2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
53 // Added more evilness needed for MSVC
55 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
56 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
60 extern float multiplier;
62 extern int environment;
63 extern Terrain terrain;
64 extern float screenwidth, screenheight;
67 extern float texdetail;
68 extern Objects objects;
70 extern float slomodelay;
71 extern bool floatjump;
74 extern float camerashake;
76 extern float blackout;
77 extern bool cellophane;
78 extern bool musictoggle;
79 extern int difficulty;
80 extern int bloodtoggle;
81 extern bool invertmouse;
83 extern float precipdelay;
84 extern XYZ viewerfacing;
85 extern bool ambientsound;
86 extern bool mousejump;
87 extern float viewdistance;
89 extern XYZ windvector;
90 extern bool debugmode;
91 static int leveltheme;
93 extern int oldmainmenu;
94 extern bool visibleloading;
95 extern XYZ envsound[30];
96 extern float envsoundvol[30];
97 extern int numenvsounds;
98 extern float envsoundlife[30];
99 extern float usermousesensitivity;
100 extern bool ismotionblur;
101 extern bool showdamagebar; // (des)activate the damage bar
103 extern bool skyboxtexture;
104 extern float skyboxr;
105 extern float skyboxg;
106 extern float skyboxb;
107 extern float skyboxlightr;
108 extern float skyboxlightg;
109 extern float skyboxlightb;
110 extern float fadestart;
111 extern float slomospeed;
112 extern float slomofreq;
113 extern int tutoriallevel;
114 extern float smoketex;
115 extern float tutorialstagetime;
116 extern int tutorialstage;
117 extern float tutorialmaxtime;
118 extern float tutorialsuccess;
119 extern bool againbonus;
120 extern bool reversaltrain;
121 extern bool canattack;
122 extern bool cananger;
123 extern float damagedealt;
125 extern int editoractive;
126 extern int editorpathtype;
128 extern float hostiletime;
130 extern bool gamestarted;
132 extern int numhotspots;
133 extern int killhotspot;
134 extern XYZ hotspot[40];
135 extern int hotspottype[40];
136 extern float hotspotsize[40];
137 extern char hotspottext[40][256];
138 extern int currenthotspot;
142 extern bool stillloading;
143 extern bool winfreeze;
145 extern bool campaign;
147 extern void toggleFullscreen();
158 std::string description;
161 0 = Immediately load next level at the end of this one.
162 1 = Go back to the world map.
163 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
165 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
166 std::vector<int> nextlevel;
168 CampaignLevel() : width(10) {
174 return 30 + 120 + location.x * 400 / 512;
177 return 30 + 30 + (512 - location.y) * 400 / 512;
180 return getStartX() + width;
183 return getStartY() + width;
187 center.x = getStartX() + width / 2;
188 center.y = getStartY() + width / 2;
194 istream& operator<< (istream& is) {
201 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
202 description.replace(pos, 1, 1, ' ');
209 for (int j = 0; j < numnext; j++) {
212 nextlevel.push_back(next - 1);
220 friend istream& operator>> (istream& is, CampaignLevel& cl) {
227 vector<CampaignLevel> campaignlevels;
230 bool winhotspot = false;
231 bool windialogue = false;
234 float cameradist = 0;
235 bool oldattackkey = 0;
237 float musicvolume[4] = {};
238 float oldmusicvolume[4] = {};
239 int musicselected = 0;
241 const char *rabbitskin[] = {
242 ":Data:Textures:Fur3.jpg",
243 ":Data:Textures:Fur.jpg",
244 ":Data:Textures:Fur2.jpg",
245 ":Data:Textures:Lynx.jpg",
246 ":Data:Textures:Otter.jpg",
247 ":Data:Textures:Opal.jpg",
248 ":Data:Textures:Sable.jpg",
249 ":Data:Textures:Chocolate.jpg",
250 ":Data:Textures:BW2.jpg",
251 ":Data:Textures:WB2.jpg"
254 const char *wolfskin[] = {
255 ":Data:Textures:Wolf.jpg",
256 ":Data:Textures:Darkwolf.jpg",
257 ":Data:Textures:Snowwolf.jpg"
260 const char **creatureskin[] = {rabbitskin, wolfskin};
262 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
263 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
267 // TODO: this is slightly incorrect
268 inline float roughDirection(XYZ vec)
271 float angle = -asin(-vec.x) * 180 / M_PI;
276 inline float roughDirectionTo(XYZ start, XYZ end)
278 return roughDirection(end - start);
280 inline float pitchOf(XYZ vec)
283 return -asin(vec.y) * 180 / M_PI;
285 inline float pitchTo(XYZ start, XYZ end)
287 return pitchOf(end - start);
289 inline float sq(float n)
293 inline float stepTowardf(float from, float to, float by)
295 if (fabs(from - to) < by)
303 void Game::playdialogueboxsound()
306 temppos = Person::players[Dialog::currentBox().participantfocus]->coords;
307 temppos = temppos - viewer;
312 switch (Dialog::currentBox().sound) {
317 sound = consolefailsound;
320 sound = consolesuccesssound;
323 sound = firestartsound;
326 sound = fireendsound;
329 sound = rabbitchitter;
332 sound = rabbitchitter2;
335 sound = rabbitpainsound;
338 sound = rabbitpain1sound;
341 sound = rabbitattacksound;
344 sound = rabbitattack2sound;
347 sound = rabbitattack3sound;
350 sound = rabbitattack4sound;
374 sound = barkgrowlsound;
380 emit_sound_at(sound, temppos);
383 // ================================================================
385 int Game::findClosestPlayer()
388 float closestdist = std::numeric_limits<float>::max();
390 for (unsigned i = 1; i < Person::players.size(); i++) {
391 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
392 if (distance < closestdist) {
393 closestdist = distance;
400 static int findClosestObject()
403 float closestdist = std::numeric_limits<float>::max();
405 for (int i = 0; i < objects.numobjects; i++) {
406 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
407 if (distance < closestdist) {
408 closestdist = distance;
415 static void cmd_dispatch(const string cmd)
417 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
419 for (i = 0; i < n_cmds; i++)
420 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
421 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
422 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
425 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
428 /********************> Tick() <*****/
429 extern bool save_screenshot(const char * fname);
430 void Screenshot (void)
433 time_t t = time(NULL);
434 struct tm *tme = localtime(&t);
435 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
436 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
439 mkdir("Screenshots");
442 save_screenshot(filename);
445 void Game::SetUpLighting()
447 if (environment == snowyenvironment)
448 light.setColors(.65, .65, .7, .4, .4, .44);
449 if (environment == desertenvironment)
450 light.setColors(.95, .95, .95, .4, .35, .3);
451 if (environment == grassyenvironment)
452 light.setColors(.95, .95, 1, .4, .4, .44);
454 light.setColors(1, 1, 1, .4, .4, .4);
456 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
457 light.color[0] *= (skyboxlightr + average) / 2;
458 light.color[1] *= (skyboxlightg + average) / 2;
459 light.color[2] *= (skyboxlightb + average) / 2;
460 light.ambient[0] *= (skyboxlightr + average) / 2;
461 light.ambient[1] *= (skyboxlightg + average) / 2;
462 light.ambient[2] *= (skyboxlightb + average) / 2;
465 int findPathDist(int start, int end)
467 int smallestcount, count, connected;
468 int last, last2, last3, last4;
471 smallestcount = 1000;
472 for (int i = 0; i < 50; i++) {
478 while (last != end && count < 30) {
480 for (int j = 0; j < numpathpoints; j++) {
481 if (j != last && j != last2 && j != last3 && j != last4) {
483 if (numpathpointconnect[j])
484 for (int k = 0; k < numpathpointconnect[j]; k++) {
485 if (pathpointconnect[j][k] == last)connected = 1;
488 if (numpathpointconnect[last])
489 for (int k = 0; k < numpathpointconnect[last]; k++) {
490 if (pathpointconnect[last][k] == j)connected = 1;
493 if (closest == -1 || Random() % 2 == 0) {
504 if (count < smallestcount)
505 smallestcount = count;
507 return smallestcount;
510 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
512 static XYZ colpoint, colviewer, coltarget;
513 static float minx, minz, maxx, maxz, miny, maxy;
515 minx = min(startpoint.x, endpoint.x) - 1;
516 miny = min(startpoint.y, endpoint.y) - 1;
517 minz = min(startpoint.z, endpoint.z) - 1;
518 maxx = max(startpoint.x, endpoint.x) + 1;
519 maxy = max(startpoint.y, endpoint.y) + 1;
520 maxz = max(startpoint.z, endpoint.z) + 1;
522 for (int i = 0; i < objects.numobjects; i++) {
523 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
524 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
525 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
526 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
527 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
528 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
529 if ( objects.type[i] != treeleavestype &&
530 objects.type[i] != bushtype &&
531 objects.type[i] != firetype) {
532 colviewer = startpoint;
533 coltarget = endpoint;
534 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
543 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
545 static XYZ colpoint, colviewer, coltarget;
546 static float minx, minz, maxx, maxz, miny, maxy;
547 static int i; //FIXME: see below
549 minx = min(startpoint.x, endpoint.x) - 1;
550 miny = min(startpoint.y, endpoint.y) - 1;
551 minz = min(startpoint.z, endpoint.z) - 1;
552 maxx = max(startpoint.x, endpoint.x) + 1;
553 maxy = max(startpoint.y, endpoint.y) + 1;
554 maxz = max(startpoint.z, endpoint.z) + 1;
557 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
558 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
559 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
560 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
561 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
562 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
563 if ( objects.type[what] != treeleavestype &&
564 objects.type[what] != bushtype &&
565 objects.type[what] != firetype) {
566 colviewer = startpoint;
567 coltarget = endpoint;
569 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
576 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
582 void Setenvironment(int which)
586 LOG(" Setting environment...");
591 pause_sound(stream_snowtheme);
592 pause_sound(stream_grasstheme);
593 pause_sound(stream_deserttheme);
594 pause_sound(stream_wind);
595 pause_sound(stream_desertambient);
598 if (environment == snowyenvironment) {
602 emit_stream_np(stream_wind);
604 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
605 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
606 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
607 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
609 footstepsound = footstepsn1;
610 footstepsound2 = footstepsn2;
611 footstepsound3 = footstepst1;
612 footstepsound4 = footstepst2;
614 terraintexture.load(":Data:Textures:snow.jpg", 1);
615 terraintexture2.load(":Data:Textures:rock.jpg", 1);
618 temptexdetail = texdetail;
621 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
622 ":Data:Textures:Skybox(snow):Left.jpg",
623 ":Data:Textures:Skybox(snow):Back.jpg",
