoints > 1)
2306 for (int i = 0; i < numpathpoints; i++) {
2307 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2308 alreadyconnected = 0;
2309 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2310 if (pathpointconnect[pathpointselected][j] == i)
2311 alreadyconnected = 1;
2313 if (!alreadyconnected) {
2314 numpathpointconnect[pathpointselected]++;
2316 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2322 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2323 numpathpointconnect[numpathpoints - 1] = 0;
2324 if (numpathpoints > 1 && pathpointselected != -1) {
2325 numpathpointconnect[pathpointselected]++;
2326 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2328 pathpointselected = numpathpoints - 1;
2333 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2334 pathpointselected++;
2335 if (pathpointselected >= numpathpoints)
2336 pathpointselected = -1;
2338 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2339 pathpointselected--;
2340 if (pathpointselected <= -2)
2341 pathpointselected = numpathpoints - 1;
2343 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2344 if (pathpointselected != -1) {
2346 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2347 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2348 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2349 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2351 for (int i = 0; i < numpathpoints; i++) {
2352 for (int j = 0; j < numpathpointconnect[i]; j++) {
2353 if (pathpointconnect[i][j] == pathpointselected) {
2354 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2355 numpathpointconnect[i]--;
2357 if (pathpointconnect[i][j] == numpathpoints) {
2358 pathpointconnect[i][j] = pathpointselected;
2362 pathpointselected = numpathpoints - 1;
2366 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2368 if (editortype == treeleavestype || editortype == 10)
2371 editortype = firetype;
2374 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2376 if (editortype == treeleavestype || editortype == 10)
2378 if (editortype > firetype)
2382 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2383 editoryaw -= multiplier * 100;
2384 if (editoryaw < -.01)
2388 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2389 editoryaw += multiplier * 100;
2392 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2393 editorsize += multiplier;
2396 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2397 editorsize -= multiplier;
2398 if (editorsize < .1)
2403 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2404 mapradius -= multiplier * 10;
2407 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2408 mapradius += multiplier * 10;
2410 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2411 editorpitch += multiplier * 100;
2414 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2415 editorpitch -= multiplier * 100;
2416 if (editorpitch < -.01)
2419 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2420 int closest = findClosestObject();
2422 objects.DeleteObject(closest);
2427 void doJumpReversals()
2429 for (unsigned k = 0; k < Person::players.size(); k++)
2430 for (unsigned i = k; i < Person::players.size(); i++) {
2433 if ( Person::players[k]->skeleton.free == 0 &&
2434 Person::players[i]->skeleton.oldfree == 0 &&
2435 (Person::players[i]->animTarget == jumpupanim ||
2436 Person::players[k]->animTarget == jumpupanim) &&
2437 (Person::players[i]->aitype == playercontrolled ||
2438 Person::players[k]->aitype == playercontrolled) &&
2439 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2440 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2441 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2442 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2443 //TODO: refactor two huge similar ifs
2444 if (Person::players[i]->animTarget == jumpupanim &&
2445 Person::players[k]->animTarget != getupfrombackanim &&
2446 Person::players[k]->animTarget != getupfromfrontanim &&
2447 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2448 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2449 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2450 Person::players[k]->aitype != playercontrolled)) {
2451 Person::players[i]->victim = Person::players[k];
2452 Person::players[i]->velocity = 0;
2453 Person::players[i]->animCurrent = jumpreversedanim;
2454 Person::players[i]->animTarget = jumpreversedanim;
2455 Person::players[i]->frameCurrent = 0;
2456 Person::players[i]->frameTarget = 1;
2457 Person::players[i]->targettilt2 = 0;
2458 Person::players[k]->victim = Person::players[i];
2459 Person::players[k]->velocity = 0;
2460 Person::players[k]->animCurrent = jumpreversalanim;
2461 Person::players[k]->animTarget = jumpreversalanim;
2462 Person::players[k]->frameCurrent = 0;
2463 Person::players[k]->frameTarget = 1;
2464 Person::players[k]->targettilt2 = 0;
2465 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2466 Person::players[i]->animCurrent = rabbitkickreversedanim;
2467 Person::players[i]->animTarget = rabbitkickreversedanim;
2468 Person::players[i]->frameCurrent = 1;
2469 Person::players[i]->frameTarget = 2;
2470 Person::players[k]->animCurrent = rabbitkickreversalanim;
2471 Person::players[k]->animTarget = rabbitkickreversalanim;
2472 Person::players[k]->frameCurrent = 1;
2473 Person::players[k]->frameTarget = 2;
2475 Person::players[i]->target = 0;
2476 Person::players[k]->oldcoords = Person::players[k]->coords;
2477 Person::players[i]->coords = Person::players[k]->coords;
2478 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2479 Person::players[k]->yaw = Person::players[i]->targetyaw;
2480 if (Person::players[k]->aitype == attacktypecutoff)
2481 Person::players[k]->stunned = .5;
2483 if (Person::players[k]->animTarget == jumpupanim &&
2484 Person::players[i]->animTarget != getupfrombackanim &&
2485 Person::players[i]->animTarget != getupfromfrontanim &&
2486 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2487 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2488 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2489 Person::players[i]->aitype != playercontrolled)) {
2490 Person::players[k]->victim = Person::players[i];
2491 Person::players[k]->velocity = 0;
2492 Person::players[k]->animCurrent = jumpreversedanim;
2493 Person::players[k]->animTarget = jumpreversedanim;
2494 Person::players[k]->frameCurrent = 0;
2495 Person::players[k]->frameTarget = 1;
2496 Person::players[k]->targettilt2 = 0;
2497 Person::players[i]->victim = Person::players[k];
2498 Person::players[i]->velocity = 0;
2499 Person::players[i]->animCurrent = jumpreversalanim;
2500 Person::players[i]->animTarget = jumpreversalanim;
2501 Person::players[i]->frameCurrent = 0;
2502 Person::players[i]->frameTarget = 1;
2503 Person::players[i]->targettilt2 = 0;
2504 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2505 Person::players[k]->animTarget = rabbitkickreversedanim;
2506 Person::players[k]->animCurrent = rabbitkickreversedanim;
2507 Person::players[i]->animCurrent = rabbitkickreversalanim;
2508 Person::players[i]->animTarget = rabbitkickreversalanim;
2509 Person::players[k]->frameCurrent = 1;
2510 Person::players[k]->frameTarget = 2;
2511 Person::players[i]->frameCurrent = 1;
2512 Person::players[i]->frameTarget = 2;
2514 Person::players[k]->target = 0;
2515 Person::players[i]->oldcoords = Person::players[i]->coords;
2516 Person::players[k]->coords = Person::players[i]->coords;
2517 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2518 Person::players[i]->yaw = Person::players[k]->targetyaw;
2519 if (Person::players[i]->aitype == attacktypecutoff)
2520 Person::players[i]->stunned = .5;
2527 void doAerialAcrobatics()
2529 static XYZ facing, flatfacing;
2530 for (unsigned k = 0; k < Person::players.size(); k++) {
2531 Person::players[k]->turnspeed = 500;
2533 if ((Person::players[k]->isRun() &&
2534 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2535 Person::players[k]->targetyaw != wolfrunninganim) ||
2536 Person::players[k]->frameTarget == 4)) ||
2537 Person::players[k]->animTarget == removeknifeanim ||
2538 Person::players[k]->animTarget == crouchremoveknifeanim ||
2539 Person::players[k]->animTarget == flipanim ||
2540 Person::players[k]->animTarget == fightsidestep ||
2541 Person::players[k]->animTarget == walkanim) {
2542 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2546 if (Person::players[k]->isStop() ||
2547 Person::players[k]->isLanding() ||
2548 Person::players[k]->animTarget == staggerbackhighanim ||
2549 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2550 Person::players[k]->animTarget == staggerbackhardanim ||
2551 Person::players[k]->animTarget == backhandspringanim ||
2552 Person::players[k]->animTarget == dodgebackanim ||
2553 Person::players[k]->animTarget == rollanim ||
2554 (Animation::animations[Person::players[k]->animTarget].attack &&
2555 Person::players[k]->animTarget != rabbitkickanim &&
2556 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2557 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2558 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2561 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2562 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2565 Person::players[k]->DoStuff();
2566 if (Person::players[k]->immobile && k != 0)
2567 Person::players[k]->coords = Person::players[k]->realoldcoords;
2569 //if player's position has changed (?)
2570 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2571 !Person::players[k]->skeleton.free &&
2572 Person::players[k]->animTarget != climbanim &&
2573 Person::players[k]->animTarget != hanganim) {
2574 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2576 bool tempcollide = 0;
2578 if (Person::players[k]->collide < -.3)
2579 Person::players[k]->collide = -.3;
2580 if (Person::players[k]->collide > 1)
2581 Person::players[k]->collide = 1;
2582 Person::players[k]->collide -= multiplier * 30;
2585 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2587 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2588 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2589 if (objects.type[i] != rocktype ||
2590 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2591 objects.position[i].y > Person::players[k]->coords.y) {
2592 lowpoint = Person::players[k]->coords;
2593 if (Person::players[k]->animTarget != jumpupanim &&
2594 Person::players[k]->animTarget != jumpdownanim &&
2595 !Person::players[k]->isFlip())
2599 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2600 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2601 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2602 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2603 flatfacing = lowpoint - Person::players[k]->coords;
2604 Person::players[k]->coords = lowpoint;
2605 Person::players[k]->coords.y -= 1.3;
2606 Person::players[k]->collide = 1;
2609 //TODO: refactor four similar blocks
2610 if (Person::players[k]->aitype == playercontrolled &&
2611 (Person::players[k]->animTarget == jumpupanim ||
2612 Person::players[k]->animTarget == jumpdownanim ||
2613 Person::players[k]->isFlip()) &&
2614 !Person::players[k]->jumptogglekeydown &&
2615 Person::players[k]->jumpkeydown) {
2616 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2617 XYZ tempcoords1 = lowpoint;
2618 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2619 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2620 Person::players[k]->setAnimation(walljumpleftanim);
2621 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2623 pause_sound(whooshsound);
2625 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2626 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2627 if (lowpointtarget.z < 0)
2628 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2629 Person::players[k]->targetyaw = Person::players[k]->yaw;
2630 Person::players[k]->lowyaw = Person::players[k]->yaw;
2634 lowpoint = tempcoords1;
2635 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2636 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2637 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2638 Person::players[k]->setAnimation(walljumprightanim);
2639 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2641 pause_sound(whooshsound);
2643 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2644 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2645 if (lowpointtarget.z < 0)
2646 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2647 Person::players[k]->targetyaw = Person::players[k]->yaw;
2648 Person::players[k]->lowyaw = Person::players[k]->yaw;
2652 lowpoint = tempcoords1;
2653 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2654 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2655 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2656 Person::players[k]->setAnimation(walljumpbackanim);
2657 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2659 pause_sound(whooshsound);
2661 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2662 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2663 if (lowpointtarget.z < 0)
2664 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2665 Person::players[k]->targetyaw = Person::players[k]->yaw;
2666 Person::players[k]->lowyaw = Person::players[k]->yaw;
2670 lowpoint = tempcoords1;
2671 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2672 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2673 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2674 Person::players[k]->setAnimation(walljumpfrontanim);
2675 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2677 pause_sound(whooshsound);
2679 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2680 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2681 if (lowpointtarget.z < 0)
2682 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2683 Person::players[k]->yaw += 180;
2684 Person::players[k]->targetyaw = Person::players[k]->yaw;
2685 Person::players[k]->lowyaw = Person::players[k]->yaw;
2694 } else if (objects.type[i] == rocktype) {
2695 lowpoint2 = Person::players[k]->coords;
2696 lowpoint = Person::players[k]->coords;
2698 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2699 Person::players[k]->coords = colpoint;
2700 Person::players[k]->collide = 1;
2703 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2704 //flipped into a rock
2705 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2706 Person::players[k]->RagDoll(0);
2708 if (Person::players[k]->animTarget == jumpupanim) {
2709 Person::players[k]->jumppower = -4;
2710 Person::players[k]->animTarget = Person::players[k]->getIdle();
2712 Person::players[k]->target = 0;
2713 Person::players[k]->frameTarget = 0;
2714 Person::players[k]->onterrain = 1;
2716 if (Person::players[k]->id == 0) {
2717 pause_sound(whooshsound);
2718 OPENAL_SetVolume(channels[whooshsound], 0);
2722 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2723 if (Person::players[k]->isFlip())
2724 Person::players[k]->jumppower = -4;
2725 Person::players[k]->animTarget = Person::players[k]->getLanding();
2726 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2728 addEnvSound(Person::players[k]->coords);
2737 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2738 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2739 lowpoint = Person::players[k]->coords;
2741 if (objects.type[i] != rocktype)
2742 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2743 if (Person::players[k]->animTarget != jumpupanim &&
2744 Person::players[k]->animTarget != jumpdownanim &&
2745 Person::players[k]->onterrain)
2746 Person::players[k]->avoidcollided = 1;
2747 Person::players[k]->coords = lowpoint;
2748 Person::players[k]->coords.y -= 1.35;
2749 Person::players[k]->collide = 1;
2751 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2752 (Person::players[k]->animCurrent != climbanim &&
2753 Person::players[k]->animCurrent != hanganim &&
2754 !Person::players[k]->isWallJump() ||
2755 Person::players[k]->animTarget == jumpupanim ||
2756 Person::players[k]->animTarget == jumpdownanim)) {
2757 lowpoint = Person::players[k]->coords;
2758 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2759 lowpoint = Person::players[k]->coords;
2763 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2764 lowpointtarget = lowpoint + facing * 1.4;
2765 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2766 if (whichhit != -1) {
2767 lowpoint = Person::players[k]->coords;
2769 lowpointtarget = lowpoint + facing * 1.4;
2770 lowpoint2 = lowpoint;
2771 lowpointtarget2 = lowpointtarget;
2772 lowpoint3 = lowpoint;
2773 lowpointtarget3 = lowpointtarget;
2774 lowpoint4 = lowpoint;
2775 lowpointtarget4 = lowpointtarget;
2776 lowpoint5 = lowpoint;
2777 lowpointtarget5 = lowpointtarget;
2778 lowpoint6 = lowpoint;
2779 lowpointtarget6 = lowpointtarget;
2780 lowpoint7 = lowpoint;
2781 lowpointtarget7 = lowpoint;
2783 lowpointtarget2.x += .1;
2785 lowpointtarget3.z += .1;
2787 lowpointtarget4.x -= .1;
2789 lowpointtarget5.z -= .1;
2790 lowpoint6.y += 45 / 13;
2791 lowpointtarget6.y += 45 / 13;
2792 lowpointtarget6 += facing * .6;
2793 lowpointtarget7.y += 90 / 13;
2794 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2795 if (objects.friction[i] > .5)
2796 if (whichhit != -1) {
2797 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2798 Person::players[k]->collided = 1;
2799 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2800 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2801 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2802 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2803 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2804 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2805 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2806 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2807 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2808 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2809 for (int j = 0; j < 45; j++) {
2810 lowpoint = Person::players[k]->coords;
2811 lowpoint.y += (float)j / 13;
2812 lowpointtarget = lowpoint + facing * 1.4;
2813 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2814 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2815 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2817 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2818 lowpoint = Person::players[k]->coords;
2819 lowpoint.y += (float)j / 13;
2820 lowpointtarget = lowpoint + facing * 1.3;
2821 flatfacing = Person::players[k]->coords;
2822 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2823 Person::players[k]->coords.y = lowpointtarget.y - .07;
2824 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2826 if (j > 10 || !Person::players[k]->isRun()) {
2827 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2829 pause_sound(whooshsound);
2831 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2833 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2834 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2835 if (lowpointtarget.z < 0)
2836 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2837 Person::players[k]->targetyaw = Person::players[k]->yaw;
2838 Person::players[k]->lowyaw = Person::players[k]->yaw;
2840 //Person::players[k]->velocity=lowpointtarget*.03;
2841 Person::players[k]->velocity = 0;
2844 if (Person::players[k]->animTarget == jumpupanim) {
2845 Person::players[k]->animTarget = climbanim;
2846 Person::players[k]->jumppower = 0;
2847 Person::players[k]->jumpclimb = 1;
2849 Person::players[k]->transspeed = 6;
2850 Person::players[k]->target = 0;
2851 Person::players[k]->frameTarget = 1;
2854 Person::players[k]->setAnimation(hanganim);
2855 Person::players[k]->jumppower = 0;
2867 if (Person::players[k]->collide <= 0) {
2869 if (!Person::players[k]->onterrain &&
2870 Person::players[k]->animTarget != jumpupanim &&
2871 Person::players[k]->animTarget != jumpdownanim &&
2872 Person::players[k]->animTarget != climbanim &&
2873 Person::players[k]->animTarget != hanganim &&
2874 !Person::players[k]->isWallJump() &&
2875 !Person::players[k]->isFlip()) {
2876 if (Person::players[k]->animCurrent != climbanim &&
2877 Person::players[k]->animCurrent != tempanim &&
2878 Person::players[k]->animTarget != backhandspringanim &&
2879 (Person::players[k]->animTarget != rollanim ||
2880 Person::players[k]->frameTarget < 2 ||
2881 Person::players[k]->frameTarget > 6)) {
2882 //stagger off ledge (?)