624 ":Data:Textures:Skybox(snow):Right.jpg",
625 ":Data:Textures:Skybox(snow):Up.jpg",
626 ":Data:Textures:Skybox(snow):Down.jpg");
631 texdetail = temptexdetail;
632 } else if (environment == desertenvironment) {
635 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
636 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
637 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
638 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
642 emit_stream_np(stream_desertambient);
644 footstepsound = footstepsn1;
645 footstepsound2 = footstepsn2;
646 footstepsound3 = footstepsn1;
647 footstepsound4 = footstepsn2;
649 terraintexture.load(":Data:Textures:sand.jpg", 1);
650 terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
653 temptexdetail = texdetail;
656 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
657 ":Data:Textures:Skybox(sand):Left.jpg",
658 ":Data:Textures:Skybox(sand):Back.jpg",
659 ":Data:Textures:Skybox(sand):Right.jpg",
660 ":Data:Textures:Skybox(sand):Up.jpg",
661 ":Data:Textures:Skybox(sand):Down.jpg");
666 texdetail = temptexdetail;
667 } else if (environment == grassyenvironment) {
670 objects.treetextureptr.load(":Data:Textures:tree.png", 0);
671 objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
672 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
673 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
676 emit_stream_np(stream_wind, 100.);
678 footstepsound = footstepgr1;
679 footstepsound2 = footstepgr2;
680 footstepsound3 = footstepst1;
681 footstepsound4 = footstepst2;
683 terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
684 terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
687 temptexdetail = texdetail;
690 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
691 ":Data:Textures:Skybox(grass):Left.jpg",
692 ":Data:Textures:Skybox(grass):Back.jpg",
693 ":Data:Textures:Skybox(grass):Right.jpg",
694 ":Data:Textures:Skybox(grass):Up.jpg",
695 ":Data:Textures:Skybox(grass):Down.jpg");
699 texdetail = temptexdetail;
701 temptexdetail = texdetail;
703 terrain.load(":Data:Textures:heightmap.png");
705 texdetail = temptexdetail;
712 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
713 if (!ipstream.good()) {
714 if (accountactive->getCurrentCampaign() == "main") {
715 cerr << "Could not found main campaign!" << endl;
718 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
719 accountactive->setCurrentCampaign("main");
720 return LoadCampaign();
722 ipstream.ignore(256, ':');
724 ipstream >> numlevels;
725 campaignlevels.clear();
726 for (int i = 0; i < numlevels; i++) {
729 campaignlevels.push_back(cl);
733 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
735 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
737 Mainmenuitems[7].load(":Data:Textures:World.png", 0);
740 if (accountactive->getCampaignChoicesMade() == 0) {
741 accountactive->setCampaignScore(0);
742 accountactive->resetFasttime();
746 vector<string> ListCampaigns()
748 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
749 struct dirent *campaign = NULL;
751 perror("Problem while loading campaigns");
752 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
755 vector<string> campaignNames;
756 while ((campaign = readdir(campaigns)) != NULL) {
757 string name(campaign->d_name);
758 if (name.length() < 5)
760 if (!name.compare(name.length() - 4, 4, ".txt")) {
761 campaignNames.push_back(name.substr(0, name.length() - 4));
765 return campaignNames;
768 void Game::Loadlevel(int which)
775 Loadlevel("tutorial");
776 } else if (which >= 0 && which <= 15) {
778 snprintf(buf, 32, "map%d", which + 1); // challenges
781 Loadlevel("mapsave");
784 void Game::Loadlevel(const char *name)
786 int indemo; // FIXME this should be removed
789 static const char *pfx = ":Data:Maps:";
794 LOG(std::string("Loading level...") + name);
806 if (tutoriallevel != -1)
811 if (tutoriallevel == 1)
813 if (tutorialstage == 0) {
814 tutorialstagetime = 0;
817 pause_sound(whooshsound);
818 pause_sound(stream_firesound);
820 // Change the map filename into something that is os specific
821 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
822 sprintf(buf, "%s%s", pfx, name);
823 const char *FixedFN = ConvertFileName(buf);
827 tfile = fopen( FixedFN, "rb" );
829 pause_sound(stream_firesound);
835 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
837 Dialog::dialogs.clear();
839 Dialog::indialogue = -1;
846 difficulty = accountactive->getDifficulty();
860 for (int i = 0; i < 100; i++)
869 numunarmedattack = 0;
880 bonustotal = startbonustotal;
885 emit_sound_np(consolesuccesssound);
890 if (!stealthloading) {
891 terrain.numdecals = 0;
892 Sprite::deleteSprites();
893 for (int i = 0; i < objects.numobjects; i++)
894 objects.model[i].numdecals = 0;
896 int j = objects.numobjects;
897 for (int i = 0; i < j; i++) {
898 objects.DeleteObject(0);
903 for (int i = 0; i < subdivision; i++)
904 for (int j = 0; j < subdivision; j++)
905 terrain.patchobjectnum[i][j] = 0;
911 Person::players.resize(1);
913 funpackf(tfile, "Bi", &mapvers);
915 funpackf(tfile, "Bi", &indemo);
919 funpackf(tfile, "Bi", &maptype);
921 maptype = mapkilleveryone;
923 funpackf(tfile, "Bi", &hostile);
927 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
933 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
941 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
943 skyboxlightr = skyboxr;
944 skyboxlightg = skyboxg;
945 skyboxlightb = skyboxb;
948 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);
950 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
951 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
952 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
953 Person::players[0]->weaponids[j] = weapons.size();
955 funpackf(tfile, "Bi", &type);
956 weapons.push_back(Weapon(type, 0));
962 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
963 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
964 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
965 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
967 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
970 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
972 Person::players[0]->whichskin = 0;
973 Person::players[0]->creature = rabbittype;
976 Person::players[0]->lastattack = -1;
977 Person::players[0]->lastattack2 = -1;
978 Person::players[0]->lastattack3 = -1;
982 Dialog::loadDialogs(tfile);
985 for (int k = 0; k < Person::players[0]->numclothes; k++) {
986 funpackf(tfile, "Bi", &templength);
987 for (int l = 0; l < templength; l++)
988 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
989 Person::players[0]->clothes[k][templength] = '\0';
990 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
993 funpackf(tfile, "Bi", &environment);
995 funpackf(tfile, "Bi", &objects.numobjects);
996 for (int i = 0; i < objects.numobjects; i++) {
997 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]);
998 if (objects.type[i] == treeleavestype)
999 objects.scale[i] = objects.scale[i - 1];
1003 funpackf(tfile, "Bi", &numhotspots);
1004 for (int i = 0; i < numhotspots; i++) {
1005 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1006 funpackf(tfile, "Bi", &templength);
1008 for (int l = 0; l < templength; l++)
1009 funpackf(tfile, "Bb", &hotspottext[i][l]);
1010 hotspottext[i][templength] = '\0';
1011 if (hotspottype[i] == -111)
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++) {
1101 Person::players[i]->burnt = 0;
1102 Person::players[i]->bled = 0;
1103 Person::players[i]->onfire = 0;
1104 if (i == 0 || Person::players[i]->scale < 0)
1105 Person::players[i]->scale = .2;
1106 Person::players[i]->skeleton.free = 0;
1107 Person::players[i]->skeleton.id = i;
1108 if (i == 0 && mapvers < 9)
1109 Person::players[i]->creature = rabbittype;
1110 if (Person::players[i]->creature != wolftype) {
1111 Person::players[i]->skeleton.Load(
1112 (char *)":Data:Skeleton:Basic Figure",
1113 (char *)":Data:Skeleton:Basic Figurelow",
1114 (char *)":Data:Skeleton:Rabbitbelt",
1115 (char *)":Data:Models:Body.solid",
1116 (char *)":Data:Models:Body2.solid",
1117 (char *)":Data:Models:Body3.solid",
1118 (char *)":Data:Models:Body4.solid",
1119 (char *)":Data:Models:Body5.solid",
1120 (char *)":Data:Models:Body6.solid",
1121 (char *)":Data:Models:Body7.solid",
1122 (char *)":Data:Models:Bodylow.solid",
1123 (char *)":Data:Models:Belt.solid", 0);
1125 if (Person::players[i]->creature != wolftype) {
1126 Person::players[i]->skeleton.Load(
1127 (char *)":Data:Skeleton:Basic Figure",
1128 (char *)":Data:Skeleton:Basic Figurelow",
1129 (char *)":Data:Skeleton:Rabbitbelt",
1130 (char *)":Data:Models:Body.solid",
1131 (char *)":Data:Models:Body2.solid",
1132 (char *)":Data:Models:Body3.solid",
1133 (char *)":Data:Models:Body4.solid",
1134 (char *)":Data:Models:Body5.solid",
1135 (char *)":Data:Models:Body6.solid",
1136 (char *)":Data:Models:Body7.solid",
1137 (char *)":Data:Models:Bodylow.solid",
1138 (char *)":Data:Models:Belt.solid", 1);
1139 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
1141 if (Person::players[i]->creature == wolftype) {
1142 Person::players[i]->skeleton.Load(
1143 (char *)":Data:Skeleton:Basic Figure Wolf",
1144 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1145 (char *)":Data:Skeleton:Rabbitbelt",
1146 (char *)":Data:Models:Wolf.solid",
1147 (char *)":Data:Models:Wolf2.solid",
1148 (char *)":Data:Models:Wolf3.solid",
1149 (char *)":Data:Models:Wolf4.solid",
1150 (char *)":Data:Models:Wolf5.solid",
1151 (char *)":Data:Models:Wolf6.solid",
1152 (char *)":Data:Models:Wolf7.solid",
1153 (char *)":Data:Models:Wolflow.solid",
1154 (char *)":Data:Models:Belt.solid", 0);
1158 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1160 Person::players[i]->addClothes();
1162 Person::players[i]->animCurrent = bounceidleanim;
1163 Person::players[i]->animTarget = bounceidleanim;
1164 Person::players[i]->frameCurrent = 0;
1165 Person::players[i]->frameTarget = 1;
1166 Person::players[i]->target = 0;
1167 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1168 if (difficulty == 0)
1169 Person::players[i]->speed -= .2;
1170 if (difficulty == 1)
1171 Person::players[i]->speed -= .1;
1173 Person::players[i]->velocity = 0;
1174 Person::players[i]->oldcoords = Person::players[i]->coords;
1175 Person::players[i]->realoldcoords = Person::players[i]->coords;
1177 Person::players[i]->id = i;
1178 Person::players[i]->skeleton.id = i;
1179 Person::players[i]->updatedelay = 0;
1180 Person::players[i]->normalsupdatedelay = 0;
1182 Person::players[i]->aitype = passivetype;
1185 Person::players[i]->proportionhead = 1.2;
1186 Person::players[i]->proportionbody = 1.05;
1187 Person::players[i]->proportionarms = 1.00;
1188 Person::players[i]->proportionlegs = 1.1;
1189 Person::players[i]->proportionlegs.y = 1.05;
1191 Person::players[i]->headless = 0;
1192 Person::players[i]->currentoffset = 0;
1193 Person::players[i]->targetoffset = 0;
1195 Person::players[i]->damagetolerance = 200;
1197 if (Person::players[i]->creature == wolftype) {