2883 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2884 Person::players[k]->RagDoll(0);
2885 Person::players[k]->setAnimation(jumpdownanim);
2888 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2891 Person::players[k]->velocity.y += gravity;
2895 Person::players[k]->realoldcoords = Person::players[k]->coords;
2901 static int randattack;
2902 static bool playerrealattackkeydown = 0;
2904 if (!Input::isKeyDown(attackkey))
2907 Person::players[0]->attackkeydown = 0;
2909 playerrealattackkeydown = 0;
2911 playerrealattackkeydown = Input::isKeyDown(attackkey);
2912 if ((Person::players[0]->parriedrecently <= 0 ||
2913 Person::players[0]->weaponactive == -1) &&
2916 Person::players[0]->lastattack != swordslashanim &&
2917 Person::players[0]->lastattack != knifeslashstartanim &&
2918 Person::players[0]->lastattack != staffhitanim &&
2919 Person::players[0]->lastattack != staffspinhitanim)))
2920 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2921 if (Input::isKeyDown(attackkey) &&
2923 !Person::players[0]->backkeydown) {
2924 for (unsigned k = 0; k < Person::players.size(); k++) {
2925 if ((Person::players[k]->animTarget == swordslashanim ||
2926 Person::players[k]->animTarget == staffhitanim ||
2927 Person::players[k]->animTarget == staffspinhitanim) &&
2928 Person::players[0]->animCurrent != dodgebackanim &&
2929 !Person::players[k]->skeleton.free)
2930 Person::players[k]->Reverse();
2934 if (!hostile || Dialog::inDialog())
2935 Person::players[0]->attackkeydown = 0;
2937 for (unsigned k = 0; k < Person::players.size(); k++) {
2938 if (Dialog::inDialog())
2939 Person::players[k]->attackkeydown = 0;
2940 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2941 if (Person::players[k]->aitype != playercontrolled)
2942 Person::players[k]->victim = Person::players[0];
2943 //attack key pressed
2944 if (Person::players[k]->attackkeydown) {
2946 if (Person::players[k]->backkeydown &&
2947 Person::players[k]->animTarget != backhandspringanim &&
2948 (Person::players[k]->isIdle() ||
2949 Person::players[k]->isStop() ||
2950 Person::players[k]->isRun() ||
2951 Person::players[k]->animTarget == walkanim)) {
2952 if (Person::players[k]->jumppower <= 1) {
2953 Person::players[k]->jumppower -= 2;
2955 for (unsigned i = 0; i < Person::players.size(); i++) {
2958 if (Person::players[i]->animTarget == swordslashanim ||
2959 Person::players[i]->animTarget == knifeslashstartanim ||
2960 Person::players[i]->animTarget == staffhitanim ||
2961 Person::players[i]->animTarget == staffspinhitanim)
2962 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2963 Person::players[k]->setAnimation(dodgebackanim);
2964 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2965 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2968 if (Person::players[k]->animTarget != dodgebackanim) {
2971 Person::players[k]->setAnimation(backhandspringanim);
2972 Person::players[k]->targetyaw = -yaw + 180;
2973 if (Person::players[k]->leftkeydown)
2974 Person::players[k]->targetyaw -= 45;
2975 if (Person::players[k]->rightkeydown)
2976 Person::players[k]->targetyaw += 45;
2977 Person::players[k]->yaw = Person::players[k]->targetyaw;
2978 Person::players[k]->jumppower -= 2;
2983 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2984 !Person::players[k]->backkeydown &&
2985 (Person::players[k]->isIdle() ||
2986 Person::players[k]->isRun() ||
2987 Person::players[k]->animTarget == walkanim ||
2988 Person::players[k]->animTarget == sneakanim ||
2989 Person::players[k]->isCrouch())) {
2990 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2991 //normal attacks (?)
2992 Person::players[k]->hasvictim = 0;
2993 if (Person::players.size() > 1)
2994 for (unsigned i = 0; i < Person::players.size(); i++) {
2995 if (i == k || !(k == 0 || i == 0))
2997 if (!Person::players[k]->hasvictim)
2998 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
3000 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3001 if (distance < 4.5 &&
3002 !Person::players[i]->skeleton.free &&
3003 Person::players[i]->howactive < typedead1 &&
3004 Person::players[i]->animTarget != jumpreversedanim &&
3005 Person::players[i]->animTarget != rabbitkickreversedanim &&
3006 Person::players[i]->animTarget != rabbitkickanim &&
3007 Person::players[k]->animTarget != rabbitkickanim &&
3008 Person::players[i]->animTarget != getupfrombackanim &&
3009 (Person::players[i]->animTarget != staggerbackhighanim &&
3010 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
3011 Person::players[i]->animTarget != jumpdownanim &&
3012 Person::players[i]->animTarget != jumpupanim &&
3013 Person::players[i]->animTarget != getupfromfrontanim) {
3014 Person::players[k]->victim = Person::players[i];
3015 Person::players[k]->hasvictim = 1;
3016 if (Person::players[k]->aitype == playercontrolled) { //human player
3018 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3019 Person::players[k]->crouchkeydown &&
3020 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3021 Person::players[k]->animTarget = sweepanim;
3023 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3024 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3025 !Person::players[k]->forwardkeydown &&
3026 !Person::players[k]->leftkeydown &&
3027 !Person::players[k]->rightkeydown &&
3028 !Person::players[k]->crouchkeydown &&
3031 Person::players[k]->animTarget = winduppunchanim;
3033 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3034 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3035 !Person::players[k]->forwardkeydown &&
3036 !Person::players[k]->leftkeydown &&
3037 !Person::players[k]->rightkeydown &&
3038 !Person::players[k]->crouchkeydown &&
3040 Person::players[k]->animTarget = upunchanim;
3042 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3043 Person::players[i]->staggerdelay > 0 &&
3044 attackweapon == knife &&
3045 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3046 Person::players[k]->animTarget = knifefollowanim;
3048 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3049 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3050 !Person::players[k]->forwardkeydown &&
3051 !Person::players[k]->leftkeydown &&
3052 !Person::players[k]->rightkeydown &&
3053 !Person::players[k]->crouchkeydown &&
3054 attackweapon == knife &&
3055 Person::players[k]->weaponmissdelay <= 0)
3056 Person::players[k]->animTarget = knifeslashstartanim;
3058 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3059 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3060 !Person::players[k]->crouchkeydown &&
3061 attackweapon == sword &&
3062 Person::players[k]->weaponmissdelay <= 0)
3063 Person::players[k]->animTarget = swordslashanim;
3065 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3066 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3067 !Person::players[k]->crouchkeydown &&
3068 attackweapon == staff &&
3069 Person::players[k]->weaponmissdelay <= 0 &&
3070 !Person::players[k]->leftkeydown &&
3071 !Person::players[k]->rightkeydown &&
3072 !Person::players[k]->forwardkeydown)
3073 Person::players[k]->animTarget = staffhitanim;
3075 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3076 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3077 !Person::players[k]->crouchkeydown &&
3078 attackweapon == staff &&
3079 Person::players[k]->weaponmissdelay <= 0)
3080 Person::players[k]->animTarget = staffspinhitanim;
3082 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3083 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3084 Person::players[k]->animTarget = spinkickanim;
3086 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3087 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3088 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3089 Person::players[k]->animTarget = lowkickanim;
3090 } else { //AI player
3091 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3092 randattack = abs(Random() % 5);
3093 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3095 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3096 Person::players[k]->animTarget = sweepanim;
3098 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3100 Person::players[k]->animTarget = upunchanim;
3102 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3103 Person::players[k]->animTarget = spinkickanim;
3105 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3106 Person::players[k]->animTarget = lowkickanim;
3110 if ((tutoriallevel != 1 || !attackweapon) &&
3111 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3113 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3114 Person::players[k]->animTarget = sweepanim;
3116 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3117 attackweapon == knife &&
3118 Person::players[k]->weaponmissdelay <= 0)
3119 Person::players[k]->animTarget = knifeslashstartanim;
3121 else if (!(Person::players[0]->victim == Person::players[i] &&
3122 Person::players[0]->hasvictim &&
3123 Person::players[0]->animTarget == swordslashanim) &&
3124 attackweapon == sword &&
3125 Person::players[k]->weaponmissdelay <= 0)
3126 Person::players[k]->animTarget = swordslashanim;
3128 else if (!(Person::players[0]->victim == Person::players[i] &&
3129 Person::players[0]->hasvictim &&
3130 Person::players[0]->animTarget == swordslashanim) &&
3131 attackweapon == staff &&
3132 Person::players[k]->weaponmissdelay <= 0 &&
3134 Person::players[k]->animTarget = staffhitanim;
3136 else if (!(Person::players[0]->victim == Person::players[i] &&
3137 Person::players[0]->hasvictim &&
3138 Person::players[0]->animTarget == swordslashanim) &&
3139 attackweapon == staff &&
3140 Person::players[k]->weaponmissdelay <= 0 &&
3142 Person::players[k]->animTarget = staffspinhitanim;
3144 else if ((tutoriallevel != 1 || !attackweapon) &&
3145 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3147 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3148 Person::players[k]->animTarget = spinkickanim;
3150 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3151 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3152 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3153 Person::players[k]->animTarget = lowkickanim;
3157 //upunch becomes wolfslap
3158 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3159 Person::players[k]->animTarget = wolfslapanim;
3162 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3163 Person::players[i]->howactive < typedead1 &&
3164 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3165 !Person::players[i]->skeleton.free &&
3166 Person::players[i]->animTarget != getupfrombackanim &&
3167 Person::players[i]->animTarget != getupfromfrontanim &&
3168 (Person::players[i]->surprised > 0 ||
3169 Person::players[i]->aitype == passivetype ||
3170 attackweapon && Person::players[i]->stunned > 0) &&
3171 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3173 if (!attackweapon) {
3174 Person::players[k]->animCurrent = sneakattackanim;
3175 Person::players[k]->animTarget = sneakattackanim;
3176 Person::players[i]->animCurrent = sneakattackedanim;
3177 Person::players[i]->animTarget = sneakattackedanim;
3178 Person::players[k]->oldcoords = Person::players[k]->coords;
3179 Person::players[k]->coords = Person::players[i]->coords;
3182 if (attackweapon == knife) {
3183 Person::players[k]->animCurrent = knifesneakattackanim;
3184 Person::players[k]->animTarget = knifesneakattackanim;
3185 Person::players[i]->animCurrent = knifesneakattackedanim;
3186 Person::players[i]->animTarget = knifesneakattackedanim;
3187 Person::players[i]->oldcoords = Person::players[i]->coords;
3188 Person::players[i]->coords = Person::players[k]->coords;
3191 if (attackweapon == sword) {
3192 Person::players[k]->animCurrent = swordsneakattackanim;
3193 Person::players[k]->animTarget = swordsneakattackanim;
3194 Person::players[i]->animCurrent = swordsneakattackedanim;
3195 Person::players[i]->animTarget = swordsneakattackedanim;
3196 Person::players[i]->oldcoords = Person::players[i]->coords;
3197 Person::players[i]->coords = Person::players[k]->coords;
3199 if (attackweapon != staff) {
3200 Person::players[k]->victim = Person::players[i];
3201 Person::players[k]->hasvictim = 1;
3202 Person::players[i]->targettilt2 = 0;
3203 Person::players[i]->frameTarget = 1;
3204 Person::players[i]->frameCurrent = 0;
3205 Person::players[i]->target = 0;
3206 Person::players[i]->velocity = 0;
3207 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3208 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3209 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3210 Person::players[k]->target = Person::players[i]->target;
3211 Person::players[k]->velocity = 0;
3212 Person::players[k]->targetyaw = Person::players[i]->yaw;
3213 Person::players[k]->yaw = Person::players[i]->yaw;
3214 Person::players[i]->targetyaw = Person::players[i]->yaw;
3217 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3218 Person::players[k]->victim == Person::players[i] &&
3219 (!Person::players[i]->skeleton.free)) {
3221 Person::players[k]->frameTarget = 0;
3222 Person::players[k]->target = 0;
3224 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3225 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3226 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3227 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3228 Person::players[k]->lastattack = Person::players[k]->animTarget;
3230 if (Person::players[k]->animTarget == knifefollowanim &&
3231 Person::players[k]->victim == Person::players[i]) {
3233 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3234 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3235 Person::players[k]->victim = Person::players[i];
3236 Person::players[k]->hasvictim = 1;
3237 Person::players[i]->animTarget = knifefollowedanim;
3238 Person::players[i]->animCurrent = knifefollowedanim;
3239 Person::players[i]->targettilt2 = 0;
3240 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3241 Person::players[i]->frameTarget = 1;
3242 Person::players[i]->frameCurrent = 0;
3243 Person::players[i]->target = 0;
3244 Person::players[i]->velocity = 0;
3245 Person::players[k]->animCurrent = knifefollowanim;
3246 Person::players[k]->animTarget = knifefollowanim;
3247 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3248 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3249 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3250 Person::players[k]->target = Person::players[i]->target;
3251 Person::players[k]->velocity = 0;
3252 Person::players[k]->oldcoords = Person::players[k]->coords;
3253 Person::players[i]->coords = Person::players[k]->coords;
3254 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3255 Person::players[i]->yaw = Person::players[k]->targetyaw;
3256 Person::players[k]->yaw = Person::players[k]->targetyaw;
3257 Person::players[i]->yaw = Person::players[k]->targetyaw;
3261 const bool hasstaff = attackweapon == staff;
3262 if (k == 0 && Person::players.size() > 1)
3263 for (unsigned i = 0; i < Person::players.size(); i++) {
3266 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3267 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3268 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3269 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3270 if (Person::players[i]->skeleton.free)
3271 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3272 (Person::players[i]->dead ||
3273 Person::players[i]->skeleton.longdead > 1000 ||
3274 Person::players[k]->isRun() ||
3277 (Person::players[i]->skeleton.longdead > 2000 ||
3278 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3279 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3280 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3281 Person::players[k]->victim = Person::players[i];
3282 Person::players[k]->hasvictim = 1;
3283 if (attackweapon && tutoriallevel != 1) {
3285 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3286 Person::players[k]->animTarget = crouchstabanim;
3288 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3289 Person::players[k]->animTarget = swordgroundstabanim;
3291 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3292 Person::players[k]->animTarget = staffgroundsmashanim;
3294 if (distance < 2.5 &&
3295 Person::players[k]->crouchkeydown &&
3296 Person::players[k]->animTarget != crouchstabanim &&
3298 Person::players[i]->dead &&
3299 Person::players[i]->skeleton.free &&
3300 Person::players[i]->skeleton.longdead > 1000) {
3301 Person::players[k]->animTarget = killanim;
3302 //TODO: refactor this out, what does it do?