1198 if (i == 0 || Person::players[i]->scale < 0)
1199 Person::players[i]->scale = .23;
1200 Person::players[i]->damagetolerance = 300;
1206 Person::players[i]->proportionhead.z = 0;
1207 Person::players[i]->proportionbody.z = 0;
1208 Person::players[i]->proportionarms.z = 0;
1209 Person::players[i]->proportionlegs.z = 0;
1212 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1214 Person::players[i]->headmorphness = 0;
1215 Person::players[i]->targetheadmorphness = 1;
1216 Person::players[i]->headmorphstart = 0;
1217 Person::players[i]->headmorphend = 0;
1219 Person::players[i]->pausetime = 0;
1221 Person::players[i]->dead = 0;
1222 Person::players[i]->jumppower = 5;
1223 Person::players[i]->damage = 0;
1224 Person::players[i]->permanentdamage = 0;
1225 Person::players[i]->superpermanentdamage = 0;
1227 Person::players[i]->forwardkeydown = 0;
1228 Person::players[i]->leftkeydown = 0;
1229 Person::players[i]->backkeydown = 0;
1230 Person::players[i]->rightkeydown = 0;
1231 Person::players[i]->jumpkeydown = 0;
1232 Person::players[i]->crouchkeydown = 0;
1233 Person::players[i]->throwkeydown = 0;
1235 Person::players[i]->collided = -10;
1236 Person::players[i]->loaded = 1;
1237 Person::players[i]->bloodloss = 0;
1238 Person::players[i]->weaponactive = -1;
1239 Person::players[i]->weaponstuck = -1;
1240 Person::players[i]->bleeding = 0;
1241 Person::players[i]->deathbleeding = 0;
1242 Person::players[i]->stunned = 0;
1243 Person::players[i]->hasvictim = 0;
1244 Person::players[i]->wentforweapon = 0;
1247 Person::players[0]->aitype = playercontrolled;
1248 Person::players[0]->weaponactive = -1;
1250 if (difficulty == 1) {
1251 Person::players[0]->power = 1 / .9;
1252 Person::players[0]->damagetolerance = 250;
1253 } else if (difficulty == 0) {
1254 Person::players[0]->power = 1 / .8;
1255 Person::players[0]->damagetolerance = 300;
1256 Person::players[0]->armorhead *= 1.5;
1257 Person::players[0]->armorhigh *= 1.5;
1258 Person::players[0]->armorlow *= 1.5;
1261 cameraloc = Person::players[0]->coords;
1263 yaw = Person::players[0]->yaw;
1265 hawkcoords = Person::players[0]->coords;
1271 LOG("Starting background music...");
1273 OPENAL_StopSound(OPENAL_ALL);
1275 if (environment == snowyenvironment) {
1276 emit_stream_np(stream_wind);
1277 } else if (environment == desertenvironment) {
1278 emit_stream_np(stream_desertambient);
1279 } else if (environment == grassyenvironment) {
1280 emit_stream_np(stream_wind, 100.);
1283 oldmusicvolume[0] = 0;
1284 oldmusicvolume[1] = 0;
1285 oldmusicvolume[2] = 0;
1286 oldmusicvolume[3] = 0;
1299 if (tutorialstagetime > tutorialmaxtime) {
1301 tutorialsuccess = 0;
1302 if (tutorialstage <= 1) {
1307 switch (tutorialstage) {
1309 tutorialmaxtime = 5;
1312 tutorialmaxtime = 2;
1315 tutorialmaxtime = 600;
1318 tutorialmaxtime = 1000;
1321 tutorialmaxtime = 600;
1324 tutorialmaxtime = 600;
1327 tutorialmaxtime = 600;
1330 tutorialmaxtime = 600;
1333 tutorialmaxtime = 600;
1336 tutorialmaxtime = 2;
1339 tutorialmaxtime = 1000;
1342 tutorialmaxtime = 1000;
1345 tutorialmaxtime = 2;
1348 tutorialmaxtime = 3;
1359 Person::players[1]->coords = (temp + temp2) / 2;
1361 emit_sound_at(fireendsound, Person::players[1]->coords);
1363 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1364 if (Random() % 2 == 0) {
1365 if (!Person::players[1]->skeleton.free)
1366 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1367 if (Person::players[1]->skeleton.free)
1368 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1369 if (!Person::players[1]->skeleton.free)
1370 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;
1371 if (Person::players[1]->skeleton.free)
1372 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1373 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1379 tutorialmaxtime = 500;
1382 tutorialmaxtime = 500;
1385 tutorialmaxtime = 500;
1388 tutorialmaxtime = 500;
1394 tutorialmaxtime = 500;
1397 tutorialmaxtime = 500;
1398 if (bonus == cannon) {
1405 tutorialmaxtime = 500;
1408 tutorialmaxtime = 500;
1411 tutorialmaxtime = 500;
1414 tutorialmaxtime = 500;
1417 tutorialmaxtime = 2;
1420 tutorialmaxtime = 4;
1423 Person::players[1]->aitype = attacktypecutoff;
1426 tutorialmaxtime = 400;
1429 tutorialmaxtime = 400;
1430 Person::players[0]->escapednum = 0;
1433 tutorialmaxtime = 4;
1436 Person::players[1]->aitype = passivetype;
1439 tutorialmaxtime = 13;
1442 tutorialmaxtime = 8;
1445 tutorialmaxtime = 400;
1448 Person::players[1]->aitype = attacktypecutoff;
1451 tutorialmaxtime = 400;
1454 tutorialmaxtime = 400;
1457 tutorialmaxtime = 2;
1460 Person::players[1]->aitype = passivetype;
1465 tutorialmaxtime = 50;
1468 Person::players[1]->aitype = attacktypecutoff;
1471 tutorialmaxtime = 4;
1474 Person::players[1]->aitype = passivetype;
1486 Weapon w(knife, -1);
1487 w.position = (temp + temp2) / 2;
1488 w.tippoint = (temp + temp2) / 2;
1491 w.tipvelocity = 0.1;
1498 weapons.push_back(w);
1502 tutorialmaxtime = 300;
1505 tutorialmaxtime = 300;
1508 tutorialmaxtime = 8;
1511 tutorialmaxtime = 300;
1514 weapons[0].owner = 1;
1515 Person::players[0]->weaponactive = -1;
1516 Person::players[0]->num_weapons = 0;
1517 Person::players[1]->weaponactive = 0;
1518 Person::players[1]->num_weapons = 1;
1519 Person::players[1]->weaponids[0] = 0;
1523 Person::players[1]->aitype = attacktypecutoff;
1525 tutorialmaxtime = 300;
1528 weapons[0].owner = 1;
1529 Person::players[0]->weaponactive = -1;
1530 Person::players[0]->num_weapons = 0;
1531 Person::players[1]->weaponactive = 0;
1532 Person::players[1]->num_weapons = 1;
1533 Person::players[1]->weaponids[0] = 0;
1535 tutorialmaxtime = 300;
1538 weapons[0].owner = 1;
1539 Person::players[0]->weaponactive = -1;
1540 Person::players[0]->num_weapons = 0;
1541 Person::players[1]->weaponactive = 0;
1542 Person::players[1]->num_weapons = 1;
1543 Person::players[1]->weaponids[0] = 0;
1545 weapons[0].setType(sword);
1547 tutorialmaxtime = 300;
1550 tutorialmaxtime = 10;
1561 Weapon w(sword, -1);
1562 w.position = (temp + temp2) / 2;
1563 w.tippoint = (temp + temp2) / 2;
1566 w.tipvelocity = 0.1;
1573 weapons.push_back(w);
1575 weapons[0].owner = 1;
1576 weapons[1].owner = 0;
1577 Person::players[0]->weaponactive = 0;
1578 Person::players[0]->num_weapons = 1;
1579 Person::players[0]->weaponids[0] = 1;
1580 Person::players[1]->weaponactive = 0;
1581 Person::players[1]->num_weapons = 1;
1582 Person::players[1]->weaponids[0] = 0;
1589 Person::players[1]->aitype = passivetype;
1591 tutorialmaxtime = 15;
1593 weapons[0].owner = 1;
1594 weapons[1].owner = 0;
1595 Person::players[0]->weaponactive = 0;
1596 Person::players[0]->num_weapons = 1;
1597 Person::players[0]->weaponids[0] = 1;
1598 Person::players[1]->weaponactive = 0;
1599 Person::players[1]->num_weapons = 1;
1600 Person::players[1]->weaponids[0] = 0;
1602 if (Person::players[0]->weaponactive != -1)
1603 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1605 weapons[0].setType(staff);
1610 Person::players[1]->aitype = passivetype;
1612 tutorialmaxtime = 200;
1614 weapons[1].position = 1000;
1615 weapons[1].tippoint = 1000;
1617 weapons[0].setType(knife);
1619 weapons[0].owner = 0;
1620 Person::players[1]->weaponactive = -1;
1621 Person::players[1]->num_weapons = 0;
1622 Person::players[0]->weaponactive = 0;
1623 Person::players[0]->num_weapons = 1;
1624 Person::players[0]->weaponids[0] = 0;
1628 tutorialmaxtime = 8;
1631 emit_sound_at(fireendsound, Person::players[1]->coords);
1633 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1634 if (Random() % 2 == 0) {
1635 if (!Person::players[1]->skeleton.free)
1636 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1637 if (Person::players[1]->skeleton.free)
1638 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1639 if (!Person::players[1]->skeleton.free)
1640 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;
1641 if (Person::players[1]->skeleton.free)
1642 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1643 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1647 Person::players[1]->num_weapons = 0;
1648 Person::players[1]->weaponstuck = -1;
1649 Person::players[1]->weaponactive = -1;
1655 tutorialmaxtime = 80000;
1660 if (tutorialstage <= 51)
1661 tutorialstagetime = 0;
1665 if (tutorialstagetime < tutorialmaxtime - 3) {
1666 switch (tutorialstage) {
1668 if (deltah || deltav)
1669 tutorialsuccess += multiplier;
1672 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1673 tutorialsuccess += multiplier;
1676 if (Person::players[0]->jumpkeydown)
1677 tutorialsuccess = 1;
1680 if (Person::players[0]->isCrouch())
1681 tutorialsuccess = 1;
1684 if (Person::players[0]->animTarget == rollanim)
1685 tutorialsuccess = 1;
1688 if (Person::players[0]->animTarget == sneakanim)
1689 tutorialsuccess += multiplier;
1692 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1693 tutorialsuccess += multiplier;
1696 if (Person::players[0]->isWallJump())
1697 tutorialsuccess = 1;
1700 if (Person::players[0]->animTarget == flipanim)
1701 tutorialsuccess = 1;
1704 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1705 tutorialsuccess = 1;
1708 if (Person::players[0]->animTarget == winduppunchanim)
1709 tutorialsuccess = 1;
1712 if (Person::players[0]->animTarget == spinkickanim)
1713 tutorialsuccess = 1;
1716 if (Person::players[0]->animTarget == sweepanim)
1717 tutorialsuccess = 1;
1720 if (Person::players[0]->animTarget == dropkickanim)
1721 tutorialsuccess = 1;
1724 if (Person::players[0]->animTarget == rabbitkickanim)
1725 tutorialsuccess = 1;
1728 if (bonus == cannon)
1729 tutorialsuccess = 1;
1732 if (bonus == spinecrusher)
1733 tutorialsuccess = 1;
1736 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1737 tutorialsuccess = 1;
1740 if (Person::players[0]->animTarget == rabbittacklinganim)
1741 tutorialsuccess = 1;
1744 if (Person::players[0]->animTarget == backhandspringanim)
1745 tutorialsuccess = 1;
1748 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1749 tutorialsuccess = 1;
1752 if (Person::players[0]->escapednum == 2) {
1753 tutorialsuccess = 1;
1756 Person::players[1]->aitype = passivetype;
1760 if (animation[Person::players[0]->animTarget].attack == reversal)
1761 tutorialsuccess = 1;
1764 if (animation[Person::players[0]->animTarget].attack == reversal)
1765 tutorialsuccess = 1;
1768 if (animation[Person::players[0]->animTarget].attack == reversal) {
1769 tutorialsuccess = 1;
1772 Person::players[1]->aitype = passivetype;
1776 if (Person::players[0]->num_weapons > 0)
1777 tutorialsuccess = 1;
1780 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1781 tutorialsuccess = 1;
1784 if (Person::players[0]->animTarget == knifeslashstartanim)
1785 tutorialsuccess = 1;
1788 if (animation[Person::players[0]->animTarget].attack == reversal)
1789 tutorialsuccess = 1;
1792 if (animation[Person::players[0]->animTarget].attack == reversal)
1793 tutorialsuccess = 1;
1796 if (animation[Person::players[0]->animTarget].attack == reversal)
1797 tutorialsuccess = 1;
1800 if (Person::players[1]->weaponstuck != -1)
1801 tutorialsuccess = 1;