3303 for (int j = 0; j < terrain.numdecals; j++) {
3304 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3305 terrain.decalalivetime[j] < 2)
3306 terrain.DeleteDecal(j);
3308 for (int l = 0; l < objects.numobjects; l++) {
3309 if (objects.model[l].type == decalstype)
3310 for (int j = 0; j < objects.model[l].numdecals; j++) {
3311 if ((objects.model[l].decaltype[j] == blooddecal ||
3312 objects.model[l].decaltype[j] == blooddecalslow) &&
3313 objects.model[l].decalalivetime[j] < 2)
3314 objects.model[l].DeleteDecal(j);
3318 if (!Person::players[i]->dead || musictype != 2)
3319 if (distance < 3.5 &&
3320 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3321 Person::players[k]->staggerdelay <= 0 &&
3322 (Person::players[i]->dead ||
3323 Person::players[i]->skeleton.longdead < 300 &&
3324 Person::players[k]->lastattack != spinkickanim &&
3325 Person::players[i]->skeleton.free) &&
3326 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3327 Person::players[k]->animTarget = dropkickanim;
3328 for (int j = 0; j < terrain.numdecals; j++) {
3329 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3330 terrain.decalalivetime[j] < 2) {
3331 terrain.DeleteDecal(j);
3334 for (int l = 0; l < objects.numobjects; l++) {
3335 if (objects.model[l].type == decalstype)
3336 for (int j = 0; j < objects.model[l].numdecals; j++) {
3337 if ((objects.model[l].decaltype[j] == blooddecal ||
3338 objects.model[l].decaltype[j] == blooddecalslow) &&
3339 objects.model[l].decalalivetime[j] < 2) {
3340 objects.model[l].DeleteDecal(j);
3346 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3347 Person::players[k]->victim == Person::players[i] &&
3348 (!Person::players[i]->skeleton.free ||
3349 Person::players[k]->animTarget == killanim ||
3350 Person::players[k]->animTarget == crouchstabanim ||
3351 Person::players[k]->animTarget == swordgroundstabanim ||
3352 Person::players[k]->animTarget == staffgroundsmashanim ||
3353 Person::players[k]->animTarget == dropkickanim)) {
3355 Person::players[k]->frameTarget = 0;
3356 Person::players[k]->target = 0;
3358 XYZ targetpoint = Person::players[i]->coords;
3359 if (Person::players[k]->animTarget == crouchstabanim ||
3360 Person::players[k]->animTarget == swordgroundstabanim ||
3361 Person::players[k]->animTarget == staffgroundsmashanim) {
3362 targetpoint += (Person::players[i]->jointPos(abdomen) +
3363 Person::players[i]->jointPos(neck)) / 2 *
3364 Person::players[i]->scale;
3366 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3367 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3369 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3370 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3373 if (Person::players[k]->animTarget == staffgroundsmashanim)
3374 Person::players[k]->targettilt2 += 10;
3376 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3377 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3378 Person::players[k]->lastattack = Person::players[k]->animTarget;
3380 if (Person::players[k]->animTarget == swordgroundstabanim) {
3381 Person::players[k]->targetyaw += 30;
3386 if (!Person::players[k]->hasvictim) {
3388 for (unsigned i = 0; i < Person::players.size(); i++) {
3389 if (i == k || !(i == 0 || k == 0))
3391 if (!Person::players[i]->skeleton.free) {
3392 if (Person::players[k]->hasvictim) {
3393 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3394 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3395 Person::players[k]->victim = Person::players[i];
3397 Person::players[k]->victim = Person::players[i];
3398 Person::players[k]->hasvictim = 1;
3403 if (Person::players[k]->aitype == playercontrolled)
3405 if (Person::players[k]->attackkeydown &&
3406 Person::players[k]->isRun() &&
3407 Person::players[k]->wasRun() &&
3408 ((Person::players[k]->hasvictim &&
3409 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3410 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3411 !Person::players[k]->victim->skeleton.free &&
3412 Person::players[k]->victim->animTarget != getupfrombackanim &&
3413 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3414 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3415 Person::players[k]->aitype != playercontrolled && //wat???
3416 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3417 Person::players[k]->rabbitkickenabled) ||
3418 Person::players[k]->jumpkeydown)) {
3420 Person::players[k]->setAnimation(rabbitkickanim);
3423 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3425 switch (attackweapon) {
3446 void doPlayerCollisions()
3448 static XYZ rotatetarget;
3449 static float collisionradius;
3450 if (Person::players.size() > 1)
3451 for (unsigned k = 0; k < Person::players.size(); k++)
3452 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3453 //neither player is part of a reversal
3454 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3455 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3456 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3457 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3458 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3459 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3460 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3461 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3462 //neither is sleeping
3463 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3464 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3465 //in same patch, neither is climbing
3466 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3467 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3468 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3469 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3470 Person::players[i]->animTarget != climbanim &&
3471 Person::players[i]->animTarget != hanganim &&
3472 Person::players[k]->animTarget != climbanim &&
3473 Person::players[k]->animTarget != hanganim)
3474 //players are close (bounding box test)
3475 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3476 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3477 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3478 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3479 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3480 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3481 //spread fire from player to player
3482 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3483 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3484 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3485 if (!Person::players[i]->onfire)
3486 Person::players[i]->CatchFire();
3487 if (!Person::players[k]->onfire)
3488 Person::players[k]->CatchFire();
3492 XYZ tempcoords1 = Person::players[i]->coords;
3493 XYZ tempcoords2 = Person::players[k]->coords;
3494 if (!Person::players[i]->skeleton.oldfree)
3495 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3496 if (!Person::players[k]->skeleton.oldfree)
3497 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3498 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3499 if (Person::players[0]->hasvictim)
3500 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3501 collisionradius = 3;
3502 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3503 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3504 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3505 //jump down on a dead body
3506 if (k == 0 || i == 0) {
3508 if (Person::players[0]->animTarget == jumpdownanim &&
3509 !Person::players[0]->skeleton.oldfree &&
3510 !Person::players[0]->skeleton.free &&
3511 Person::players[l]->skeleton.oldfree &&
3512 Person::players[l]->skeleton.free &&
3513 Person::players[l]->dead &&
3514 Person::players[0]->lastcollide <= 0 &&
3515 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3516 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3517 Person::players[0]->coords.y = Person::players[l]->coords.y;
3518 Person::players[l]->velocity = Person::players[0]->velocity;
3519 Person::players[l]->skeleton.free = 0;
3520 Person::players[l]->yaw = 0;
3521 Person::players[l]->RagDoll(0);
3522 Person::players[l]->DoDamage(20);
3524 Person::players[l]->skeleton.longdead = 0;
3525 Person::players[0]->lastcollide = 1;
3529 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3530 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3531 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3532 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3533 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3534 Person::players[i]->skeleton.free) &&
3535 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3536 Person::players[k]->skeleton.free))
3537 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3538 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3539 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3541 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3542 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3543 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3544 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3545 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3547 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3548 (k != 0 || Person::players[k]->skeleton.free) ||
3549 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3550 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3551 if (tutoriallevel != 1) {
3552 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3555 Person::players[i]->RagDoll(0);
3556 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3557 award_bonus(0, aimbonus);
3559 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3560 Person::players[k]->RagDoll(0);
3561 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3562 award_bonus(0, aimbonus); // Huh, again?
3564 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3566 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3567 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3569 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3570 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3575 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3576 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3577 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3578 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3580 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3581 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3582 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3583 Normalise(&rotatetarget);
3584 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3585 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3586 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3587 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3588 if (Person::players[k]->howactive == typeactive || hostile)
3589 if (Person::players[k]->isIdle()) {
3590 if (Person::players[k]->howactive < typesleeping)
3591 Person::players[k]->setAnimation(Person::players[k]->getStop());
3592 else if (Person::players[k]->howactive == typesleeping)
3593 Person::players[k]->setAnimation(getupfromfrontanim);
3595 Person::players[k]->howactive = typeactive;
3597 if (Person::players[i]->howactive == typeactive || hostile)
3598 if (Person::players[i]->isIdle()) {
3599 if (Person::players[i]->howactive < typesleeping)
3600 Person::players[i]->setAnimation(Person::players[k]->getStop());
3602 Person::players[i]->setAnimation(getupfromfrontanim);
3604 Person::players[i]->howactive = typeactive;
3607 //jump down on player
3609 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3610 !Person::players[i]->isCrouch() &&
3611 Person::players[i]->animTarget != rollanim &&
3612 !Person::players[k]->skeleton.oldfree && !
3613 Person::players[k]->skeleton.free &&
3614 Person::players[k]->lastcollide <= 0 &&
3615 Person::players[k]->velocity.y < -10) {
3616 Person::players[i]->velocity = Person::players[k]->velocity;
3617 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3618 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3619 Person::players[i]->DoDamage(20);
3620 Person::players[i]->RagDoll(0);
3621 Person::players[k]->lastcollide = 1;
3622 award_bonus(k, AboveBonus);
3624 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3625 !Person::players[k]->isCrouch() &&
3626 Person::players[k]->animTarget != rollanim &&
3627 !Person::players[i]->skeleton.oldfree &&
3628 !Person::players[i]->skeleton.free &&
3629 Person::players[i]->lastcollide <= 0 &&
3630 Person::players[i]->velocity.y < -10) {
3631 Person::players[k]->velocity = Person::players[i]->velocity;
3632 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3633 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3634 Person::players[k]->DoDamage(20);
3635 Person::players[k]->RagDoll(0);
3636 Person::players[i]->lastcollide = 1;
3637 award_bonus(i, AboveBonus);
3643 Person::players[i]->CheckKick();
3644 Person::players[k]->CheckKick();
3650 void doAI(unsigned i)
3652 static bool connected;
3653 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3654 Person::players[i]->jumpclimb = 0;
3655 //disable movement in editor
3657 Person::players[i]->stunned = 1;
3659 Person::players[i]->pause = 0;
3660 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3661 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3662 !Person::players[0]->onterrain)
3663 Person::players[i]->pause = 1;
3666 if (Person::players[i]->aitype == pathfindtype) {
3667 if (Person::players[i]->finalpathfindpoint == -1) {
3668 float closestdistance;
3673 closestdistance = -1;
3674 for (int j = 0; j < numpathpoints; j++)
3675 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3676 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3678 Person::players[i]->finaltarget = pathpoint[j];
3680 Person::players[i]->finalpathfindpoint = closest;
3681 for (int j = 0; j < numpathpoints; j++)
3682 for (int k = 0; k < numpathpointconnect[j]; k++) {
3683 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3684 if (sq(tempdist) < closestdistance)
3685 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3686 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3687 closestdistance = sq(tempdist);
3689 Person::players[i]->finaltarget = colpoint;
3692 Person::players[i]->finalpathfindpoint = closest;
3695 if (Person::players[i]->targetpathfindpoint == -1) {
3696 float closestdistance;
3701 closestdistance = -1;
3702 if (Person::players[i]->lastpathfindpoint == -1) {
3703 for (int j = 0; j < numpathpoints; j++) {
3704 if (j != Person::players[i]->lastpathfindpoint)
3705 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3706 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3710 Person::players[i]->targetpathfindpoint = closest;
3711 for (int j = 0; j < numpathpoints; j++)
3712 if (j != Person::players[i]->lastpathfindpoint)
3713 for (int k = 0; k < numpathpointconnect[j]; k++) {
3714 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3715 if (sq(tempdist) < closestdistance) {
3716 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3717 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3718 closestdistance = sq(tempdist);
3723 Person::players[i]->targetpathfindpoint = closest;
3725 for (int j = 0; j < numpathpoints; j++)
3726 if (j != Person::players[i]->lastpathfindpoint &&
3727 j != Person::players[i]->lastpathfindpoint2 &&
3728 j != Person::players[i]->lastpathfindpoint3 &&
3729 j != Person::players[i]->lastpathfindpoint4) {
3731 if (numpathpointconnect[j])
3732 for (int k = 0; k < numpathpointconnect[j]; k++)
3733 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3736 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3737 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3738 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3741 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3742 if (closest == -1 || tempdist < closestdistance) {
3743 closestdistance = tempdist;
3748 Person::players[i]->targetpathfindpoint = closest;
3751 Person::players[i]->losupdatedelay -= multiplier;
3753 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3754 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3756 //reached target point
3757 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3758 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3759 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3760 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3761 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3762 if (Person::players[i]->lastpathfindpoint2 == -1)
3763 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3764 if (Person::players[i]->lastpathfindpoint3 == -1)
3765 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3766 if (Person::players[i]->lastpathfindpoint4 == -1)
3767 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3768 Person::players[i]->targetpathfindpoint = -1;
3770 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3771 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3772 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3773 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3774 Person::players[i]->aitype = passivetype;
3777 Person::players[i]->forwardkeydown = 1;
3778 Person::players[i]->leftkeydown = 0;
3779 Person::players[i]->backkeydown = 0;
3780 Person::players[i]->rightkeydown = 0;
3781 Person::players[i]->crouchkeydown = 0;
3782 Person::players[i]->attackkeydown = 0;
3783 Person::players[i]->throwkeydown = 0;
3785 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3786 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3788 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3789 Person::players[i]->jumpkeydown = 0;
3790 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3791 Person::players[i]->jumpkeydown = 1;
3793 if ((tutoriallevel != 1 || cananger) &&
3795 !Person::players[0]->dead &&
3796 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3797 Person::players[i]->occluded < 25) {
3798 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3799 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3801 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3802 Person::players[i]->aitype = attacktypecutoff;
3803 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3804 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3806 Person::players[i]->aitype = attacktypecutoff;
3808 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3809 Person::players[i]->losupdatedelay = .2;
3810 for (unsigned j = 0; j < Person::players.size(); j++)
3811 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3812 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3813 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3814 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3815 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3816 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3817 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3818 *Person::players[i]->scale + Person::players[i]->coords,
3819 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3820 *Person::players[j]->scale + Person::players[j]->coords) ||
3821 (Person::players[j]->animTarget == hanganim &&
3822 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3823 Person::players[i]->aitype = searchtype;
3824 Person::players[i]->lastchecktime = 12;
3825 Person::players[i]->lastseen = Person::players[j]->coords;
3826 Person::players[i]->lastseentime = 12;
3830 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3831 if (Person::players[i]->creature != wolftype) {
3832 Person::players[i]->stunned = .6;
3833 Person::players[i]->surprised = .6;
3837 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3838 Person::players[i]->howactive = typeactive;
3840 if (Person::players[i]->aitype == passivetype) {
3841 Person::players[i]->aiupdatedelay -= multiplier;
3842 Person::players[i]->losupdatedelay -= multiplier;
3843 Person::players[i]->lastseentime += multiplier;
3844 Person::players[i]->pausetime -= multiplier;
3845 if (Person::players[i]->lastseentime > 1)
3846 Person::players[i]->lastseentime = 1;
3848 if (Person::players[i]->aiupdatedelay < 0) {
3849 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3850 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3851 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3852 Person::players[i]->aiupdatedelay = .05;
3854 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3855 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3856 Person::players[i]->pausetime = 4;
3857 Person::players[i]->waypoint++;
3858 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3859 Person::players[i]->waypoint = 0;
3864 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3865 Person::players[i]->forwardkeydown = 1;
3867 Person::players[i]->forwardkeydown = 0;
3868 Person::players[i]->leftkeydown = 0;
3869 Person::players[i]->backkeydown = 0;
3870 Person::players[i]->rightkeydown = 0;
3871 Person::players[i]->crouchkeydown = 0;
3872 Person::players[i]->attackkeydown = 0;
3873 Person::players[i]->throwkeydown = 0;
3875 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3876 if (!Person::players[i]->avoidsomething)
3877 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3879 XYZ leftpos, rightpos;
3880 float leftdist, rightdist;
3881 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3882 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3883 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3884 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3885 if (leftdist < rightdist)
3886 Person::players[i]->targetyaw += 90;
3888 Person::players[i]->targetyaw -= 90;
3892 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3893 Person::players[i]->jumpkeydown = 0;
3894 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3895 Person::players[i]->jumpkeydown = 1;
3899 if (!editorenabled) {
3900 if (Person::players[i]->howactive <= typesleeping)
3901 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3902 for (int j = 0; j < numenvsounds; j++) {
3903 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3904 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3905 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3906 Person::players[i]->aitype = attacktypecutoff;
3909 if (Person::players[i]->aitype != passivetype) {
3910 if (Person::players[i]->howactive == typesleeping)
3911 Person::players[i]->setAnimation(getupfromfrontanim);
3912 Person::players[i]->howactive = typeactive;
3916 if (Person::players[i]->howactive < typesleeping &&
3917 ((tutoriallevel != 1 || cananger) && hostile) &&
3918 !Person::players[0]->dead &&
3919 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3920 Person::players[i]->occluded < 25) {
3921 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3922 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3923 Person::players[i]->aitype = attacktypecutoff;
3924 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3925 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3926 Person::players[i]->aitype = attacktypecutoff;
3929 if (Person::players[i]->creature == wolftype) {
3931 for (unsigned j = 0; j < Person::players.size(); j++) {
3932 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3933 float smelldistance = 50;
3934 if (j == 0 && Person::players[j]->num_weapons > 0) {
3935 if (weapons[Person::players[j]->weaponids[0]].bloody)
3936 smelldistance = 100;
3937 if (Person::players[j]->num_weapons == 2)
3938 if (weapons[Person::players[j]->weaponids[1]].bloody)
3939 smelldistance = 100;
3942 smelldistance = 100;
3943 windsmell = windvector;
3944 Normalise(&windsmell);
3945 windsmell = windsmell * 2 + Person::players[j]->coords;
3946 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3947 Person::players[i]->aitype = attacktypecutoff;
3952 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3953 Person::players[i]->losupdatedelay = .2;
3954 for (unsigned j = 0; j < Person::players.size(); j++) {
3955 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3956 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3957 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3958 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3959 if ((-1 == checkcollide(
3960 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3961 Person::players[i]->scale + Person::players[i]->coords,
3962 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3963 Person::players[j]->scale + Person::players[j]->coords) &&
3964 !Person::players[j]->isWallJump()) ||
3965 (Person::players[j]->animTarget == hanganim &&
3966 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3967 Person::players[i]->lastseentime -= .2;
3968 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3969 Person::players[i]->lastseentime -= .4;
3971 Person::players[i]->lastseentime -= .6;
3973 if (Person::players[i]->lastseentime <= 0) {
3974 Person::players[i]->aitype = searchtype;
3975 Person::players[i]->lastchecktime = 12;
3976 Person::players[i]->lastseen = Person::players[j]->coords;
3977 Person::players[i]->lastseentime = 12;
3984 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3985 if (Person::players[i]->creature != wolftype) {
3986 Person::players[i]->stunned = .6;
3987 Person::players[i]->surprised = .6;
3989 if (Person::players[i]->creature == wolftype) {
3990 Person::players[i]->stunned = .47;
3991 Person::players[i]->surprised = .47;
3999 if (Person::players[i]->aitype == searchtype) {
4000 Person::players[i]->aiupdatedelay -= multiplier;
4001 Person::players[i]->losupdatedelay -= multiplier;
4002 if (!Person::players[i]->pause)
4003 Person::players[i]->lastseentime -= multiplier;
4004 Person::players[i]->lastchecktime -= multiplier;
4006 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4007 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4008 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4010 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4012 j = checkcollide(test2, test, Person::players[i]->laststanding);
4014 j = checkcollide(test2, test);
4016 Person::players[i]->velocity = 0;
4017 Person::players[i]->setAnimation(Person::players[i]->getStop());
4018 Person::players[i]->targetyaw += 180;
4019 Person::players[i]->stunned = .5;
4020 //Person::players[i]->aitype=passivetype;
4021 Person::players[i]->aitype = pathfindtype;
4022 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4023 Person::players[i]->finalpathfindpoint = -1;
4024 Person::players[i]->targetpathfindpoint = -1;
4025 Person::players[i]->lastpathfindpoint = -1;
4026 Person::players[i]->lastpathfindpoint2 = -1;
4027 Person::players[i]->lastpathfindpoint3 = -1;
4028 Person::players[i]->lastpathfindpoint4 = -1;
4030 Person::players[i]->laststanding = j;
4033 //check out last seen location
4034 if (Person::players[i]->aiupdatedelay < 0) {
4035 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4036 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4037 Person::players[i]->aiupdatedelay = .05;
4038 Person::players[i]->forwardkeydown = 1;
4040 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4041 Person::players[i]->forwardkeydown = 0;
4042 Person::players[i]->aiupdatedelay = 1;
4043 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4044 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4045 Person::players[i]->lastchecktime = 3;
4048 Person::players[i]->leftkeydown = 0;
4049 Person::players[i]->backkeydown = 0;
4050 Person::players[i]->rightkeydown = 0;
4051 Person::players[i]->crouchkeydown = 0;
4052 Person::players[i]->attackkeydown = 0;
4053 Person::players[i]->throwkeydown = 0;
4055 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4056 if (!Person::players[i]->avoidsomething)
4057 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4059 XYZ leftpos, rightpos;
4060 float leftdist, rightdist;
4061 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4062 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4063 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4064 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4065 if (leftdist < rightdist)
4066 Person::players[i]->targetyaw += 90;
4068 Person::players[i]->targetyaw -= 90;
4072 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4073 Person::players[i]->jumpkeydown = 0;
4074 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4075 Person::players[i]->jumpkeydown = 1;
4077 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4078 for (int k = 0; k < numenvsounds; k++) {
4079 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4080 Person::players[i]->aitype = attacktypecutoff;
4084 if (!Person::players[0]->dead &&
4085 Person::players[i]->losupdatedelay < 0 &&
4087 Person::players[i]->occluded < 2 &&
4088 ((tutoriallevel != 1 || cananger) && hostile)) {
4089 Person::players[i]->losupdatedelay = .2;
4090 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4091 Person::players[i]->aitype = attacktypecutoff;
4092 Person::players[i]->lastseentime = 1;
4094 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4095 //TODO: factor out canSeePlayer()
4096 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4097 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4099 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4100 Person::players[i]->scale + Person::players[i]->coords,
4101 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4102 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4103 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4104 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4105 /* //TODO: changed j to 0 on a whim, make sure this is correct
4106 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4107 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4109 Person::players[i]->aitype = attacktypecutoff;
4110 Person::players[i]->lastseentime = 1;
4114 if (Person::players[i]->lastseentime < 0) {
4115 //Person::players[i]->aitype=passivetype;
4117 Person::players[i]->aitype = pathfindtype;
4118 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4119 Person::players[i]->finalpathfindpoint = -1;
4120 Person::players[i]->targetpathfindpoint = -1;
4121 Person::players[i]->lastpathfindpoint = -1;
4122 Person::players[i]->lastpathfindpoint2 = -1;
4123 Person::players[i]->lastpathfindpoint3 = -1;
4124 Person::players[i]->lastpathfindpoint4 = -1;
4128 if (Person::players[i]->aitype != gethelptype)
4129 Person::players[i]->runninghowlong = 0;
4131 //get help from buddies
4132 if (Person::players[i]->aitype == gethelptype) {
4133 Person::players[i]->runninghowlong += multiplier;
4134 Person::players[i]->aiupdatedelay -= multiplier;
4136 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4137 Person::players[i]->aiupdatedelay = .2;
4140 //TODO: factor out closest search somehow
4141 if (!Person::players[i]->ally) {
4143 float closestdist = -1;
4144 for (unsigned k = 0; k < Person::players.size(); k++) {
4145 if (k != i && k != 0 && !Person::players[k]->dead &&
4146 Person::players[k]->howactive < typedead1 &&
4147 !Person::players[k]->skeleton.free &&
4148 Person::players[k]->aitype == passivetype) {
4149 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4150 if (closestdist == -1 || distance < closestdist) {
4151 closestdist = distance;
4158 Person::players[i]->ally = closest;
4160 Person::players[i]->ally = 0;
4161 Person::players[i]->lastseen = Person::players[0]->coords;
4162 Person::players[i]->lastseentime = 12;
4166 Person::players[i]->lastchecktime = 12;
4168 XYZ facing = Person::players[i]->coords;
4169 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4170 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4171 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4172 if (-1 != checkcollide(facing, flatfacing))
4173 Person::players[i]->lastseentime -= .1;
4175 //no available ally, run back to player
4176 if (Person::players[i]->ally <= 0 ||
4177 Person::players[Person::players[i]->ally]->skeleton.free ||
4178 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4179 Person::players[i]->lastseentime <= 0) {
4180 Person::players[i]->aitype = searchtype;
4181 Person::players[i]->lastseentime = 12;
4185 if (Person::players[i]->ally > 0) {
4186 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4187 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4188 Person::players[i]->aiupdatedelay = .05;
4189 Person::players[i]->forwardkeydown = 1;
4191 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4192 Person::players[i]->aitype = searchtype;
4193 Person::players[i]->lastseentime = 12;
4194 Person::players[Person::players[i]->ally]->aitype = searchtype;
4195 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4196 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4197 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4198 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4202 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4203 if (!Person::players[i]->avoidsomething)
4204 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4206 XYZ leftpos, rightpos;
4207 float leftdist, rightdist;
4208 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4209 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4210 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4211 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4212 if (leftdist < rightdist)
4213 Person::players[i]->targetyaw += 90;
4215 Person::players[i]->targetyaw -= 90;
4220 Person::players[i]->leftkeydown = 0;
4221 Person::players[i]->backkeydown = 0;
4222 Person::players[i]->rightkeydown = 0;
4223 Person::players[i]->crouchkeydown = 0;
4224 Person::players[i]->attackkeydown = 0;
4226 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4227 Person::players[i]->jumpkeydown = 0;
4228 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4229 Person::players[i]->jumpkeydown = 1;
4232 //retreiving a weapon on the ground
4233 if (Person::players[i]->aitype == getweapontype) {
4234 Person::players[i]->aiupdatedelay -= multiplier;
4235 Person::players[i]->lastchecktime -= multiplier;
4237 if (Person::players[i]->aiupdatedelay < 0) {
4238 Person::players[i]->aiupdatedelay = .2;
4241 if (Person::players[i]->ally < 0) {
4243 float closestdist = -1;
4244 for (unsigned k = 0; k < weapons.size(); k++)
4245 if (weapons[k].owner == -1) {
4246 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4247 if (closestdist == -1 || distance < closestdist) {
4248 closestdist = distance;
4254 Person::players[i]->ally = closest;
4256 Person::players[i]->ally = -1;
4259 Person::players[i]->lastseentime = 12;
4261 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4262 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4263 Person::players[i]->aitype = attacktypecutoff;
4264 Person::players[i]->lastseentime = 1;
4266 if (!Person::players[0]->dead)
4267 if (Person::players[i]->ally >= 0) {
4268 if (weapons[Person::players[i]->ally].owner != -1 ||
4269 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4270 Person::players[i]->aitype = attacktypecutoff;
4271 Person::players[i]->lastseentime = 1;
4273 //TODO: factor these out as moveToward()
4274 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4275 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4276 Person::players[i]->aiupdatedelay = .05;
4277 Person::players[i]->forwardkeydown = 1;
4280 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4281 if (!Person::players[i]->avoidsomething)
4282 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4284 XYZ leftpos, rightpos;
4285 float leftdist, rightdist;
4286 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4287 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4288 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4289 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4290 if (leftdist < rightdist)
4291 Person::players[i]->targetyaw += 90;
4293 Person::players[i]->targetyaw -= 90;
4298 Person::players[i]->leftkeydown = 0;
4299 Person::players[i]->backkeydown = 0;
4300 Person::players[i]->rightkeydown = 0;
4301 Person::players[i]->attackkeydown = 0;
4302 Person::players[i]->throwkeydown = 1;
4303 Person::players[i]->crouchkeydown = 0;
4304 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4305 Person::players[i]->animTarget != removeknifeanim)
4306 Person::players[i]->throwtogglekeydown = 0;
4307 Person::players[i]->drawkeydown = 0;
4309 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4310 Person::players[i]->jumpkeydown = 0;
4311 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4312 Person::players[i]->jumpkeydown = 1;
4315 if (Person::players[i]->aitype == attacktypecutoff) {
4316 Person::players[i]->aiupdatedelay -= multiplier;
4317 //dodge or reverse rabbit kicks, knife throws, flips
4318 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4319 if ((Person::players[0]->animTarget == rabbitkickanim ||
4320 Person::players[0]->animTarget == knifethrowanim ||
4321 (Person::players[0]->isFlip() &&
4322 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4323 !Person::players[0]->skeleton.free &&
4324 (Person::players[i]->aiupdatedelay < .1)) {
4325 Person::players[i]->attackkeydown = 0;
4326 if (Person::players[i]->isIdle())
4327 Person::players[i]->crouchkeydown = 1;
4328 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4329 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4330 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4331 if (abs(Random() % 2) == 0)
4332 Person::players[i]->setAnimation(backhandspringanim);
4334 Person::players[i]->setAnimation(rollanim);
4335 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4336 Person::players[i]->wentforweapon = 0;
4338 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4339 Person::players[i]->setAnimation(flipanim);
4342 Person::players[i]->forwardkeydown = 0;
4343 Person::players[i]->aiupdatedelay = .02;
4345 //get confused by flips
4346 if (Person::players[0]->isFlip() &&
4347 !Person::players[0]->skeleton.free &&
4348 Person::players[0]->animTarget != walljumprightkickanim &&
4349 Person::players[0]->animTarget != walljumpleftkickanim) {
4350 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4351 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4352 Person::players[i]->stunned = 1;
4354 //go for weapon on the ground
4355 if (Person::players[i]->wentforweapon < 3)
4356 for (unsigned k = 0; k < weapons.size(); k++)
4357 if (Person::players[i]->creature != wolftype)
4358 if (Person::players[i]->num_weapons == 0 &&
4359 weapons[k].owner == -1 &&
4360 weapons[i].velocity.x == 0 &&
4361 weapons[i].velocity.z == 0 &&
4362 weapons[i].velocity.y == 0) {
4363 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4364 Person::players[i]->wentforweapon++;
4365 Person::players[i]->lastchecktime = 6;
4366 Person::players[i]->aitype = getweapontype;
4367 Person::players[i]->ally = -1;
4370 //dodge/reverse walljump kicks
4371 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4372 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4373 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4374 ((Person::players[0]->animTarget == walljumprightkickanim ||
4375 Person::players[0]->animTarget == walljumpleftkickanim) &&
4376 ((Person::players[i]->aiupdatedelay < .15 &&
4378 (Person::players[i]->aiupdatedelay < .08 &&
4379 difficulty != 2)))) {
4380 Person::players[i]->crouchkeydown = 1;
4382 //walked off a ledge (?)
4383 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4384 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4385 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4387 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4389 j = checkcollide(test2, test, Person::players[i]->laststanding);
4391 j = checkcollide(test2, test);
4393 Person::players[i]->velocity = 0;
4394 Person::players[i]->setAnimation(Person::players[i]->getStop());
4395 Person::players[i]->targetyaw += 180;
4396 Person::players[i]->stunned = .5;
4397 Person::players[i]->aitype = pathfindtype;
4398 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4399 Person::players[i]->finalpathfindpoint = -1;
4400 Person::players[i]->targetpathfindpoint = -1;
4401 Person::players[i]->lastpathfindpoint = -1;
4402 Person::players[i]->lastpathfindpoint2 = -1;
4403 Person::players[i]->lastpathfindpoint3 = -1;
4404 Person::players[i]->lastpathfindpoint4 = -1;
4406 Person::players[i]->laststanding = j;
4408 //lose sight of player in the air (?)
4409 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4410 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4411 !Person::players[0]->onterrain) {
4412 Person::players[i]->aitype = pathfindtype;
4413 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4414 Person::players[i]->finalpathfindpoint = -1;
4415 Person::players[i]->targetpathfindpoint = -1;
4416 Person::players[i]->lastpathfindpoint = -1;
4417 Person::players[i]->lastpathfindpoint2 = -1;
4418 Person::players[i]->lastpathfindpoint3 = -1;
4419 Person::players[i]->lastpathfindpoint4 = -1;
4421 //it's time to think (?)