1806 if (tutorialsuccess >= 1)
1807 tutorialstagetime = tutorialmaxtime - 3;
1810 if (tutorialstagetime == tutorialmaxtime - 3) {
1811 emit_sound_np(consolesuccesssound);
1814 if (tutorialsuccess >= 1) {
1815 if (tutorialstage == 34 || tutorialstage == 35)
1816 tutorialstagetime = tutorialmaxtime - 1;
1820 if (tutorialstage < 14 || tutorialstage >= 50) {
1821 Person::players[1]->coords.y = 300;
1822 Person::players[1]->velocity = 0;
1828 float headprop, bodyprop, armprop, legprop;
1830 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1831 Person::players[0]->damagetolerance = 200000;
1832 Person::players[0]->damage = 0;
1833 Person::players[0]->burnt = 0;
1834 Person::players[0]->permanentdamage = 0;
1835 Person::players[0]->superpermanentdamage = 0;
1838 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1840 if (environment > 2)
1842 Setenvironment(environment);
1845 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1846 cameramode = !cameramode;
1849 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1850 if (Person::players[0]->num_weapons > 0) {
1851 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1852 weapons[Person::players[0]->weaponids[0]].setType(staff);
1853 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1854 weapons[Person::players[0]->weaponids[0]].setType(knife);
1856 weapons[Person::players[0]->weaponids[0]].setType(sword);
1860 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1861 int closest = findClosestPlayer();
1863 if (Person::players[closest]->num_weapons) {
1864 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1865 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1866 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1867 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1869 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1871 if (!Person::players[closest]->num_weapons) {
1872 Person::players[closest]->weaponids[0] = weapons.size();
1874 weapons.push_back(Weapon(knife, closest));
1876 Person::players[closest]->num_weapons = 1;
1881 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1882 int closest = findClosestPlayer();
1884 Person::players[closest]->yaw += multiplier * 50;
1885 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1890 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1891 int closest = findClosestPlayer();
1892 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1896 Person::players[closest]->whichskin++;
1897 if (Person::players[closest]->whichskin > 9)
1898 Person::players[closest]->whichskin = 0;
1899 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1900 Person::players[closest]->whichskin = 0;
1902 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1903 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1906 Person::players[closest]->addClothes();
1909 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1910 int closest = findClosestPlayer();
1912 if (Person::players[closest]->creature == wolftype) {
1913 headprop = Person::players[closest]->proportionhead.x / 1.1;
1914 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1915 armprop = Person::players[closest]->proportionarms.x / 1.1;
1916 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1919 if (Person::players[closest]->creature == rabbittype) {
1920 headprop = Person::players[closest]->proportionhead.x / 1.2;
1921 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1922 armprop = Person::players[closest]->proportionarms.x / 1.00;
1923 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1927 if (Person::players[closest]->creature == rabbittype) {
1928 Person::players[closest]->skeleton.id = closest;
1929 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
1930 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1931 Person::players[closest]->whichskin = 0;
1932 Person::players[closest]->creature = wolftype;
1934 Person::players[closest]->proportionhead = 1.1;
1935 Person::players[closest]->proportionbody = 1.1;
1936 Person::players[closest]->proportionarms = 1.1;
1937 Person::players[closest]->proportionlegs = 1.1;
1938 Person::players[closest]->proportionlegs.y = 1.1;
1939 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1941 Person::players[closest]->damagetolerance = 300;
1943 Person::players[closest]->skeleton.id = closest;
1944 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
1945 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1946 Person::players[closest]->whichskin = 0;
1947 Person::players[closest]->creature = rabbittype;
1949 Person::players[closest]->proportionhead = 1.2;
1950 Person::players[closest]->proportionbody = 1.05;
1951 Person::players[closest]->proportionarms = 1.00;
1952 Person::players[closest]->proportionlegs = 1.1;
1953 Person::players[closest]->proportionlegs.y = 1.05;
1954 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1956 Person::players[closest]->damagetolerance = 200;
1959 if (Person::players[closest]->creature == wolftype) {
1960 Person::players[closest]->proportionhead = 1.1 * headprop;
1961 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1962 Person::players[closest]->proportionarms = 1.1 * armprop;
1963 Person::players[closest]->proportionlegs = 1.1 * legprop;
1966 if (Person::players[closest]->creature == rabbittype) {
1967 Person::players[closest]->proportionhead = 1.2 * headprop;
1968 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1969 Person::players[closest]->proportionarms = 1.00 * armprop;
1970 Person::players[closest]->proportionlegs = 1.1 * legprop;
1971 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1977 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1983 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1985 float closestdist = std::numeric_limits<float>::max();
1987 for (unsigned i = 1; i < Person::players.size(); i++) {
1988 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1989 if (!Person::players[i]->headless)
1990 if (distance < closestdist) {
1991 closestdist = distance;
1996 XYZ flatfacing2, flatvelocity2;
1998 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1999 blah = Person::players[closest]->coords;
2000 XYZ headspurtdirection;
2001 //int i = Person::players[closest]->skeleton.jointlabels[head];
2002 Joint& headjoint = Person::players[closest]->joint(head);
2003 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2004 if (!Person::players[closest]->skeleton.free)
2005 flatvelocity2 = Person::players[closest]->velocity;
2006 if (Person::players[closest]->skeleton.free)
2007 flatvelocity2 = headjoint.velocity;
2008 if (!Person::players[closest]->skeleton.free)
2009 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;
2010 if (Person::players[closest]->skeleton.free)
2011 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2012 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2013 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2014 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2015 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2016 Normalise(&headspurtdirection);
2017 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2018 flatvelocity2 += headspurtdirection * 8;
2019 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2021 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2023 emit_sound_at(splattersound, blah);
2024 emit_sound_at(breaksound2, blah, 100.);
2026 if (Person::players[closest]->skeleton.free == 2)
2027 Person::players[closest]->skeleton.free = 0;
2028 Person::players[closest]->RagDoll(0);
2029 Person::players[closest]->dead = 2;
2030 Person::players[closest]->headless = 1;
2031 Person::players[closest]->DoBloodBig(3, 165);
2037 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2038 int closest = findClosestPlayer();
2039 XYZ flatfacing2, flatvelocity2;
2041 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2042 blah = Person::players[closest]->coords;
2043 emit_sound_at(splattersound, blah);
2044 emit_sound_at(breaksound2, blah);
2046 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2047 if (!Person::players[closest]->skeleton.free)
2048 flatvelocity2 = Person::players[closest]->velocity;
2049 if (Person::players[closest]->skeleton.free)
2050 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2051 if (!Person::players[closest]->skeleton.free)
2052 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;
2053 if (Person::players[closest]->skeleton.free)
2054 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2055 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2056 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2057 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2058 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2059 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2060 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2063 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2064 if (!Person::players[closest]->skeleton.free)
2065 flatvelocity2 = Person::players[closest]->velocity;
2066 if (Person::players[closest]->skeleton.free)
2067 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2068 if (!Person::players[closest]->skeleton.free)
2069 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;
2070 if (Person::players[closest]->skeleton.free)
2071 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2072 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2073 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2074 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2075 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2076 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2079 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2080 if (!Person::players[closest]->skeleton.free)
2081 flatvelocity2 = Person::players[closest]->velocity;
2082 if (Person::players[closest]->skeleton.free)
2083 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2084 if (!Person::players[closest]->skeleton.free)
2085 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;
2086 if (Person::players[closest]->skeleton.free)
2087 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2088 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2089 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2090 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2091 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2092 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2095 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2096 if (!Person::players[closest]->skeleton.free)
2097 flatvelocity2 = Person::players[closest]->velocity;
2098 if (Person::players[closest]->skeleton.free)
2099 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2100 if (!Person::players[closest]->skeleton.free)
2101 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;
2102 if (Person::players[closest]->skeleton.free)
2103 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2104 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2105 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2106 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2107 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2108 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2112 for (unsigned j = 0; j < Person::players.size(); j++) {