4422 if (Person::players[i]->aiupdatedelay < 0 &&
4423 !Animation::animations[Person::players[i]->animTarget].attack &&
4424 Person::players[i]->animTarget != staggerbackhighanim &&
4425 Person::players[i]->animTarget != staggerbackhardanim &&
4426 Person::players[i]->animTarget != backhandspringanim &&
4427 Person::players[i]->animTarget != dodgebackanim) {
4429 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4430 Person::players[i]->drawkeydown = Random() % 2;
4432 Person::players[i]->drawkeydown = 0;
4433 Person::players[i]->rabbitkickenabled = Random() % 2;
4435 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4436 XYZ targetpoint = Person::players[0]->coords;
4437 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4438 distsq(&rotatetarget, &Person::players[i]->coords))
4439 targetpoint += Person::players[0]->velocity *
4440 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4441 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4442 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4443 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4445 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4446 Person::players[i]->forwardkeydown = 1;
4447 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4448 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4449 Person::players[0]->weaponactive != -1)
4450 Person::players[i]->forwardkeydown = 1;
4451 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4452 Person::players[i]->forwardkeydown = 1;
4454 Person::players[i]->forwardkeydown = 0;
4455 //chill out around the corpse
4456 if (Person::players[0]->dead) {
4457 Person::players[i]->forwardkeydown = 0;
4458 if (Random() % 10 == 0)
4459 Person::players[i]->forwardkeydown = 1;
4460 if (Random() % 100 == 0) {
4461 Person::players[i]->aitype = pathfindtype;
4462 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4463 Person::players[i]->finalpathfindpoint = -1;
4464 Person::players[i]->targetpathfindpoint = -1;
4465 Person::players[i]->lastpathfindpoint = -1;
4466 Person::players[i]->lastpathfindpoint2 = -1;
4467 Person::players[i]->lastpathfindpoint3 = -1;
4468 Person::players[i]->lastpathfindpoint4 = -1;
4471 Person::players[i]->leftkeydown = 0;
4472 Person::players[i]->backkeydown = 0;
4473 Person::players[i]->rightkeydown = 0;
4474 Person::players[i]->crouchkeydown = 0;
4475 Person::players[i]->throwkeydown = 0;
4477 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4478 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4480 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4481 Person::players[i]->attackkeydown = 1;
4483 Person::players[i]->attackkeydown = 0;
4484 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4485 Person::players[i]->attackkeydown = 0;
4488 if (Person::players[i]->aitype != playercontrolled &&
4489 (Person::players[i]->isIdle() ||
4490 Person::players[i]->isCrouch() ||
4491 Person::players[i]->isRun())) {
4493 for (unsigned j = 0; j < Person::players.size(); j++)
4494 if (j != i && !Person::players[j]->skeleton.free &&
4495 Person::players[j]->hasvictim &&
4496 (tutoriallevel == 1 && reversaltrain ||
4497 Random() % 2 == 0 && difficulty == 2 ||
4498 Random() % 4 == 0 && difficulty == 1 ||
4499 Random() % 8 == 0 && difficulty == 0 ||
4500 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4501 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4502 (Random() % 2 == 0 || difficulty == 2) ||
4503 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4504 Person::players[j]->weaponactive != -1 ||
4505 Person::players[j]->animTarget == swordslashanim &&
4506 Person::players[i]->weaponactive != -1 ||
4507 Person::players[j]->animTarget == staffhitanim ||
4508 Person::players[j]->animTarget == staffspinhitanim))
4509 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4510 Person::players[j]->victim == Person::players[i] &&
4511 (Person::players[j]->animTarget == sweepanim ||
4512 Person::players[j]->animTarget == spinkickanim ||
4513 Person::players[j]->animTarget == staffhitanim ||
4514 Person::players[j]->animTarget == staffspinhitanim ||
4515 Person::players[j]->animTarget == winduppunchanim ||
4516 Person::players[j]->animTarget == upunchanim ||
4517 Person::players[j]->animTarget == wolfslapanim ||
4518 Person::players[j]->animTarget == knifeslashstartanim ||
4519 Person::players[j]->animTarget == swordslashanim &&
4520 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4521 Person::players[i]->weaponactive != -1))) {
4528 Person::players[target]->Reverse();
4531 if (Person::players[i]->collided < 1)
4532 Person::players[i]->jumpkeydown = 0;
4533 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4534 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4535 Person::players[i]->onterrain &&
4536 Person::players[i]->creature == rabbittype)
4537 Person::players[i]->jumpkeydown = 1;
4538 //TODO: why are we controlling the human?
4539 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4540 Person::players[0]->jumpkeydown = 0;
4541 if (Person::players[0]->animTarget == jumpdownanim &&
4542 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4543 Person::players[i]->crouchkeydown = 1;
4544 if (Person::players[i]->jumpkeydown)
4545 Person::players[i]->attackkeydown = 0;
4547 if (tutoriallevel == 1)
4549 Person::players[i]->attackkeydown = 0;
4552 XYZ facing = Person::players[i]->coords;
4553 XYZ flatfacing = Person::players[0]->coords;
4554 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4555 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4556 if (Person::players[i]->occluded >= 2)
4557 if (-1 != checkcollide(facing, flatfacing)) {
4558 if (!Person::players[i]->pause)
4559 Person::players[i]->lastseentime -= .2;
4560 if (Person::players[i]->lastseentime <= 0 &&
4561 (Person::players[i]->creature != wolftype ||
4562 Person::players[i]->weaponstuck == -1)) {
4563 Person::players[i]->aitype = searchtype;
4564 Person::players[i]->lastchecktime = 12;
4565 Person::players[i]->lastseen = Person::players[0]->coords;
4566 Person::players[i]->lastseentime = 12;
4569 Person::players[i]->lastseentime = 1;
4572 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4573 (Person::players[i]->aitype == attacktypecutoff ||
4574 Person::players[i]->aitype == searchtype))
4575 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4576 XYZ test = Person::players[0]->coords;
4578 if (-1 == checkcollide(Person::players[0]->coords, test))
4579 Person::players[i]->stunned = 1;
4582 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4583 Person::players[i]->stunned > 0 ||
4584 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4585 if (Person::players[i]->pause)
4586 Person::players[i]->lastseentime = 1;
4587 Person::players[i]->targetyaw = Person::players[i]->yaw;
4588 Person::players[i]->forwardkeydown = 0;
4589 Person::players[i]->leftkeydown = 0;
4590 Person::players[i]->backkeydown = 0;
4591 Person::players[i]->rightkeydown = 0;
4592 Person::players[i]->jumpkeydown = 0;
4593 Person::players[i]->attackkeydown = 0;
4594 Person::players[i]->crouchkeydown = 0;
4595 Person::players[i]->throwkeydown = 0;
4603 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4604 facing = flatfacing;
4606 if (Person::players[i]->aitype == attacktypecutoff) {
4607 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4608 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4609 } else if (Person::players[i]->howactive >= typesleeping) {
4610 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4611 Person::players[i]->targetheadpitch = 0;
4613 if (Person::players[i]->interestdelay <= 0) {
4614 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4615 Person::players[i]->headtarget = Person::players[i]->coords;
4616 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4617 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4618 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4619 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4621 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4622 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4629 void updateSettingsMenu()
4632 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4633 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4635 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4636 Menu::setText(0, sbuf);
4637 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4638 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4639 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4640 if (newdetail == 2) Menu::setText(1, "Detail: High");
4641 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4642 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4643 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4644 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4645 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4646 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4647 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4648 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4649 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4650 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4651 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4652 Menu::setText(10, sbuf);
4653 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4654 Menu::setText(11, sbuf);
4655 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4656 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4657 sprintf (sbuf, "Back");
4659 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4660 Menu::setText(8, sbuf);
4663 void updateStereoConfigMenu()
4666 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4667 Menu::setText(0, sbuf);
4668 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4669 Menu::setText(1, sbuf);
4670 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4671 Menu::setText(2, sbuf);
4674 void updateControlsMenu()
4676 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4677 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4678 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4679 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4680 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4681 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4682 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4683 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4684 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4686 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4691 Values of mainmenu :
4693 2 Menu pause (resume/end game)
4695 4 Controls configuration menu
4696 5 Main game menu (choose level or challenge)
4697 6 Deleting user menu
4698 7 User managment menu (select/add)
4699 8 Choose difficulty menu
4700 9 Challenge level selection menu
4701 10 End of the campaign congratulation (is that really a menu?)
4702 11 Same that 9 ??? => unused
4703 18 stereo configuration
4706 void Game::LoadMenu()
4712 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4713 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4714 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4715 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4718 Menu::addButton( 0, "", 10 + 20, 440);
4719 Menu::addButton(14, "", 10 + 400, 440);
4720 Menu::addButton( 1, "", 10 + 60, 405);
4721 Menu::addButton( 2, "", 10 + 70, 370);
4722 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4723 Menu::addButton( 4, "", 10 , 335);
4724 Menu::addButton( 5, "", 10 + 60, 300);
4725 Menu::addButton( 6, "", 10 + 70, 265);
4726 Menu::addButton( 9, "", 10 , 230);
4727 Menu::addButton(10, "", 20 , 195);
4728 Menu::addButton(11, "", 10 + 60, 160);
4729 Menu::addButton(13, "", 30 , 125);
4730 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4731 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4732 Menu::addButton(8, "Back", 10, 10);
4733 updateSettingsMenu();
4736 Menu::addButton(0, "", 10 , 400);
4737 Menu::addButton(1, "", 10 + 40, 360);
4738 Menu::addButton(2, "", 10 + 40, 320);
4739 Menu::addButton(3, "", 10 + 30, 280);
4740 Menu::addButton(4, "", 10 + 20, 240);
4741 Menu::addButton(5, "", 10 + 40, 200);
4742 Menu::addButton(6, "", 10 + 40, 160);
4743 Menu::addButton(7, "", 10 + 30, 120);
4744 Menu::addButton(8, "", 10 + 20, 80);
4746 Menu::addButton(9, "", 10 + 10, 40);
4748 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4749 updateControlsMenu();
4753 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4754 Menu::addButton(1, "Tutorial", 5, 300);
4755 Menu::addButton(2, "Challenge", 5, 240);
4756 Menu::addButton(3, "Delete User", 400, 10);
4757 Menu::addButton(4, "Main Menu", 5, 10);
4758 Menu::addButton(5, "Change User", 5, 180);
4759 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4762 //with (2,-5) offset from old code
4763 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4765 int numlevels = accountactive->getCampaignChoicesMade();
4766 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4767 for (int i = 0; i < numlevels; i++) {
4768 XYZ midpoint = campaignlevels[i].getCenter();
4769 float itemsize = campaignlevels[i].getWidth();
4770 const bool active = i >= accountactive->getCampaignChoicesMade();
4775 XYZ start = campaignlevels[i - 1].getCenter();
4776 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);
4778 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4779 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4782 Menu::addMapLabel(-2, campaignlevels[i].description,
4783 campaignlevels[i].getStartX() + 10,
4784 campaignlevels[i].getStartY() - 4);
4790 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4791 Menu::addButton(1, "Yes", 10, 360);
4792 Menu::addButton(2, "No", 10, 320);
4795 if (Account::getNbAccounts() < 8)
4796 Menu::addButton(0, "New User", 10, 400);
4798 Menu::addLabel(0, "No More Users", 10, 400);
4799 Menu::addLabel(-2, "", 20, 400);
4800 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4801 for (int i = 0; i < Account::getNbAccounts(); i++)
4802 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4805 Menu::addButton(0, "Easier", 10, 400);
4806 Menu::addButton(1, "Difficult", 10, 360);
4807 Menu::addButton(2, "Insane", 10, 320);
4810 for (int i = 0; i < numchallengelevels; i++) {
4813 sprintf (temp, "Level %d", i + 1);
4814 for (int j = strlen(temp); j < 17; j++)
4817 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4818 for (int j = strlen(temp); j < (32 - 17); j++)
4821 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4822 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4825 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4828 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4831 Menu::addButton(-1, " High Score Best Time", 10, 440);
4832 Menu::addButton(numchallengelevels, "Back", 10, 10);
4835 Menu::addLabel(0, "Congratulations!", 220, 330);
4836 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4837 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4838 Menu::addButton(3, "Back", 10, 10);
4840 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4841 Menu::addLabel(4, sbuf, 190, 200);
4842 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4843 Menu::addLabel(5, sbuf, 190, 180);
4847 Menu::addButton(0, "", 70, 400);
4848 Menu::addButton(1, "", 10, 360);
4849 Menu::addButton(2, "", 40, 320);
4850 Menu::addButton(3, "Back", 10, 10);
4851 updateStereoConfigMenu();
4856 extern set<pair<int,int>> resolutions;
4861 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4863 // some specific case where we do something even if the left mouse button is not pressed.
4864 if ((mainmenu == 5) && (endgame == 2)) {
4865 accountactive->endGame();
4870 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4871 stereoseparation -= 0.001;
4872 updateStereoConfigMenu();
4875 static int oldmainmenu = mainmenu;
4877 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4878 set<pair<int,int>>::iterator newscreenresolution;
4884 if (gameon) { //resume
4886 pause_sound(stream_menutheme);
4887 resume_stream(leveltheme);
4889 fireSound(firestartsound);
4891 mainmenu = (accountactive ? 5 : 7);
4903 if (newscreenwidth > 3000)
4904 newscreenwidth = screenwidth;
4905 if (newscreenwidth < 0)
4906 newscreenwidth = screenwidth;
4907 if (newscreenheight > 3000)
4908 newscreenheight = screenheight;
4909 if (newscreenheight < 0)
4910 newscreenheight = screenheight;
4915 if (gameon) { //end game
4920 pause_sound(stream_menutheme);
4929 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4930 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4931 newscreenresolution++;
4932 if (newscreenresolution == resolutions.end()) {
4933 /* It was the last one (or not found), go back to the beginning */
4934 newscreenresolution = resolutions.begin();
4936 newscreenwidth = newscreenresolution->first;
4937 newscreenheight = newscreenresolution->second;
4946 if (bloodtoggle > 2)
4955 ismotionblur = !ismotionblur;
4961 musictoggle = !musictoggle;
4963 emit_stream_np(stream_menutheme);
4965 pause_sound(leveltheme);
4966 pause_sound(stream_fighttheme);
4967 pause_sound(stream_menutheme);
4969 for (int i = 0; i < 4; i++) {
4970 oldmusicvolume[i] = 0;
4984 mainmenu = gameon ? 2 : 1;
4987 invertmouse = !invertmouse;
4990 usermousesensitivity += .2;
4991 if (usermousesensitivity > 2)
4992 usermousesensitivity = .2;
4996 if (volume > 1.0001f)
4998 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5002 newstereomode = stereomode;
5007 showdamagebar = !showdamagebar;
5013 updateSettingsMenu();
5018 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5019 keyselect = selected;
5020 if (keyselect != -1)
5022 if (selected == (debugmode ? 10 : 9)) {
5027 updateControlsMenu();
5032 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5033 startbonustotal = 0;
5042 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5043 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5046 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5050 pause_sound(stream_menutheme);
5054 startbonustotal = 0;
5067 pause_sound(stream_menutheme);
5076 mainmenu = (gameon ? 2 : 1);
5082 vector<string> campaigns = ListCampaigns();
5083 vector<string>::iterator c;
5084 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5085 if (!campaigns.empty())
5086 accountactive->setCurrentCampaign(campaigns.front());
5089 if (c == campaigns.end())
5090 c = campaigns.begin();
5091 accountactive->setCurrentCampaign(*c);
5099 if (selected == 1) {
5101 accountactive = Account::destroy(accountactive);
5103 } else if (selected == 2) {
5110 if (selected == 0 && Account::getNbAccounts() < 8) {
5112 } else if (selected < Account::getNbAccounts() + 1) {
5115 accountactive = Account::get(selected - 1);
5116 } else if (selected == Account::getNbAccounts() + 1) {
5122 displaytext[0].clear();
5123 displayselected = 0;
5131 accountactive->setDifficulty(selected);
5135 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5139 startbonustotal = 0;
5143 targetlevel = selected;
5148 Loadlevel(selected);
5153 pause_sound(stream_menutheme);
5155 if (selected == numchallengelevels) {
5162 if (selected == 3) {
5170 stereoseparation += 0.001;
5173 if (selected == 0) {
5174 newstereomode = (StereoMode)(newstereomode + 1);
5175 while (!CanInitStereo(newstereomode)) {
5176 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5177 newstereomode = (StereoMode)(newstereomode + 1);
5178 if (newstereomode >= stereoCount)
5179 newstereomode = stereoNone;
5181 } else if (selected == 2) {
5182 stereoreverse = !stereoreverse;
5183 } else if (selected == 3) {
5187 stereomode = newstereomode;
5188 InitStereo(stereomode);
5191 updateStereoConfigMenu();
5196 OPENAL_SetFrequency(channels[stream_menutheme]);
5199 inputText(displaytext[0], &displayselected);
5200 if (!waiting) { // the input as finished
5201 if (!displaytext[0].empty()) { // with enter
5202 accountactive = Account::add(string(displaytext[0]));
5208 fireSound(firestartsound);
5210 displaytext[0].clear();
5212 displayselected = 0;
5218 displayblinkdelay -= multiplier;
5219 if (displayblinkdelay <= 0) {
5220 displayblinkdelay = .3;
5221 displayblink = !displayblink;
5226 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5227 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5230 if (oldmainmenu != mainmenu)
5232 oldmainmenu = mainmenu;
5238 static XYZ facing, flatfacing;
5241 for (int i = 0; i < 15; i++) {
5242 displaytime[i] += multiplier;
5247 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5248 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5249 stereoreverse = true;
5251 stereoreverse = false;
5254 printf("Stereo reversed\n");
5256 printf("Stereo unreversed\n");
5259 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5260 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5261 stereoseparation -= 0.001;
5263 stereoseparation -= 0.010;
5264 printf("Stereo decreased increased to %f\n", stereoseparation);
5267 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5268 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5269 stereoseparation += 0.001;
5271 stereoseparation += 0.010;
5272 printf("Stereo separation increased to %f\n", stereoseparation);
5276 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5277 if (tutorialstage != 51)
5278 tutorialstagetime = tutorialmaxtime;
5279 emit_sound_np(consolefailsound, 128.);
5283 Values of mainmenu :
5285 2 Menu pause (resume/end game)
5287 4 Controls configuration menu
5288 5 Main game menu (choose level or challenge)
5289 6 Deleting user menu
5290 7 User managment menu (select/add)
5291 8 Choose difficulty menu
5292 9 Challenge level selection menu
5293 10 End of the campaign congratulation (is that really a menu?)