2113 if (int(j) != closest) {
2114 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2115 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2116 if (Person::players[j]->skeleton.free == 2)
2117 Person::players[j]->skeleton.free = 1;
2118 Person::players[j]->skeleton.longdead = 0;
2119 Person::players[j]->RagDoll(0);
2120 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2121 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2122 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2123 flatvelocity2 = temppos - Person::players[closest]->coords;
2124 Normalise(&flatvelocity2);
2125 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2132 Person::players[closest]->DoDamage(10000);
2133 Person::players[closest]->RagDoll(0);
2134 Person::players[closest]->dead = 2;
2135 Person::players[closest]->coords = 20;
2136 Person::players[closest]->skeleton.free = 2;
2143 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2144 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2145 if (Person::players[0]->onfire) {
2146 Person::players[0]->CatchFire();
2148 if (!Person::players[0]->onfire) {
2149 emit_sound_at(fireendsound, Person::players[0]->coords);
2150 pause_sound(stream_firesound);
2154 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2155 Person::players[0]->RagDoll(0);
2157 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2160 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2161 for (int i = 0; i < objects.numobjects; i++) {
2162 if (objects.type[i] == treeleavestype) {
2163 objects.scale[i] *= .9;
2168 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2169 editorenabled = !editorenabled;
2170 if (editorenabled) {
2171 Person::players[0]->damagetolerance = 100000;
2173 Person::players[0]->damagetolerance = 200;
2175 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2176 Person::players[0]->permanentdamage = 0;
2177 Person::players[0]->superpermanentdamage = 0;
2178 Person::players[0]->bloodloss = 0;
2179 Person::players[0]->deathbleeding = 0;
2183 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2185 if (targetlevel > numchallengelevels - 1)
2191 if (editorenabled) {
2192 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2193 int closest = findClosestPlayer();
2195 Person::players.erase(Person::players.begin()+closest);
2199 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2200 int closest = findClosestObject();
2202 objects.position[closest].y -= 500;
2205 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2206 if (objects.numobjects < max_objects - 1) {
2208 boxcoords.x = Person::players[0]->coords.x;
2209 boxcoords.z = Person::players[0]->coords.z;
2210 boxcoords.y = Person::players[0]->coords.y - 3;
2211 if (editortype == bushtype)
2212 boxcoords.y = Person::players[0]->coords.y - .5;
2213 if (editortype == firetype)
2214 boxcoords.y = Person::players[0]->coords.y - .5;
2215 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2216 float temprotat, temprotat2;
2217 temprotat = editoryaw;
2218 temprotat2 = editorpitch;
2219 if (temprotat < 0 || editortype == bushtype)
2220 temprotat = Random() % 360;
2222 temprotat2 = Random() % 360;
2224 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2225 if (editortype == treetrunktype)
2226 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2230 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2231 Person::players.push_back(shared_ptr<Person>(new Person()));
2233 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2234 Person::players.back()->creature = rabbittype;
2235 Person::players.back()->howactive = editoractive;
2236 Person::players.back()->skeleton.id = Person::players.size()-1;
2237 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
2239 int k = abs(Random() % 2) + 1;
2241 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2242 Person::players.back()->whichskin = 0;
2243 } else if (k == 1) {
2244 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2245 Person::players.back()->whichskin = 1;
2247 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2248 Person::players.back()->whichskin = 2;
2251 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
2252 Person::players.back()->power = 1;
2253 Person::players.back()->speedmult = 1;
2254 Person::players.back()->animCurrent = bounceidleanim;
2255 Person::players.back()->animTarget = bounceidleanim;
2256 Person::players.back()->frameCurrent = 0;
2257 Person::players.back()->frameTarget = 1;
2258 Person::players.back()->target = 0;
2259 Person::players.back()->bled = 0;
2260 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2262 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2263 Person::players.back()->yaw = Person::players[0]->yaw;
2265 Person::players.back()->velocity = 0;
2266 Person::players.back()->coords = Person::players[0]->coords;
2267 Person::players.back()->oldcoords = Person::players.back()->coords;
2268 Person::players.back()->realoldcoords = Person::players.back()->coords;
2270 Person::players.back()->id = Person::players.size()-1;
2271 Person::players.back()->updatedelay = 0;
2272 Person::players.back()->normalsupdatedelay = 0;
2274 Person::players.back()->aitype = passivetype;
2276 if (Person::players[0]->creature == wolftype) {
2277 headprop = Person::players[0]->proportionhead.x / 1.1;
2278 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2279 armprop = Person::players[0]->proportionarms.x / 1.1;
2280 legprop = Person::players[0]->proportionlegs.x / 1.1;
2283 if (Person::players[0]->creature == rabbittype) {
2284 headprop = Person::players[0]->proportionhead.x / 1.2;
2285 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2286 armprop = Person::players[0]->proportionarms.x / 1.00;
2287 legprop = Person::players[0]->proportionlegs.x / 1.1;
2290 if (Person::players.back()->creature == wolftype) {
2291 Person::players.back()->proportionhead = 1.1 * headprop;
2292 Person::players.back()->proportionbody = 1.1 * bodyprop;
2293 Person::players.back()->proportionarms = 1.1 * armprop;
2294 Person::players.back()->proportionlegs = 1.1 * legprop;
2297 if (Person::players.back()->creature == rabbittype) {
2298 Person::players.back()->proportionhead = 1.2 * headprop;
2299 Person::players.back()->proportionbody = 1.05 * bodyprop;
2300 Person::players.back()->proportionarms = 1.00 * armprop;
2301 Person::players.back()->proportionlegs = 1.1 * legprop;
2302 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2305 Person::players.back()->headless = 0;
2306 Person::players.back()->onfire = 0;
2309 Person::players.back()->proportionhead.z = 0;
2310 Person::players.back()->proportionbody.z = 0;
2311 Person::players.back()->proportionarms.z = 0;
2312 Person::players.back()->proportionlegs.z = 0;
2315 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2317 Person::players.back()->damagetolerance = 200;
2319 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2320 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2321 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2322 Person::players.back()->armorhead = Person::players[0]->armorhead;
2323 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2324 Person::players.back()->armorlow = Person::players[0]->armorlow;
2325 Person::players.back()->metalhead = Person::players[0]->metalhead;
2326 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2327 Person::players.back()->metallow = Person::players[0]->metallow;
2329 Person::players.back()->immobile = Person::players[0]->immobile;
2331 Person::players.back()->numclothes = Person::players[0]->numclothes;
2332 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2333 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2334 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2335 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2336 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2338 Person::players.back()->addClothes();
2340 Person::players.back()->power = Person::players[0]->power;
2341 Person::players.back()->speedmult = Person::players[0]->speedmult;
2343 Person::players.back()->damage = 0;
2344 Person::players.back()->permanentdamage = 0;
2345 Person::players.back()->superpermanentdamage = 0;
2346 Person::players.back()->deathbleeding = 0;
2347 Person::players.back()->bleeding = 0;
2348 Person::players.back()->numwaypoints = 0;
2349 Person::players.back()->waypoint = 0;
2350 Person::players.back()->weaponstuck = -1;
2351 Person::players.back()->weaponactive = -1;
2352 Person::players.back()->num_weapons = 0;
2353 Person::players.back()->bloodloss = 0;
2354 Person::players.back()->dead = 0;
2356 Person::players.back()->loaded = 1;
2359 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2360 if (Person::players.back()->numwaypoints < 90) {
2361 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2362 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2363 Person::players.back()->numwaypoints++;
2367 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2368 if (numpathpoints < 30) {
2369 bool connected, alreadyconnected;
2371 if (numpathpoints > 1)
2372 for (int i = 0; i < numpathpoints; i++) {
2373 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2374 alreadyconnected = 0;
2375 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2376 if (pathpointconnect[pathpointselected][j] == i)
2377 alreadyconnected = 1;
2379 if (!alreadyconnected) {
2380 numpathpointconnect[pathpointselected]++;
2382 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2388 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2389 numpathpointconnect[numpathpoints - 1] = 0;
2390 if (numpathpoints > 1 && pathpointselected != -1) {
2391 numpathpointconnect[pathpointselected]++;
2392 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2394 pathpointselected = numpathpoints - 1;
2399 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2400 pathpointselected++;
2401 if (pathpointselected >= numpathpoints)
2402 pathpointselected = -1;
2404 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2405 pathpointselected--;
2406 if (pathpointselected <= -2)
2407 pathpointselected = numpathpoints - 1;
2409 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2410 if (pathpointselected != -1) {
2412 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2413 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2414 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2415 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2417 for (int i = 0; i < numpathpoints; i++) {
2418 for (int j = 0; j < numpathpointconnect[i]; j++) {
2419 if (pathpointconnect[i][j] == pathpointselected) {
2420 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2421 numpathpointconnect[i]--;
2423 if (pathpointconnect[i][j] == numpathpoints) {
2424 pathpointconnect[i][j] = pathpointselected;
2428 pathpointselected = numpathpoints - 1;
2432 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2434 if (editortype == treeleavestype || editortype == 10)