5294 11 Same that 9 ??? => unused
5295 18 stereo configuration
5300 if (mainmenu && endgame == 1)
5302 //go to level select after completing a campaign level
5303 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5310 OPENAL_SetFrequency(OPENAL_ALL);
5311 emit_stream_np(stream_menutheme);
5312 pause_sound(leveltheme);
5316 //escape key pressed
5317 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5318 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5320 if (mainmenu == 0 && !winfreeze)
5321 mainmenu = 2; //pause
5322 else if (mainmenu == 1 || mainmenu == 2) {
5323 mainmenu = 0; //unpause
5326 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5327 OPENAL_SetFrequency(OPENAL_ALL);
5328 emit_stream_np(stream_menutheme);
5329 pause_sound(leveltheme);
5331 //on resume, play level music
5333 pause_sound(stream_menutheme);
5334 resume_stream(leveltheme);
5336 //finished with settings menu
5337 if (mainmenu == 3) {
5341 if (mainmenu >= 3 && mainmenu != 8) {
5349 mainmenu = gameon ? 2 : 1;
5371 hostiletime += multiplier;
5375 leveltime += multiplier;
5378 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5381 OPENAL_SetFrequency(OPENAL_ALL);
5385 if (Input::isKeyPressed(consolekey) && debugmode) {
5388 OPENAL_SetFrequency(OPENAL_ALL);
5397 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5398 inputText(consoletext[0], &consoleselected);
5400 if (!consoletext[0].empty()) {
5401 cmd_dispatch(consoletext[0]);
5402 for (int k = 14; k >= 1; k--) {
5403 consoletext[k] = consoletext[k - 1];
5405 consoletext[0].clear();
5406 consoleselected = 0;
5410 consoleblinkdelay -= multiplier;
5411 if (consoleblinkdelay <= 0) {
5412 consoleblinkdelay = .3;
5413 consoleblink = !consoleblink;
5417 static int oldwinfreeze;
5418 if (winfreeze && !oldwinfreeze) {
5419 OPENAL_SetFrequency(OPENAL_ALL);
5420 emit_sound_np(consolesuccesssound);
5423 oldwinfreeze = winfreeze;
5427 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5430 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5434 } else if (winfreeze) {
5442 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5445 static float talkdelay = 0;
5447 if (Dialog::inDialog())
5449 talkdelay -= multiplier;
5451 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5452 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5453 Dialog::dialogs[i].tick(i);
5457 windvar += multiplier;
5458 smoketex += multiplier;
5459 tutorialstagetime += multiplier;
5462 static float hotspotvisual[40];
5463 if (Hotspot::hotspots.size()) {
5466 for (int i = 0; i < Hotspot::hotspots.size(); i++)
5467 hotspotvisual[i] -= multiplier / 320;
5469 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5470 while (hotspotvisual[i] < 0) {
5472 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5473 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5474 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5475 hotspotsprite += Hotspot::hotspots[i].position;
5476 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5477 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5481 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5482 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5483 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5489 if (tutoriallevel) {
5494 if (tutoriallevel != 1) {
5495 if (bonustime == 0 &&
5496 bonus != solidhit &&
5497 bonus != spinecrusher &&
5498 bonus != tracheotomy &&
5499 bonus != backstab &&
5501 emit_sound_np(consolesuccesssound);
5503 } else if (bonustime == 0) {
5504 emit_sound_np(fireendsound);
5506 if (bonustime == 0) {
5507 if (bonus != solidhit &&
5508 bonus != twoxcombo &&
5509 bonus != threexcombo &&
5510 bonus != fourxcombo &&
5514 bonusnum[bonus] += 0.15;
5517 bonusvalue /= bonusnum[bonus];
5518 bonustotal += bonusvalue;
5520 bonustime += multiplier;
5523 if (environment == snowyenvironment) {
5524 precipdelay -= multiplier;
5525 while (precipdelay < 0) {
5529 XYZ footvel, footpoint;
5532 footpoint = viewer + viewerfacing * 6;
5533 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5534 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5535 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5536 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5541 doAerialAcrobatics();
5544 static XYZ oldviewer;
5547 if (!Dialog::inDialog()) {
5548 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5549 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5550 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5551 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5552 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5553 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5554 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5555 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5557 Person::players[0]->forwardkeydown = 0;
5558 Person::players[0]->leftkeydown = 0;
5559 Person::players[0]->backkeydown = 0;
5560 Person::players[0]->rightkeydown = 0;
5561 Person::players[0]->jumpkeydown = 0;
5562 Person::players[0]->crouchkeydown = 0;
5563 Person::players[0]->drawkeydown = 0;
5564 Person::players[0]->throwkeydown = 0;
5567 if (!Person::players[0]->jumpkeydown)
5568 Person::players[0]->jumpclimb = 0;
5571 if (Dialog::inDialog()) {
5573 if (Dialog::directing) {
5577 facing = DoRotation(facing, -pitch, 0, 0);
5578 facing = DoRotation(facing, 0, 0 - yaw, 0);
5583 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5585 if (Input::isKeyDown(forwardkey))
5586 viewer += facing * multiplier * 4;
5587 if (Input::isKeyDown(backkey))
5588 viewer -= facing * multiplier * 4;
5589 if (Input::isKeyDown(leftkey))
5590 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5591 if (Input::isKeyDown(rightkey))
5592 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5593 if (Input::isKeyDown(jumpkey))
5594 viewer.y += multiplier * 4;
5595 if (Input::isKeyDown(crouchkey))
5596 viewer.y -= multiplier * 4;
5597 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5598 Input::isKeyPressed(SDL_SCANCODE_2) ||
5599 Input::isKeyPressed(SDL_SCANCODE_3) ||
5600 Input::isKeyPressed(SDL_SCANCODE_4) ||
5601 Input::isKeyPressed(SDL_SCANCODE_5) ||
5602 Input::isKeyPressed(SDL_SCANCODE_6) ||
5603 Input::isKeyPressed(SDL_SCANCODE_7) ||
5604 Input::isKeyPressed(SDL_SCANCODE_8) ||
5605 Input::isKeyPressed(SDL_SCANCODE_9) ||
5606 Input::isKeyPressed(SDL_SCANCODE_0) ||
5607 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5609 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5610 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5611 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5612 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5613 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5614 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5615 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5616 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5617 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5618 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5619 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5621 if (whichend != -1) {
5622 Dialog::currentScene().participantfocus = whichend;
5623 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5624 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5626 if (whichend == -1) {
5627 Dialog::currentScene().participantfocus = -1;
5629 /* FIXME: potentially accessing -1 in Person::players! */
5630 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5631 Dialog::indialogue = -1;
5632 Dialog::directing = false;
5635 Dialog::currentScene().camera = viewer;
5636 Dialog::currentScene().camerayaw = yaw;
5637 Dialog::currentScene().camerapitch = pitch;
5638 Dialog::indialogue++;
5639 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5640 if (Dialog::currentScene().sound != 0) {
5641 playdialoguescenesound();
5645 for (unsigned j = 0; j < Person::players.size(); j++) {
5646 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5649 //TODO: should these be KeyDown or KeyPressed?
5650 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5651 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5652 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5653 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5654 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5655 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5656 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5657 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5658 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5659 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5661 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5662 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5663 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5664 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5665 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5666 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5667 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5668 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5669 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5670 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5671 Dialog::currentScene().participantfacing[whichend] = facing;
5673 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5674 Dialog::indialogue = -1;
5675 Dialog::directing = false;
5679 if (!Dialog::directing) {
5680 pause_sound(whooshsound);
5681 viewer = Dialog::currentScene().camera;
5682 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5683 yaw = Dialog::currentScene().camerayaw;
5684 pitch = Dialog::currentScene().camerapitch;
5685 if (Dialog::dialoguetime > 0.5) {
5686 if (Input::isKeyPressed(attackkey)) {
5687 Dialog::indialogue++;
5688 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5689 if (Dialog::currentScene().sound != 0) {
5690 playdialoguescenesound();
5691 if (Dialog::currentScene().sound == -5) {
5692 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5694 if (Dialog::currentScene().sound == -6) {
5698 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5699 Dialog::indialogue = -1;
5700 Dialog::directing = false;
5707 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5708 Dialog::indialogue = -1;
5709 Dialog::directing = false;
5711 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5714 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5717 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5719 for (unsigned i = 1; i < Person::players.size(); i++) {
5720 Person::players[i]->aitype = attacktypecutoff;
5727 if (!Person::players[0]->jumpkeydown) {
5728 Person::players[0]->jumptogglekeydown = 0;
5730 if (Person::players[0]->jumpkeydown &&
5731 Person::players[0]->animTarget != jumpupanim &&
5732 Person::players[0]->animTarget != jumpdownanim &&
5733 !Person::players[0]->isFlip())
5734 Person::players[0]->jumptogglekeydown = 1;
5737 Dialog::dialoguetime += multiplier;
5738 hawkyaw += multiplier * 25;
5740 realhawkcoords.x = 25;
5741 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5742 hawkcalldelay -= multiplier / 2;
5744 if (hawkcalldelay <= 0) {
5745 emit_sound_at(hawksound, realhawkcoords);
5747 hawkcalldelay = 16 + abs(Random() % 8);
5754 doPlayerCollisions();
5758 for (unsigned k = 0; k < Person::players.size(); k++)
5759 if (k != 0 && Person::players[k]->immobile)
5760 Person::players[k]->coords = Person::players[k]->realoldcoords;
5762 for (unsigned k = 0; k < Person::players.size(); k++) {
5763 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5764 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5765 Person::players[k]->DoDamage(1000);
5771 static bool respawnkeydown;
5772 if (!editorenabled &&
5773 (whichlevel != -2 &&
5774 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5775 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5777 (Input::isKeyDown(jumpkey) &&
5780 Person::players[0]->dead))) {
5781 targetlevel = whichlevel;
5785 respawnkeydown = Input::isKeyDown(jumpkey);
5788 static bool movekey;
5791 for (unsigned i = 0; i < Person::players.size(); i++) {
5792 static float oldtargetyaw;
5793 if (!Person::players[i]->skeleton.free) {
5794 oldtargetyaw = Person::players[i]->targetyaw;
5795 if (i == 0 && !Dialog::inDialog()) {
5796 //TODO: refactor repetitive code
5797 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5798 Person::players[0]->animTarget != staggerbackhighanim &&
5799 Person::players[0]->animTarget != staggerbackhardanim &&
5800 Person::players[0]->animTarget != crouchremoveknifeanim &&
5801 Person::players[0]->animTarget != removeknifeanim &&
5802 Person::players[0]->animTarget != backhandspringanim &&
5803 Person::players[0]->animTarget != dodgebackanim &&
5804 Person::players[0]->animTarget != walljumprightkickanim &&
5805 Person::players[0]->animTarget != walljumpleftkickanim) {
5807 Person::players[0]->targetyaw = 0;
5809 Person::players[0]->targetyaw = -yaw + 180;
5815 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5817 facing = flatfacing;
5819 facing = DoRotation(facing, -pitch, 0, 0);
5820 facing = DoRotation(facing, 0, 0 - yaw, 0);
5823 Person::players[0]->lookyaw = -yaw;
5825 Person::players[i]->targetheadyaw = yaw;
5826 Person::players[i]->targetheadpitch = pitch;
5828 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5829 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5830 Person::players[i]->animTarget != staggerbackhighanim &&
5831 Person::players[i]->animTarget != staggerbackhardanim &&
5832 Person::players[i]->animTarget != crouchremoveknifeanim &&
5833 Person::players[i]->animTarget != removeknifeanim &&
5834 Person::players[i]->animTarget != backhandspringanim &&
5835 Person::players[i]->animTarget != dodgebackanim &&
5836 Person::players[i]->animTarget != walljumprightkickanim &&
5837 Person::players[i]->animTarget != walljumpleftkickanim) {
5838 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5844 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5846 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5847 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5849 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5850 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5852 if (Dialog::inDialog()) {
5853 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5854 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5860 Person::players[i]->avoidsomething = 0;
5862 //avoid flaming things
5863 for (int j = 0; j < objects.numobjects; j++)
5864 if (objects.onfire[j])
5865 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5866 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5867 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5868 Person::players[i]->collided = 0;
5869 Person::players[i]->avoidcollided = 1;
5870 if (Person::players[i]->avoidsomething == 0 ||
5871 distsq(&Person::players[i]->coords, &objects.position[j]) <
5872 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5873 Person::players[i]->avoidwhere = objects.position[j];
5874 Person::players[i]->avoidsomething = 1;
5878 //avoid flaming players
5879 for (unsigned j = 0; j < Person::players.size(); j++)
5880 if (Person::players[j]->onfire)
5881 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5882 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5883 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5884 Person::players[i]->collided = 0;
5885 Person::players[i]->avoidcollided = 1;
5886 if (Person::players[i]->avoidsomething == 0 ||
5887 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5888 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5889 Person::players[i]->avoidwhere = Person::players[j]->coords;
5890 Person::players[i]->avoidsomething = 1;
5894 if (Person::players[i]->collided > .8)
5895 Person::players[i]->avoidcollided = 0;
5899 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5900 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5901 Person::players[i]->forwardkeydown = 0;
5902 Person::players[i]->leftkeydown = 0;
5903 Person::players[i]->backkeydown = 0;
5904 Person::players[i]->rightkeydown = 0;
5905 Person::players[i]->jumpkeydown = 0;
5906 Person::players[i]->attackkeydown = 0;
5907 //Person::players[i]->crouchkeydown=0;
5908 Person::players[i]->throwkeydown = 0;
5911 if (Dialog::inDialog()) {
5912 Person::players[i]->forwardkeydown = 0;
5913 Person::players[i]->leftkeydown = 0;
5914 Person::players[i]->backkeydown = 0;
5915 Person::players[i]->rightkeydown = 0;
5916 Person::players[i]->jumpkeydown = 0;
5917 Person::players[i]->crouchkeydown = 0;
5918 Person::players[i]->drawkeydown = 0;
5919 Person::players[i]->throwkeydown = 0;
5922 if (Person::players[i]->collided < -.3)
5923 Person::players[i]->collided = -.3;
5924 if (Person::players[i]->collided > 1)
5925 Person::players[i]->collided = 1;
5926 Person::players[i]->collided -= multiplier * 4;
5927 Person::players[i]->whichdirectiondelay -= multiplier;
5928 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5929 Person::players[i]->avoidcollided = -.3;
5930 Person::players[i]->whichdirection = abs(Random() % 2);
5931 Person::players[i]->whichdirectiondelay = .4;
5933 if (Person::players[i]->avoidcollided > 1)
5934 Person::players[i]->avoidcollided = 1;
5935 Person::players[i]->avoidcollided -= multiplier / 4;
5936 if (!Person::players[i]->skeleton.free) {
5937 Person::players[i]->stunned -= multiplier;
5938 Person::players[i]->surprised -= multiplier;
5940 if (i != 0 && Person::players[i]->surprised <= 0 &&
5941 Person::players[i]->aitype == attacktypecutoff &&
5942 !Person::players[i]->dead &&
5943 !Person::players[i]->skeleton.free &&
5944 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5947 if (!Person::players[i]->throwkeydown)
5948 Person::players[i]->throwtogglekeydown = 0;
5951 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5952 if (Person::players[i]->weaponactive == -1 &&
5953 Person::players[i]->num_weapons < 2 &&
5954 (Person::players[i]->isIdle() ||
5955 Person::players[i]->isCrouch() ||
5956 Person::players[i]->animTarget == sneakanim ||
5957 Person::players[i]->animTarget == rollanim ||