2437 editortype = firetype;
2440 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2442 if (editortype == treeleavestype || editortype == 10)
2444 if (editortype > firetype)
2448 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2449 editoryaw -= multiplier * 100;
2450 if (editoryaw < -.01)
2454 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2455 editoryaw += multiplier * 100;
2458 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2459 editorsize += multiplier;
2462 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2463 editorsize -= multiplier;
2464 if (editorsize < .1)
2469 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2470 mapradius -= multiplier * 10;
2473 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2474 mapradius += multiplier * 10;
2476 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2477 editorpitch += multiplier * 100;
2480 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2481 editorpitch -= multiplier * 100;
2482 if (editorpitch < -.01)
2485 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2486 int closest = findClosestObject();
2488 objects.DeleteObject(closest);
2494 void doJumpReversals()
2496 for (unsigned k = 0; k < Person::players.size(); k++)
2497 for (unsigned i = k; i < Person::players.size(); i++) {
2500 if ( Person::players[k]->skeleton.free == 0 &&
2501 Person::players[i]->skeleton.oldfree == 0 &&
2502 (Person::players[i]->animTarget == jumpupanim ||
2503 Person::players[k]->animTarget == jumpupanim) &&
2504 (Person::players[i]->aitype == playercontrolled ||
2505 Person::players[k]->aitype == playercontrolled) &&
2506 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2507 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2508 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2509 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2510 //TODO: refactor two huge similar ifs
2511 if (Person::players[i]->animTarget == jumpupanim &&
2512 Person::players[k]->animTarget != getupfrombackanim &&
2513 Person::players[k]->animTarget != getupfromfrontanim &&
2514 animation[Person::players[k]->animTarget].height == middleheight &&
2515 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2516 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2517 Person::players[k]->aitype != playercontrolled)) {
2518 Person::players[i]->victim = Person::players[k];
2519 Person::players[i]->velocity = 0;
2520 Person::players[i]->animCurrent = jumpreversedanim;
2521 Person::players[i]->animTarget = jumpreversedanim;
2522 Person::players[i]->frameCurrent = 0;
2523 Person::players[i]->frameTarget = 1;
2524 Person::players[i]->targettilt2 = 0;
2525 Person::players[k]->victim = Person::players[i];
2526 Person::players[k]->velocity = 0;
2527 Person::players[k]->animCurrent = jumpreversalanim;
2528 Person::players[k]->animTarget = jumpreversalanim;
2529 Person::players[k]->frameCurrent = 0;
2530 Person::players[k]->frameTarget = 1;
2531 Person::players[k]->targettilt2 = 0;
2532 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2533 Person::players[i]->animCurrent = rabbitkickreversedanim;
2534 Person::players[i]->animTarget = rabbitkickreversedanim;
2535 Person::players[i]->frameCurrent = 1;
2536 Person::players[i]->frameTarget = 2;
2537 Person::players[k]->animCurrent = rabbitkickreversalanim;
2538 Person::players[k]->animTarget = rabbitkickreversalanim;
2539 Person::players[k]->frameCurrent = 1;
2540 Person::players[k]->frameTarget = 2;
2542 Person::players[i]->target = 0;
2543 Person::players[k]->oldcoords = Person::players[k]->coords;
2544 Person::players[i]->coords = Person::players[k]->coords;
2545 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2546 Person::players[k]->yaw = Person::players[i]->targetyaw;
2547 if (Person::players[k]->aitype == attacktypecutoff)
2548 Person::players[k]->stunned = .5;
2550 if (Person::players[k]->animTarget == jumpupanim &&
2551 Person::players[i]->animTarget != getupfrombackanim &&
2552 Person::players[i]->animTarget != getupfromfrontanim &&
2553 animation[Person::players[i]->animTarget].height == middleheight &&
2554 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2555 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2556 Person::players[i]->aitype != playercontrolled)) {
2557 Person::players[k]->victim = Person::players[i];
2558 Person::players[k]->velocity = 0;
2559 Person::players[k]->animCurrent = jumpreversedanim;
2560 Person::players[k]->animTarget = jumpreversedanim;
2561 Person::players[k]->frameCurrent = 0;
2562 Person::players[k]->frameTarget = 1;
2563 Person::players[k]->targettilt2 = 0;
2564 Person::players[i]->victim = Person::players[k];
2565 Person::players[i]->velocity = 0;
2566 Person::players[i]->animCurrent = jumpreversalanim;
2567 Person::players[i]->animTarget = jumpreversalanim;
2568 Person::players[i]->frameCurrent = 0;
2569 Person::players[i]->frameTarget = 1;
2570 Person::players[i]->targettilt2 = 0;
2571 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2572 Person::players[k]->animTarget = rabbitkickreversedanim;
2573 Person::players[k]->animCurrent = rabbitkickreversedanim;
2574 Person::players[i]->animCurrent = rabbitkickreversalanim;
2575 Person::players[i]->animTarget = rabbitkickreversalanim;
2576 Person::players[k]->frameCurrent = 1;
2577 Person::players[k]->frameTarget = 2;
2578 Person::players[i]->frameCurrent = 1;
2579 Person::players[i]->frameTarget = 2;
2581 Person::players[k]->target = 0;
2582 Person::players[i]->oldcoords = Person::players[i]->coords;
2583 Person::players[k]->coords = Person::players[i]->coords;
2584 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2585 Person::players[i]->yaw = Person::players[k]->targetyaw;
2586 if (Person::players[i]->aitype == attacktypecutoff)
2587 Person::players[i]->stunned = .5;
2594 void doAerialAcrobatics()
2596 static XYZ facing, flatfacing;
2597 for (unsigned k = 0; k < Person::players.size(); k++) {
2598 Person::players[k]->turnspeed = 500;
2600 if ((Person::players[k]->isRun() &&
2601 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2602 Person::players[k]->targetyaw != wolfrunninganim) ||
2603 Person::players[k]->frameTarget == 4)) ||
2604 Person::players[k]->animTarget == removeknifeanim ||
2605 Person::players[k]->animTarget == crouchremoveknifeanim ||
2606 Person::players[k]->animTarget == flipanim ||
2607 Person::players[k]->animTarget == fightsidestep ||
2608 Person::players[k]->animTarget == walkanim) {
2609 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2613 if (Person::players[k]->isStop() ||
2614 Person::players[k]->isLanding() ||
2615 Person::players[k]->animTarget == staggerbackhighanim ||
2616 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2617 Person::players[k]->animTarget == staggerbackhardanim ||
2618 Person::players[k]->animTarget == backhandspringanim ||
2619 Person::players[k]->animTarget == dodgebackanim ||
2620 Person::players[k]->animTarget == rollanim ||
2621 (animation[Person::players[k]->animTarget].attack &&
2622 Person::players[k]->animTarget != rabbitkickanim &&
2623 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2624 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2625 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2628 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2629 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2632 Person::players[k]->DoStuff();
2633 if (Person::players[k]->immobile && k != 0)
2634 Person::players[k]->coords = Person::players[k]->realoldcoords;
2636 //if player's position has changed (?)
2637 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2638 !Person::players[k]->skeleton.free &&
2639 Person::players[k]->animTarget != climbanim &&
2640 Person::players[k]->animTarget != hanganim) {
2641 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2643 bool tempcollide = 0;
2645 if (Person::players[k]->collide < -.3)
2646 Person::players[k]->collide = -.3;
2647 if (Person::players[k]->collide > 1)
2648 Person::players[k]->collide = 1;
2649 Person::players[k]->collide -= multiplier * 30;
2652 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2654 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2655 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2656 if (objects.type[i] != rocktype ||
2657 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2658 objects.position[i].y > Person::players[k]->coords.y) {
2659 lowpoint = Person::players[k]->coords;
2660 if (Person::players[k]->animTarget != jumpupanim &&
2661 Person::players[k]->animTarget != jumpdownanim &&
2662 !Person::players[k]->isFlip())
2666 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2667 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2668 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2669 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2670 flatfacing = lowpoint - Person::players[k]->coords;
2671 Person::players[k]->coords = lowpoint;
2672 Person::players[k]->coords.y -= 1.3;
2673 Person::players[k]->collide = 1;
2676 //TODO: refactor four similar blocks
2677 if (Person::players[k]->aitype == playercontrolled &&
2678 (Person::players[k]->animTarget == jumpupanim ||
2679 Person::players[k]->animTarget == jumpdownanim ||
2680 Person::players[k]->isFlip()) &&
2681 !Person::players[k]->jumptogglekeydown &&
2682 Person::players[k]->jumpkeydown) {
2683 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2684 XYZ tempcoords1 = lowpoint;
2685 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2686 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2687 Person::players[k]->setAnimation(walljumpleftanim);
2688 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2690 pause_sound(whooshsound);
2692 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2693 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2694 if (lowpointtarget.z < 0)
2695 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2696 Person::players[k]->targetyaw = Person::players[k]->yaw;
2697 Person::players[k]->lowyaw = Person::players[k]->yaw;
2701 lowpoint = tempcoords1;
2702 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2703 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2704 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2705 Person::players[k]->setAnimation(walljumprightanim);
2706 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2708 pause_sound(whooshsound);
2710 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2711 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2712 if (lowpointtarget.z < 0)
2713 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2714 Person::players[k]->targetyaw = Person::players[k]->yaw;
2715 Person::players[k]->lowyaw = Person::players[k]->yaw;
2719 lowpoint = tempcoords1;
2720 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2721 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2722 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2723 Person::players[k]->setAnimation(walljumpbackanim);
2724 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2726 pause_sound(whooshsound);