5958 Person::players[i]->animTarget == backhandspringanim ||
5959 Person::players[i]->isFlip() ||
5960 Person::players[i]->aitype != playercontrolled)) {
5961 for (unsigned j = 0; j < weapons.size(); j++) {
5962 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5963 Person::players[i]->aitype == playercontrolled) &&
5964 weapons[j].owner == -1 &&
5965 Person::players[i]->weaponactive == -1)
5966 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5967 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5968 if (Person::players[i]->isCrouch() ||
5969 Person::players[i]->animTarget == sneakanim ||
5970 Person::players[i]->isRun() ||
5971 Person::players[i]->isIdle() ||
5972 Person::players[i]->aitype != playercontrolled) {
5973 Person::players[i]->throwtogglekeydown = 1;
5974 Person::players[i]->setAnimation(crouchremoveknifeanim);
5975 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5976 Person::players[i]->hasvictim = 0;
5978 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5979 Person::players[i]->throwtogglekeydown = 1;
5980 Person::players[i]->hasvictim = 0;
5982 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5983 Person::players[i]->aitype == playercontrolled) &&
5984 weapons[j].owner == -1 ||
5985 Person::players[i]->victim &&
5986 weapons[j].owner == int(Person::players[i]->victim->id))
5987 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5988 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5989 if (weapons[j].getType() != staff)
5990 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5992 Person::players[i]->takeWeapon(j);
5995 } else if ((Person::players[i]->isIdle() ||
5996 Person::players[i]->isFlip() ||
5997 Person::players[i]->aitype != playercontrolled) &&
5998 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5999 Person::players[i]->coords.y < weapons[j].position.y) {
6000 if (!Person::players[i]->isFlip()) {
6001 Person::players[i]->throwtogglekeydown = 1;
6002 Person::players[i]->setAnimation(removeknifeanim);
6003 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6005 if (Person::players[i]->isFlip()) {
6006 Person::players[i]->throwtogglekeydown = 1;
6007 Person::players[i]->hasvictim = 0;
6009 for (unsigned k = 0; k < weapons.size(); k++) {
6010 if (Person::players[i]->weaponactive == -1)
6011 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6012 Person::players[i]->aitype == playercontrolled) &&
6013 weapons[k].owner == -1 ||
6014 Person::players[i]->victim &&
6015 weapons[k].owner == int(Person::players[i]->victim->id))
6016 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6017 Person::players[i]->weaponactive == -1) {
6018 if (weapons[k].getType() != staff)
6019 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6021 Person::players[i]->takeWeapon(k);
6028 if (Person::players[i]->isCrouch() ||
6029 Person::players[i]->animTarget == sneakanim ||
6030 Person::players[i]->isRun() ||
6031 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6032 Person::players[i]->animTarget == backhandspringanim) {
6033 if (Person::players.size() > 1)
6034 for (unsigned j = 0; j < Person::players.size(); j++) {
6035 if (Person::players[i]->weaponactive == -1)
6037 if (Person::players[j]->num_weapons &&
6038 Person::players[j]->skeleton.free &&
6039 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6040 (((Person::players[j]->skeleton.forward.y < 0 &&
6041 Person::players[j]->weaponstuckwhere == 0) ||
6042 (Person::players[j]->skeleton.forward.y > 0 &&
6043 Person::players[j]->weaponstuckwhere == 1)) ||
6044 Person::players[j]->weaponstuck == -1 ||
6045 Person::players[j]->num_weapons > 1)) {
6046 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6047 Person::players[i]->throwtogglekeydown = 1;
6048 Person::players[i]->victim = Person::players[j];
6049 Person::players[i]->hasvictim = 1;
6050 Person::players[i]->setAnimation(crouchremoveknifeanim);
6051 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6053 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6054 Person::players[i]->throwtogglekeydown = 1;
6055 Person::players[i]->victim = Person::players[j];
6056 Person::players[i]->hasvictim = 1;
6057 int k = Person::players[j]->weaponids[0];
6058 if (Person::players[i]->hasvictim) {
6061 if (Person::players[i]->victim->weaponstuck != -1) {
6062 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6067 if (weapons[k].getType() != staff)
6068 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6071 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6073 if (weapons[k].owner != -1) {
6074 if (Person::players[i]->victim->num_weapons == 1)
6075 Person::players[i]->victim->num_weapons = 0;
6077 Person::players[i]->victim->num_weapons = 1;
6079 Person::players[i]->victim->skeleton.longdead = 0;
6080 Person::players[i]->victim->skeleton.free = 1;
6081 Person::players[i]->victim->skeleton.broken = 0;
6083 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6084 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6085 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6091 Normalise(&relative);
6092 XYZ footvel, footpoint;
6094 footpoint = weapons[k].position;
6095 if (Person::players[i]->victim->weaponstuck != -1) {
6096 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6098 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6099 weapons[k].bloody = 2;
6100 weapons[k].blooddrip = 5;
6101 Person::players[i]->victim->weaponstuck = -1;
6102 Person::players[i]->victim->bloodloss += 2000;
6103 Person::players[i]->victim->DoDamage(2000);
6106 if (Person::players[i]->victim->num_weapons > 0) {
6107 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6108 Person::players[i]->victim->weaponstuck = 0;
6109 if (Person::players[i]->victim->weaponids[0] == k)
6110 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6113 Person::players[i]->victim->weaponactive = -1;
6115 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6116 Person::players[i]->victim->jointVel(neck) += relative * 6;
6117 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6118 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6120 Person::players[i]->takeWeapon(k);
6127 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6128 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6129 if (Person::players[i]->isIdle() ||
6130 Person::players[i]->isRun() ||
6131 Person::players[i]->isCrouch() ||
6132 Person::players[i]->animTarget == sneakanim ||
6133 Person::players[i]->isFlip())
6134 if (Person::players.size() > 1)
6135 for (unsigned j = 0; j < Person::players.size(); j++) {
6137 if (tutoriallevel != 1 || tutorialstage == 49)
6139 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6140 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6141 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6142 !Person::players[j]->skeleton.free &&
6143 -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)) {
6144 if (!Person::players[i]->isFlip()) {
6145 Person::players[i]->throwtogglekeydown = 1;
6146 Person::players[i]->victim = Person::players[j];
6147 Person::players[i]->setAnimation(knifethrowanim);
6148 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6149 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6151 if (Person::players[i]->isFlip()) {
6152 if (Person::players[i]->weaponactive != -1) {
6153 Person::players[i]->throwtogglekeydown = 1;
6154 Person::players[i]->victim = Person::players[j];
6156 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);
6159 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6161 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6162 Person::players[i]->num_weapons--;
6163 if (Person::players[i]->num_weapons) {
6164 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6166 Person::players[i]->weaponactive = -1;
6173 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6174 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6175 Person::players[i]->throwtogglekeydown = 1;
6176 XYZ tempVelocity = Person::players[i]->velocity * .2;
6177 if (tempVelocity.x == 0)
6178 tempVelocity.x = .1;
6179 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6180 Person::players[i]->num_weapons--;
6181 if (Person::players[i]->num_weapons) {
6182 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6183 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6184 Person::players[i]->weaponstuck = 0;
6187 Person::players[i]->weaponactive = -1;
6188 for (unsigned j = 0; j < Person::players.size(); j++) {
6189 Person::players[j]->wentforweapon = 0;
6197 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6198 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6199 (Person::players[i]->num_weapons == 2) &&
6200 (Person::players[i]->weaponactive == -1) &&
6201 Person::players[i]->isIdle() ||
6202 Person::players[0]->dead &&
6203 (Person::players[i]->weaponactive != -1) &&
6206 if (Person::players[i]->weaponactive != -1)
6207 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6209 if (isgood && Person::players[i]->creature != wolftype) {
6210 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6211 Person::players[i]->setAnimation(drawrightanim);
6212 Person::players[i]->drawtogglekeydown = 1;
6214 if ((Person::players[i]->isIdle() ||
6215 (Person::players[i]->aitype != playercontrolled &&
6216 Person::players[0]->weaponactive != -1 &&
6217 Person::players[i]->isRun())) &&
6218 Person::players[i]->num_weapons &&
6219 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6220 Person::players[i]->setAnimation(drawleftanim);
6221 Person::players[i]->drawtogglekeydown = 1;
6223 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6224 Person::players[i]->setAnimation(crouchdrawrightanim);
6225 Person::players[i]->drawtogglekeydown = 1;
6232 if (Person::players[i]->weaponactive != -1) {
6233 if (Person::players[i]->isCrouch() &&
6234 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6236 Person::players[i]->onterrain &&
6237 Person::players[i]->num_weapons &&
6238 Person::players[i]->attackkeydown &&
6239 musictype != stream_fighttheme) {
6240 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6241 Person::players[i]->setAnimation(crouchstabanim);
6242 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6243 Person::players[i]->setAnimation(swordgroundstabanim);
6244 Person::players[i]->hasvictim = 0;
6248 if (!Person::players[i]->drawkeydown)
6249 Person::players[i]->drawtogglekeydown = 0;
6254 absflatfacing.z = -1;
6256 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6258 absflatfacing = flatfacing;
6260 if (Dialog::inDialog()) {
6261 Person::players[i]->forwardkeydown = 0;
6262 Person::players[i]->leftkeydown = 0;
6263 Person::players[i]->backkeydown = 0;
6264 Person::players[i]->rightkeydown = 0;
6265 Person::players[i]->jumpkeydown = 0;
6266 Person::players[i]->crouchkeydown = 0;
6267 Person::players[i]->drawkeydown = 0;
6268 Person::players[i]->throwkeydown = 0;
6272 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6273 Person::players[i]->animTarget != staggerbackhighanim &&
6274 Person::players[i]->animTarget != staggerbackhardanim &&
6275 Person::players[i]->animTarget != backhandspringanim &&
6276 Person::players[i]->animTarget != dodgebackanim) {
6277 if (!Person::players[i]->forwardkeydown)
6278 Person::players[i]->forwardstogglekeydown = 0;
6279 if (Person::players[i]->crouchkeydown) {
6283 Person::players[i]->superruntoggle = 1;
6284 if (Person::players.size() > 1)
6285 for (unsigned j = 0; j < Person::players.size(); j++)
6286 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6287 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6288 Person::players[i]->superruntoggle = 0;
6291 if (Person::players.size() > 1)
6292 for (unsigned j = 0; j < Person::players.size(); j++) {
6293 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6294 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6295 Person::players[j]->victim == Person::players[i] &&
6296 (Person::players[j]->animTarget == sweepanim ||
6297 Person::players[j]->animTarget == upunchanim ||
6298 Person::players[j]->animTarget == wolfslapanim ||
6299 ((Person::players[j]->animTarget == swordslashanim ||
6300 Person::players[j]->animTarget == knifeslashstartanim ||
6301 Person::players[j]->animTarget == staffhitanim ||
6302 Person::players[j]->animTarget == staffspinhitanim) &&
6303 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6312 Person::players[target]->Reverse();
6313 Person::players[i]->lowreversaldelay = .5;
6315 if (Person::players[i]->isIdle()) {
6316 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6317 Person::players[i]->transspeed = 10;
6319 if (Person::players[i]->isRun() ||
6320 (Person::players[i]->isStop() &&
6321 (Person::players[i]->leftkeydown ||
6322 Person::players[i]->rightkeydown ||
6323 Person::players[i]->forwardkeydown ||
6324 Person::players[i]->backkeydown))) {
6325 Person::players[i]->setAnimation(rollanim);
6326 Person::players[i]->transspeed = 20;
6329 if (!Person::players[i]->crouchkeydown) {
6331 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6332 Person::players[i]->superruntoggle = 0;
6334 if (Person::players[i]->isCrouch()) {
6335 if (Person::players.size() > 1)
6336 for (unsigned j = 0; j < Person::players.size(); j++) {
6338 !Person::players[j]->skeleton.free &&
6339 Person::players[j]->victim &&
6340 Person::players[i]->highreversaldelay <= 0) {
6341 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6342 Person::players[j]->victim == Person::players[i] &&
6343 (Person::players[j]->animTarget == spinkickanim) &&
6344 Person::players[i]->isCrouch()) {
6353 Person::players[target]->Reverse();
6354 Person::players[i]->highreversaldelay = .5;
6356 if (Person::players[i]->isCrouch()) {
6357 if (!Person::players[i]->wasCrouch()) {
6358 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6359 Person::players[i]->frameCurrent = 0;
6361 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6362 Person::players[i]->transspeed = 10;
6365 if (Person::players[i]->animTarget == sneakanim) {
6366 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6367 Person::players[i]->transspeed = 10;
6370 if (Person::players[i]->forwardkeydown) {
6371 if (Person::players[i]->isIdle() ||
6372 (Person::players[i]->isStop() &&
6373 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6374 (Person::players[i]->isLanding() &&
6375 Person::players[i]->frameTarget > 0 &&
6376 !Person::players[i]->jumpkeydown) ||
6377 (Person::players[i]->isLandhard() &&
6378 Person::players[i]->frameTarget > 0 &&
6379 !Person::players[i]->jumpkeydown &&
6380 Person::players[i]->crouchkeydown)) {
6381 if (Person::players[i]->aitype == passivetype)
6382 Person::players[i]->setAnimation(walkanim);
6384 Person::players[i]->setAnimation(Person::players[i]->getRun());
6386 if (Person::players[i]->isCrouch()) {
6387 Person::players[i]->animTarget = sneakanim;
6388 if (Person::players[i]->wasCrouch())
6389 Person::players[i]->target = 0;
6390 Person::players[i]->frameTarget = 0;
6392 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6393 Person::players[i]->setAnimation(climbanim);
6394 Person::players[i]->frameTarget = 1;
6395 Person::players[i]->jumpclimb = 1;
6397 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6398 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6400 Person::players[i]->forwardstogglekeydown = 1;
6403 if (Person::players[i]->rightkeydown) {
6404 if (Person::players[i]->isIdle() ||
6405 (Person::players[i]->isStop() &&
6406 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6407 (Person::players[i]->isLanding() &&
6408 Person::players[i]->frameTarget > 0 &&
6409 !Person::players[i]->jumpkeydown) ||
6410 (Person::players[i]->isLandhard() &&
6411 Person::players[i]->frameTarget > 0 &&
6412 !Person::players[i]->jumpkeydown &&
6413 Person::players[i]->crouchkeydown)) {
6414 Person::players[i]->setAnimation(Person::players[i]->getRun());
6416 if (Person::players[i]->isCrouch()) {
6417 Person::players[i]->animTarget = sneakanim;
6418 if (Person::players[i]->wasCrouch())
6419 Person::players[i]->target = 0;
6420 Person::players[i]->frameTarget = 0;
6422 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6423 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6425 Person::players[i]->targetyaw -= 90;
6426 if (Person::players[i]->forwardkeydown)
6427 Person::players[i]->targetyaw += 45;
6428 if (Person::players[i]->backkeydown)
6429 Person::players[i]->targetyaw -= 45;
6432 if ( Person::players[i]->leftkeydown) {
6433 if (Person::players[i]->isIdle() ||
6434 (Person::players[i]->isStop() &&
6435 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6436 (Person::players[i]->isLanding() &&
6437 Person::players[i]->frameTarget > 0 &&
6438 !Person::players[i]->jumpkeydown) ||
6439 (Person::players[i]->isLandhard() &&
6440 Person::players[i]->frameTarget > 0 &&
6441 !Person::players[i]->jumpkeydown &&
6442 Person::players[i]->crouchkeydown)) {
6443 Person::players[i]->setAnimation(Person::players[i]->getRun());
6445 if (Person::players[i]->isCrouch()) {
6446 Person::players[i]->animTarget = sneakanim;
6447 if (Person::players[i]->wasCrouch())
6448 Person::players[i]->target = 0;
6449 Person::players[i]->frameTarget = 0;
6451 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6452 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6454 Person::players[i]->targetyaw += 90;
6455 if (Person::players[i]->forwardkeydown)
6456 Person::players[i]->targetyaw -= 45;
6457 if (Person::players[i]->backkeydown)
6458 Person::players[i]->targetyaw += 45;
6461 if (Person::players[i]->backkeydown) {
6462 if (Person::players[i]->isIdle() ||
6463 (Person::players[i]->isStop() &&
6464 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6465 (Person::players[i]->isLanding() &&
6466 Person::players[i]->frameTarget > 0 &&
6467 !Person::players[i]->jumpkeydown) ||
6468 (Person::players[i]->isLandhard() &&
6469 Person::players[i]->frameTarget > 0 &&
6470 !Person::players[i]->jumpkeydown &&
6471 Person::players[i]->crouchkeydown)) {
6472 Person::players[i]->setAnimation(Person::players[i]->getRun());