2728 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2729 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2730 if (lowpointtarget.z < 0)
2731 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2732 Person::players[k]->targetyaw = Person::players[k]->yaw;
2733 Person::players[k]->lowyaw = Person::players[k]->yaw;
2737 lowpoint = tempcoords1;
2738 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2739 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2740 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2741 Person::players[k]->setAnimation(walljumpfrontanim);
2742 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2744 pause_sound(whooshsound);
2746 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2747 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2748 if (lowpointtarget.z < 0)
2749 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2750 Person::players[k]->yaw += 180;
2751 Person::players[k]->targetyaw = Person::players[k]->yaw;
2752 Person::players[k]->lowyaw = Person::players[k]->yaw;
2761 } else if (objects.type[i] == rocktype) {
2762 lowpoint2 = Person::players[k]->coords;
2763 lowpoint = Person::players[k]->coords;
2765 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2766 Person::players[k]->coords = colpoint;
2767 Person::players[k]->collide = 1;
2770 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2771 //flipped into a rock
2772 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2773 Person::players[k]->RagDoll(0);
2775 if (Person::players[k]->animTarget == jumpupanim) {
2776 Person::players[k]->jumppower = -4;
2777 Person::players[k]->animTarget = Person::players[k]->getIdle();
2779 Person::players[k]->target = 0;
2780 Person::players[k]->frameTarget = 0;
2781 Person::players[k]->onterrain = 1;
2783 if (Person::players[k]->id == 0) {
2784 pause_sound(whooshsound);
2785 OPENAL_SetVolume(channels[whooshsound], 0);
2789 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2790 if (Person::players[k]->isFlip())
2791 Person::players[k]->jumppower = -4;
2792 Person::players[k]->animTarget = Person::players[k]->getLanding();
2793 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2795 addEnvSound(Person::players[k]->coords);
2804 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2805 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2806 lowpoint = Person::players[k]->coords;
2808 if (objects.type[i] != rocktype)
2809 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2810 if (Person::players[k]->animTarget != jumpupanim &&
2811 Person::players[k]->animTarget != jumpdownanim &&
2812 Person::players[k]->onterrain)
2813 Person::players[k]->avoidcollided = 1;
2814 Person::players[k]->coords = lowpoint;
2815 Person::players[k]->coords.y -= 1.35;
2816 Person::players[k]->collide = 1;
2818 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2819 (Person::players[k]->animCurrent != climbanim &&
2820 Person::players[k]->animCurrent != hanganim &&
2821 !Person::players[k]->isWallJump() ||
2822 Person::players[k]->animTarget == jumpupanim ||
2823 Person::players[k]->animTarget == jumpdownanim)) {
2824 lowpoint = Person::players[k]->coords;
2825 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2826 lowpoint = Person::players[k]->coords;
2830 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2831 lowpointtarget = lowpoint + facing * 1.4;
2832 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2833 if (whichhit != -1) {
2834 lowpoint = Person::players[k]->coords;
2836 lowpointtarget = lowpoint + facing * 1.4;
2837 lowpoint2 = lowpoint;
2838 lowpointtarget2 = lowpointtarget;
2839 lowpoint3 = lowpoint;
2840 lowpointtarget3 = lowpointtarget;
2841 lowpoint4 = lowpoint;
2842 lowpointtarget4 = lowpointtarget;
2843 lowpoint5 = lowpoint;
2844 lowpointtarget5 = lowpointtarget;
2845 lowpoint6 = lowpoint;
2846 lowpointtarget6 = lowpointtarget;
2847 lowpoint7 = lowpoint;
2848 lowpointtarget7 = lowpoint;
2850 lowpointtarget2.x += .1;
2852 lowpointtarget3.z += .1;
2854 lowpointtarget4.x -= .1;
2856 lowpointtarget5.z -= .1;
2857 lowpoint6.y += 45 / 13;
2858 lowpointtarget6.y += 45 / 13;
2859 lowpointtarget6 += facing * .6;
2860 lowpointtarget7.y += 90 / 13;
2861 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2862 if (objects.friction[i] > .5)
2863 if (whichhit != -1) {
2864 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2865 Person::players[k]->collided = 1;
2866 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2867 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2868 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2869 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2870 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2871 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2872 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2873 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2874 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2875 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2876 for (int j = 0; j < 45; j++) {
2877 lowpoint = Person::players[k]->coords;
2878 lowpoint.y += (float)j / 13;
2879 lowpointtarget = lowpoint + facing * 1.4;
2880 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2881 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2882 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2884 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2885 lowpoint = Person::players[k]->coords;
2886 lowpoint.y += (float)j / 13;
2887 lowpointtarget = lowpoint + facing * 1.3;
2888 flatfacing = Person::players[k]->coords;
2889 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2890 Person::players[k]->coords.y = lowpointtarget.y - .07;
2891 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2893 if (j > 10 || !Person::players[k]->isRun()) {
2894 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2896 pause_sound(whooshsound);
2898 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2900 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2901 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2902 if (lowpointtarget.z < 0)
2903 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2904 Person::players[k]->targetyaw = Person::players[k]->yaw;
2905 Person::players[k]->lowyaw = Person::players[k]->yaw;
2907 //Person::players[k]->velocity=lowpointtarget*.03;
2908 Person::players[k]->velocity = 0;
2911 if (Person::players[k]->animTarget == jumpupanim) {
2912 Person::players[k]->animTarget = climbanim;
2913 Person::players[k]->jumppower = 0;
2914 Person::players[k]->jumpclimb = 1;
2916 Person::players[k]->transspeed = 6;
2917 Person::players[k]->target = 0;
2918 Person::players[k]->frameTarget = 1;
2921 Person::players[k]->setAnimation(hanganim);
2922 Person::players[k]->jumppower = 0;
2934 if (Person::players[k]->collide <= 0) {
2936 if (!Person::players[k]->onterrain &&
2937 Person::players[k]->animTarget != jumpupanim &&
2938 Person::players[k]->animTarget != jumpdownanim &&
2939 Person::players[k]->animTarget != climbanim &&
2940 Person::players[k]->animTarget != hanganim &&
2941 !Person::players[k]->isWallJump() &&
2942 !Person::players[k]->isFlip()) {
2943 if (Person::players[k]->animCurrent != climbanim &&
2944 Person::players[k]->animCurrent != tempanim &&
2945 Person::players[k]->animTarget != backhandspringanim &&
2946 (Person::players[k]->animTarget != rollanim ||
2947 Person::players[k]->frameTarget < 2 ||
2948 Person::players[k]->frameTarget > 6)) {
2949 //stagger off ledge (?)
2950 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2951 Person::players[k]->RagDoll(0);
2952 Person::players[k]->setAnimation(jumpdownanim);
2955 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2958 Person::players[k]->velocity.y += gravity;
2962 Person::players[k]->realoldcoords = Person::players[k]->coords;
2968 static int randattack;
2969 static bool playerrealattackkeydown = 0;
2971 if (!Input::isKeyDown(attackkey))
2974 Person::players[0]->attackkeydown = 0;
2976 playerrealattackkeydown = 0;
2978 playerrealattackkeydown = Input::isKeyDown(attackkey);
2979 if ((Person::players[0]->parriedrecently <= 0 ||
2980 Person::players[0]->weaponactive == -1) &&
2983 Person::players[0]->lastattack != swordslashanim &&
2984 Person::players[0]->lastattack != knifeslashstartanim &&
2985 Person::players[0]->lastattack != staffhitanim &&
2986 Person::players[0]->lastattack != staffspinhitanim)))
2987 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2988 if (Input::isKeyDown(attackkey) &&
2990 !Person::players[0]->backkeydown) {
2991 for (unsigned k = 0; k < Person::players.size(); k++) {
2992 if ((Person::players[k]->animTarget == swordslashanim ||
2993 Person::players[k]->animTarget == staffhitanim ||
2994 Person::players[k]->animTarget == staffspinhitanim) &&
2995 Person::players[0]->animCurrent != dodgebackanim &&
2996 !Person::players[k]->skeleton.free)
2997 Person::players[k]->Reverse();
3001 if (!hostile || Dialog::inDialog())
3002 Person::players[0]->attackkeydown = 0;
3004 for (unsigned k = 0; k < Person::players.size(); k++) {
3005 if (Dialog::inDialog())
3006 Person::players[k]->attackkeydown = 0;
3007 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3008 if (Person::players[k]->aitype != playercontrolled)
3009 Person::players[k]->victim = Person::players[0];
3010 //attack key pressed
3011 if (Person::players[k]->attackkeydown) {
3013 if (Person::players[k]->backkeydown &&
3014 Person::players[k]->animTarget != backhandspringanim &&
3015 (Person::players[k]->isIdle() ||
3016 Person::players[k]->isStop() ||
3017 Person::players[k]->isRun() ||
3018 Person::players[k]->animTarget == walkanim)) {
3019 if (Person::players[k]->jumppower <= 1) {
3020 Person::players[k]->jumppower -= 2;
3022 for (unsigned i = 0; i < Person::players.size(); i++) {
3025 if (Person::players[i]->animTarget == swordslashanim ||
3026 Person::players[i]->animTarget == knifeslashstartanim ||
3027 Person::players[i]->animTarget == staffhitanim ||
3028 Person::players[i]->animTarget == staffspinhitanim)
3029 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3030 Person::players[k]->setAnimation(dodgebackanim);
3031 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3032 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3035 if (Person::players[k]->animTarget != dodgebackanim) {
3038 Person::players[k]->setAnimation(backhandspringanim);
3039 Person::players[k]->targetyaw = -yaw + 180;
3040 if (Person::players[k]->leftkeydown)
3041 Person::players[k]->targetyaw -= 45;
3042 if (Person::players[k]->rightkeydown)
3043 Person::players[k]->targetyaw += 45;
3044 Person::players[k]->yaw = Person::players[k]->targetyaw;
3045 Person::players[k]->jumppower -= 2;
3050 if (!animation[Person::players[k]->animTarget].attack &&
3051 !Person::players[k]->backkeydown &&
3052 (Person::players[k]->isIdle() ||
3053 Person::players[k]->isRun() ||
3054 Person::players[k]->animTarget == walkanim ||
3055 Person::players[k]->animTarget == sneakanim ||
3056 Person::players[k]->isCrouch())) {
3057 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3058 //normal attacks (?)