6474 if (Person::players[i]->isCrouch()) {
6475 Person::players[i]->animTarget = sneakanim;
6476 if (Person::players[i]->wasCrouch())
6477 Person::players[i]->target = 0;
6478 Person::players[i]->frameTarget = 0;
6480 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6481 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6483 if (Person::players[i]->animTarget == hanganim) {
6484 Person::players[i]->animCurrent = jumpdownanim;
6485 Person::players[i]->animTarget = jumpdownanim;
6486 Person::players[i]->target = 0;
6487 Person::players[i]->frameCurrent = 0;
6488 Person::players[i]->frameTarget = 1;
6489 Person::players[i]->velocity = 0;
6490 Person::players[i]->velocity.y += gravity;
6491 Person::players[i]->coords.y -= 1.4;
6492 Person::players[i]->grabdelay = 1;
6494 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6495 Person::players[i]->targetyaw += 180;
6498 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6499 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6500 Person::players[i]->isRun() ||
6501 Person::players[i]->animTarget == walkanim ||
6502 Person::players[i]->isCrouch() ||
6503 Person::players[i]->animTarget == sneakanim) &&
6504 Person::players[i]->jumppower > 1) &&
6505 ((Person::players[i]->animTarget != rabbitrunninganim &&
6506 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6507 Person::players[i]->jumpstart = 0;
6508 Person::players[i]->setAnimation(jumpupanim);
6509 Person::players[i]->yaw = Person::players[i]->targetyaw;
6510 Person::players[i]->transspeed = 20;
6511 Person::players[i]->FootLand(leftfoot, 1);
6512 Person::players[i]->FootLand(rightfoot, 1);
6516 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6519 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6521 Person::players[i]->velocity = 0;
6525 if (Person::players.size() > 1)
6526 for (unsigned j = 0; j < Person::players.size(); j++) {
6527 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6528 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6529 (Person::players[j]->victim == Person::players[i]) &&
6530 (Person::players[j]->animTarget == sweepanim)) {
6539 Person::players[i]->velocity.y = 1;
6541 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6542 Person::players[i]->velocity.y = 7;
6543 Person::players[i]->crouchtogglekeydown = 1;
6544 } else Person::players[i]->velocity.y = 5;
6546 if (mousejump && i == 0 && debugmode) {
6547 if (!Person::players[i]->isLanding())
6548 Person::players[i]->tempdeltav = deltav;
6549 if (Person::players[i]->tempdeltav < 0)
6550 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6553 Person::players[i]->coords.y += .2;
6554 Person::players[i]->jumppower -= 1;
6557 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6559 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6561 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6562 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6563 Person::players[i]->frameTarget = 2;
6564 Person::players[i]->landhard = 0;
6565 Person::players[i]->jumpstart = 1;
6566 Person::players[i]->tempdeltav = deltav;
6568 if (Person::players[i]->animTarget == jumpupanim &&
6572 Person::players[i]->aitype != playercontrolled)) {
6573 if (Person::players[i]->jumppower > multiplier * 6) {
6574 Person::players[i]->velocity.y += multiplier * 6;
6575 Person::players[i]->jumppower -= multiplier * 6;
6577 if (Person::players[i]->jumppower <= multiplier * 6) {
6578 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6579 Person::players[i]->jumppower = 0;
6582 if (((floatjump || editorenabled) && debugmode) && i == 0)
6583 Person::players[i]->velocity.y += multiplier * 30;
6587 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6588 Person::players[i]->setAnimation(Person::players[i]->getStop());
6589 if (Person::players[i]->animTarget == sneakanim) {
6590 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6591 if (Person::players[i]->animCurrent == sneakanim)
6592 Person::players[i]->target = 0;
6593 Person::players[i]->frameTarget = 0;
6596 if (Person::players[i]->animTarget == walkanim &&
6597 (Person::players[i]->aitype == attacktypecutoff ||
6598 Person::players[i]->aitype == searchtype ||
6599 (Person::players[i]->aitype == passivetype &&
6600 Person::players[i]->numwaypoints <= 1)))
6601 Person::players[i]->setAnimation(Person::players[i]->getStop());
6602 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6603 Person::players[i]->setAnimation(Person::players[i]->getStop());
6606 if (Person::players[i]->animTarget == rollanim)
6607 Person::players[i]->targetyaw = oldtargetyaw;
6611 for (unsigned k = 0; k < Person::players.size(); k++) {
6612 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6613 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6614 Person::players[k]->yaw -= 360;
6616 Person::players[k]->yaw += 360;
6619 //stop to turn in right direction
6620 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6621 Person::players[k]->setAnimation(Person::players[k]->getStop());
6623 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6624 Person::players[k]->targettilt = 0;
6626 if (Person::players[k]->animTarget != jumpupanim &&
6627 Person::players[k]->animTarget != backhandspringanim &&
6628 Person::players[k]->animTarget != jumpdownanim &&
6629 !Person::players[k]->isFlip()) {
6630 Person::players[k]->targettilt = 0;
6631 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6632 Person::players[k]->jumppower = 0;
6633 Person::players[k]->jumppower += multiplier * 7;
6634 if (Person::players[k]->isCrouch())
6635 Person::players[k]->jumppower += multiplier * 7;
6636 if (Person::players[k]->jumppower > 5)
6637 Person::players[k]->jumppower = 5;
6640 if (Person::players[k]->isRun())
6641 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6643 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6644 Person::players[k]->grabdelay -= multiplier;
6648 for (unsigned k = 0; k < Person::players.size(); k++) {
6649 Person::players[k]->DoAnimations();
6650 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6651 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6657 for (int j = numenvsounds - 1; j >= 0; j--) {
6658 envsoundlife[j] -= multiplier;
6659 if (envsoundlife[j] < 0) {
6661 envsoundlife[j] = envsoundlife[numenvsounds];
6662 envsound[j] = envsound[numenvsounds];
6665 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6667 if (tutoriallevel == 1) {
6684 if (tutorialstage >= 51)
6685 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6686 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6687 OPENAL_SetFrequency(OPENAL_ALL);
6689 emit_stream_np(stream_menutheme);
6698 if (tutorialstage < 51)
6699 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6700 emit_sound_at(fireendsound, Person::players[0]->coords);
6702 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6706 if (tutorialstage >= 14 && tutorialstage < 50)
6707 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6708 emit_sound_at(fireendsound, Person::players[1]->coords);
6710 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6711 if (Random() % 2 == 0) {
6712 if (!Person::players[1]->skeleton.free)
6713 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6714 if (Person::players[1]->skeleton.free)
6715 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6716 if (!Person::players[1]->skeleton.free)
6717 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;
6718 if (Person::players[1]->skeleton.free)
6719 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6720 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6724 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6725 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6726 Person::players[1]->skeleton.joints[i].velocity = 0;
6727 if (Random() % 2 == 0) {
6728 if (!Person::players[1]->skeleton.free)
6729 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6730 if (Person::players[1]->skeleton.free)
6731 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6732 if (!Person::players[1]->skeleton.free)
6733 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;
6734 if (Person::players[1]->skeleton.free)
6735 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6736 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6744 static float gLoc[3];
6748 static float vel[3];
6749 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6750 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6751 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6753 //Set orientation with forward and up vectors
6754 static XYZ upvector;
6758 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6759 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6764 facing = DoRotation(facing, -pitch, 0, 0);
6765 facing = DoRotation(facing, 0, 0 - yaw, 0);
6768 static float ori[6];
6772 ori[3] = -upvector.x;
6773 ori[4] = upvector.y;
6774 ori[5] = -upvector.z;
6776 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6783 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6787 void Game::TickOnce()
6790 yaw += multiplier * 5;
6791 } else if (Dialog::directing || !Dialog::inDialog()) {
6794 pitch -= deltav * .7;
6796 pitch += deltav * .7;
6805 void Game::TickOnceAfter()
6807 static XYZ colviewer;
6808 static XYZ coltarget;
6812 static float changedelay;
6813 static bool alldead;
6814 static float unseendelay;
6815 static float cameraspeed;
6818 static int oldmusictype = musictype;
6820 if (environment == snowyenvironment)
6821 leveltheme = stream_snowtheme;
6822 if (environment == grassyenvironment)
6823 leveltheme = stream_grasstheme;
6824 if (environment == desertenvironment)
6825 leveltheme = stream_deserttheme;
6829 musictype = leveltheme;
6830 for (unsigned i = 0; i < Person::players.size(); i++) {
6831 if ((Person::players[i]->aitype == attacktypecutoff ||
6832 Person::players[i]->aitype == getweapontype ||
6833 Person::players[i]->aitype == gethelptype ||
6834 Person::players[i]->aitype == searchtype) &&
6835 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6836 (Person::players[i]->animTarget != sneakattackedanim &&
6837 Person::players[i]->animTarget != knifesneakattackedanim &&
6838 Person::players[i]->animTarget != swordsneakattackedanim)) {
6839 musictype = stream_fighttheme;
6843 if (Person::players[0]->dead)
6844 musictype = stream_menutheme;
6847 if (musictype == stream_fighttheme)
6850 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6851 unseendelay -= multiplier;
6852 if (unseendelay > 0)
6853 musictype = stream_fighttheme;
6858 musictype = stream_menutheme;
6859 musicvolume[2] = 512;
6866 if (musictype != oldmusictype && musictype == stream_fighttheme)
6867 emit_sound_np(alarmsound);
6868 musicselected = musictype;
6870 if (musicselected == leveltheme)
6871 musicvolume[0] += multiplier * 450;
6873 musicvolume[0] -= multiplier * 450;
6874 if (musicselected == stream_fighttheme)
6875 musicvolume[1] += multiplier * 450;
6877 musicvolume[1] -= multiplier * 450;
6878 if (musicselected == stream_menutheme)
6879 musicvolume[2] += multiplier * 450;
6881 musicvolume[2] -= multiplier * 450;
6883 for (int i = 0; i < 3; i++) {
6884 if (musicvolume[i] < 0)
6886 if (musicvolume[i] > 512)
6887 musicvolume[i] = 512;
6890 if (musicvolume[2] > 128 && !loading && !mainmenu)
6891 musicvolume[2] = 128;
6894 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6895 emit_stream_np(leveltheme, musicvolume[0]);
6896 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6897 emit_stream_np(stream_fighttheme, musicvolume[1]);
6898 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6899 emit_stream_np(stream_menutheme, musicvolume[2]);
6900 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6901 pause_sound(leveltheme);
6902 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6903 pause_sound(stream_fighttheme);
6904 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6905 pause_sound(stream_menutheme);
6907 if (musicvolume[0] != oldmusicvolume[0])
6908 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6909 if (musicvolume[1] != oldmusicvolume[1])
6910 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6911 if (musicvolume[2] != oldmusicvolume[2])
6912 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6914 for (int i = 0; i < 3; i++)
6915 oldmusicvolume[i] = musicvolume[i];
6917 pause_sound(leveltheme);
6918 pause_sound(stream_fighttheme);
6919 pause_sound(stream_menutheme);
6921 for (int i = 0; i < 4; i++) {
6922 oldmusicvolume[i] = 0;
6927 Hotspot::killhotspot = 2;
6928 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6929 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6930 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6931 Hotspot::killhotspot = 0;
6932 else if (Hotspot::killhotspot == 2)
6933 Hotspot::killhotspot = 1;
6936 if (Hotspot::killhotspot == 2)
6937 Hotspot::killhotspot = 0;
6941 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6942 if (Hotspot::hotspots[i].type == -1)
6943 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6947 for (unsigned i = 1; i < Person::players.size(); i++)
6948 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6950 if (numalarmed > maxalarmed)
6951 maxalarmed = numalarmed;
6953 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6954 if (Person::players[0]->dead && changedelay <= 0) {
6956 targetlevel = whichlevel;
6959 for (unsigned i = 1; i < Person::players.size(); i++) {
6960 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6967 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6969 targetlevel = whichlevel + 1;
6970 if (targetlevel > numchallengelevels - 1)
6973 if (winhotspot || windialogue) {
6975 targetlevel = whichlevel + 1;
6976 if (targetlevel > numchallengelevels - 1)
6981 if (Hotspot::killhotspot) {
6983 targetlevel = whichlevel + 1;
6984 if (targetlevel > numchallengelevels - 1)
6988 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6989 //high scores, awards, win
6991 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6994 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7002 if (leveltime < 1) {
7007 Hotspot::killhotspot = 0;
7010 if (!editorenabled && gameon && !mainmenu) {
7011 if (changedelay != -999)
7012 changedelay -= multiplier / 7;
7013 if (Person::players[0]->dead)
7014 targetlevel = whichlevel;
7015 if (loading == 2 && !campaign) {
7018 fireSound(firestartsound);
7020 if (!Person::players[0]->dead && targetlevel != whichlevel)
7021 startbonustotal = bonustotal;
7022 if (Person::players[0]->dead)
7023 Loadlevel(whichlevel);
7025 Loadlevel(targetlevel);
7031 if (loading == 2 && targetlevel == whichlevel) {
7035 fireSound(firestartsound);
7037 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7043 if (changedelay <= -999 &&
7046 (Person::players[0]->dead ||
7047 (alldead && maptype == mapkilleveryone) ||
7049 (Hotspot::killhotspot)))
7051 if ((Person::players[0]->dead ||
7052 (alldead && maptype == mapkilleveryone) ||
7055 (Hotspot::killhotspot)) &&
7057 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7061 if (Person::players[0]->dead)
7067 // campaignchoosenext determines what to do when the level is complete:
7068 // 0 = load next level
7069 // 1 = go back to level select screen
7070 // 2 = stealthload next level
7071 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7072 if (campaignlevels[actuallevel].nextlevel.empty())
7074 } else if (mainmenu == 0 && winfreeze) {
7075 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7077 if (!stealthloading) {
7078 fireSound(firestartsound);
7083 startbonustotal = 0;
7093 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7096 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7100 pause_sound(stream_menutheme);
7111 oldmusictype = musictype;
7117 facing = DoRotation(facing, -pitch, 0, 0);
7118 facing = DoRotation(facing, 0, 0 - yaw, 0);
7119 viewerfacing = facing;
7122 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7123 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;
7125 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;
7127 if (Person::players[0]->skeleton.free) {
7128 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7129 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7130 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7134 if (Person::players[0]->skeleton.free != 2) {
7136 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7137 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7139 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7141 coltarget = target - cameraloc;
7142 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7145 Normalise(&coltarget);
7146 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7147 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7149 cameraloc = cameraloc + coltarget * multiplier * 8;
7153 cameradist += multiplier * 5;
7154 if (cameradist > 2.3)
7156 viewer = cameraloc - facing * cameradist;
7158 coltarget = cameraloc;
7159 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7160 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7161 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7162 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7164 coltarget = cameraloc;
7165 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7168 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7169 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7170 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7172 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7176 cameradist = findDistance(&viewer, &target);
7177 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7178 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7179 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7182 if (camerashake > .8)
7184 woozy += multiplier;
7185 if (Person::players[0]->dead)
7187 if (Person::players[0]->dead)
7189 camerashake -= multiplier * 2;
7190 blackout -= multiplier * 2;
7191 if (camerashake < 0)
7196 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7197 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7198 viewer.z += (float)(Random() % 100) * .0005 * camerashake;