3059 Person::players[k]->hasvictim = 0;
3060 if (Person::players.size() > 1)
3061 for (unsigned i = 0; i < Person::players.size(); i++) {
3062 if (i == k || !(k == 0 || i == 0))
3064 if (!Person::players[k]->hasvictim)
3065 if (animation[Person::players[k]->animTarget].attack != reversal) {
3067 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3068 if (distance < 4.5 &&
3069 !Person::players[i]->skeleton.free &&
3070 Person::players[i]->howactive < typedead1 &&
3071 Person::players[i]->animTarget != jumpreversedanim &&
3072 Person::players[i]->animTarget != rabbitkickreversedanim &&
3073 Person::players[i]->animTarget != rabbitkickanim &&
3074 Person::players[k]->animTarget != rabbitkickanim &&
3075 Person::players[i]->animTarget != getupfrombackanim &&
3076 (Person::players[i]->animTarget != staggerbackhighanim &&
3077 (Person::players[i]->animTarget != staggerbackhardanim ||
3078 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3079 Person::players[i]->animTarget != jumpdownanim &&
3080 Person::players[i]->animTarget != jumpupanim &&
3081 Person::players[i]->animTarget != getupfromfrontanim) {
3082 Person::players[k]->victim = Person::players[i];
3083 Person::players[k]->hasvictim = 1;
3084 if (Person::players[k]->aitype == playercontrolled) { //human player
3086 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3087 Person::players[k]->crouchkeydown &&
3088 animation[Person::players[i]->animTarget].height != lowheight)
3089 Person::players[k]->animTarget = sweepanim;
3091 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3092 animation[Person::players[i]->animTarget].height != lowheight &&
3093 !Person::players[k]->forwardkeydown &&
3094 !Person::players[k]->leftkeydown &&
3095 !Person::players[k]->rightkeydown &&
3096 !Person::players[k]->crouchkeydown &&
3099 Person::players[k]->animTarget = winduppunchanim;
3101 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3102 animation[Person::players[i]->animTarget].height != lowheight &&
3103 !Person::players[k]->forwardkeydown &&
3104 !Person::players[k]->leftkeydown &&
3105 !Person::players[k]->rightkeydown &&
3106 !Person::players[k]->crouchkeydown &&
3108 Person::players[k]->animTarget = upunchanim;
3110 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3111 Person::players[i]->staggerdelay > 0 &&
3112 attackweapon == knife &&
3113 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3114 Person::players[k]->animTarget = knifefollowanim;
3116 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3117 animation[Person::players[i]->animTarget].height != lowheight &&
3118 !Person::players[k]->forwardkeydown &&
3119 !Person::players[k]->leftkeydown &&
3120 !Person::players[k]->rightkeydown &&
3121 !Person::players[k]->crouchkeydown &&
3122 attackweapon == knife &&
3123 Person::players[k]->weaponmissdelay <= 0)
3124 Person::players[k]->animTarget = knifeslashstartanim;
3126 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3127 animation[Person::players[i]->animTarget].height != lowheight &&
3128 !Person::players[k]->crouchkeydown &&
3129 attackweapon == sword &&
3130 Person::players[k]->weaponmissdelay <= 0)
3131 Person::players[k]->animTarget = swordslashanim;
3133 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3134 animation[Person::players[i]->animTarget].height != lowheight &&
3135 !Person::players[k]->crouchkeydown &&
3136 attackweapon == staff &&
3137 Person::players[k]->weaponmissdelay <= 0 &&
3138 !Person::players[k]->leftkeydown &&
3139 !Person::players[k]->rightkeydown &&
3140 !Person::players[k]->forwardkeydown)
3141 Person::players[k]->animTarget = staffhitanim;
3143 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3144 animation[Person::players[i]->animTarget].height != lowheight &&
3145 !Person::players[k]->crouchkeydown &&
3146 attackweapon == staff &&
3147 Person::players[k]->weaponmissdelay <= 0)
3148 Person::players[k]->animTarget = staffspinhitanim;
3150 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3151 animation[Person::players[i]->animTarget].height != lowheight)
3152 Person::players[k]->animTarget = spinkickanim;
3154 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3155 animation[Person::players[i]->animTarget].height == lowheight &&
3156 animation[Person::players[k]->animTarget].attack != normalattack)
3157 Person::players[k]->animTarget = lowkickanim;
3158 } else { //AI player
3159 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3160 randattack = abs(Random() % 5);
3161 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3163 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3164 Person::players[k]->animTarget = sweepanim;
3166 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3168 Person::players[k]->animTarget = upunchanim;
3170 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3171 Person::players[k]->animTarget = spinkickanim;
3173 else if (animation[Person::players[i]->animTarget].height == lowheight)
3174 Person::players[k]->animTarget = lowkickanim;
3178 if ((tutoriallevel != 1 || !attackweapon) &&
3179 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3181 animation[Person::players[i]->animTarget].height != lowheight)
3182 Person::players[k]->animTarget = sweepanim;
3184 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3185 attackweapon == knife &&
3186 Person::players[k]->weaponmissdelay <= 0)
3187 Person::players[k]->animTarget = knifeslashstartanim;
3189 else if (!(Person::players[0]->victim == Person::players[i] &&
3190 Person::players[0]->hasvictim &&
3191 Person::players[0]->animTarget == swordslashanim) &&
3192 attackweapon == sword &&
3193 Person::players[k]->weaponmissdelay <= 0)
3194 Person::players[k]->animTarget = swordslashanim;
3196 else if (!(Person::players[0]->victim == Person::players[i] &&
3197 Person::players[0]->hasvictim &&
3198 Person::players[0]->animTarget == swordslashanim) &&
3199 attackweapon == staff &&
3200 Person::players[k]->weaponmissdelay <= 0 &&
3202 Person::players[k]->animTarget = staffhitanim;
3204 else if (!(Person::players[0]->victim == Person::players[i] &&
3205 Person::players[0]->hasvictim &&
3206 Person::players[0]->animTarget == swordslashanim) &&
3207 attackweapon == staff &&
3208 Person::players[k]->weaponmissdelay <= 0 &&
3210 Person::players[k]->animTarget = staffspinhitanim;
3212 else if ((tutoriallevel != 1 || !attackweapon) &&
3213 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3215 animation[Person::players[i]->animTarget].height != lowheight)
3216 Person::players[k]->animTarget = spinkickanim;
3218 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3219 animation[Person::players[i]->animTarget].height == lowheight &&
3220 animation[Person::players[k]->animTarget].attack != normalattack)
3221 Person::players[k]->animTarget = lowkickanim;
3225 //upunch becomes wolfslap
3226 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3227 Person::players[k]->animTarget = wolfslapanim;
3230 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3231 Person::players[i]->howactive < typedead1 &&
3232 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3233 !Person::players[i]->skeleton.free &&
3234 Person::players[i]->animTarget != getupfrombackanim &&
3235 Person::players[i]->animTarget != getupfromfrontanim &&
3236 (Person::players[i]->surprised > 0 ||
3237 Person::players[i]->aitype == passivetype ||
3238 attackweapon && Person::players[i]->stunned > 0) &&
3239 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3241 if (!attackweapon) {
3242 Person::players[k]->animCurrent = sneakattackanim;
3243 Person::players[k]->animTarget = sneakattackanim;
3244 Person::players[i]->animCurrent = sneakattackedanim;
3245 Person::players[i]->animTarget = sneakattackedanim;
3246 Person::players[k]->oldcoords = Person::players[k]->coords;
3247 Person::players[k]->coords = Person::players[i]->coords;
3250 if (attackweapon == knife) {
3251 Person::players[k]->animCurrent = knifesneakattackanim;
3252 Person::players[k]->animTarget = knifesneakattackanim;
3253 Person::players[i]->animCurrent = knifesneakattackedanim;
3254 Person::players[i]->animTarget = knifesneakattackedanim;
3255 Person::players[i]->oldcoords = Person::players[i]->coords;
3256 Person::players[i]->coords = Person::players[k]->coords;
3259 if (attackweapon == sword) {
3260 Person::players[k]->animCurrent = swordsneakattackanim;
3261 Person::players[k]->animTarget = swordsneakattackanim;
3262 Person::players[i]->animCurrent = swordsneakattackedanim;
3263 Person::players[i]->animTarget = swordsneakattackedanim;
3264 Person::players[i]->oldcoords = Person::players[i]->coords;
3265 Person::players[i]->coords = Person::players[k]->coords;
3267 if (attackweapon != staff) {
3268 Person::players[k]->victim = Person::players[i];
3269 Person::players[k]->hasvictim = 1;
3270 Person::players[i]->targettilt2 = 0;
3271 Person::players[i]->frameTarget = 1;
3272 Person::players[i]->frameCurrent = 0;
3273 Person::players[i]->target = 0;
3274 Person::players[i]->velocity = 0;
3275 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3276 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3277 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3278 Person::players[k]->target = Person::players[i]->target;
3279 Person::players[k]->velocity = 0;
3280 Person::players[k]->targetyaw = Person::players[i]->yaw;
3281 Person::players[k]->yaw = Person::players[i]->yaw;
3282 Person::players[i]->targetyaw = Person::players[i]->yaw;
3285 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3286 Person::players[k]->victim == Person::players[i] &&
3287 (!Person::players[i]->skeleton.free)) {
3289 Person::players[k]->frameTarget = 0;
3290 Person::players[k]->target = 0;
3292 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3293 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3294 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3295 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3296 Person::players[k]->lastattack = Person::players[k]->animTarget;
3298 if (Person::players[k]->animTarget == knifefollowanim &&
3299 Person::players[k]->victim == Person::players[i]) {
3301 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3302 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3303 Person::players[k]->victim = Person::players[i];
3304 Person::players[k]->hasvictim = 1;
3305 Person::players[i]->animTarget = knifefollowedanim;
3306 Person::players[i]->animCurrent = knifefollowedanim;
3307 Person::players[i]->targettilt2 = 0;
3308 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3309 Person::players[i]->frameTarget = 1;
3310 Person::players[i]->frameCurrent = 0;
3311 Person::players[i]->target = 0;
3312 Person::players[i]->velocity = 0;
3313 Person::players[k]->animCurrent = knifefollowanim;
3314 Person::players[k]->animTarget = knifefollowanim;
3315 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3316 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3317 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3318 Person::players[k]->target = Person::players[i]->target;
3319 Person::players[k]->velocity = 0;
3320 Person::players[k]->oldcoords = Person::players[k]->coords;
3321 Person::players[i]->coords = Person::players[k]->coords;
3322 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3323 Person::players[i]->yaw = Person::players[k]->targetyaw;
3324 Person::players[k]->yaw = Person::players[k]->targetyaw;
3325 Person::players[i]->yaw = Person::players[k]->targetyaw;
3329 const bool hasstaff = attackweapon == staff;
3330 if (k == 0 && Person::players.size() > 1)
3331 for (unsigned i = 0; i < Person::players.size(); i++) {
3334 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3335 animation[Person::players[k]->animTarget].attack == neutral) {
3336 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3337 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3338 if (Person::players[i]->skeleton.free)
3339 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3340 (Person::players[i]->dead ||
3341 Person::players[i]->skeleton.longdead > 1000 ||
3342 Person::players[k]->isRun() ||
3345 (Person::players[i]->skeleton.longdead > 2000 ||
3346 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3347 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3348 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3349 Person::players[k]->victim = Person::players[i];
3350 Person::players[k]->hasvictim = 1;
3351 if (attackweapon && tutoriallevel != 1) {
3353 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3354 Person::players[k]->animTarget = crouchstabanim;
3356 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3357 Person::players[k]->animTarget = swordgroundstabanim;
3359 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3360 Person::players[k]->animTarget = staffgroundsmashanim;
3362 if (distance < 2.5 &&
3363 Person::players[k]->crouchkeydown &&
3364 Person::players[k]->animTarget != crouchstabanim &&
3366 Person::players[i]->dead &&
3367 Person::players[i]->skeleton.free &&
3368 Person::players[i]->skeleton.longdead > 1000) {
3369 Person::players[k]->animTarget = killanim;
3370 //TODO: refactor this out, what does it do?
3371 for (int j = 0; j < terrain.numdecals; j++) {
3372 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3373 terrain.decalalivetime[j] < 2)
3374 terrain.DeleteDecal(j);
3376 for (int l = 0; l < objects.numobjects; l++) {
3377 if (objects.model[l].type == decalstype)
3378 for (int j = 0; j < objects.model[l].numdecals; j++) {
3379 if ((objects.model[l].decaltype[j] == blooddecal ||
3380 objects.model[l].decaltype[j] == blooddecalslow) &&
3381 objects.model[l].decalalivetime[j] < 2)
3382 objects.model[l].DeleteDecal(j);
3386 if (!Person::players[i]->dead || musictype != 2)
3387 if (distance < 3.5 &&
3388 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3389 Person::players[k]->staggerdelay <= 0 &&
3390 (Person::players[i]->dead ||
3391 Person::players[i]->skeleton.longdead < 300 &&
3392 Person::players[k]->lastattack != spinkickanim &&
3393 Person::players[i]->skeleton.free) &&
3394 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3395 Person::players[k]->animTarget = dropkickanim;
3396 for (int j = 0; j < terrain.numdecals; j++) {
3397 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3398 terrain.decalalivetime[j] < 2) {
3399 terrain.DeleteDecal(j);
3402 for (int l = 0; l < objects.numobjects; l++) {
3403 if (objects.model[l].type == decalstype)
3404 for (int j = 0; j < objects.model[l].numdecals; j++) {
3405 if ((objects.model[l].decaltype[j] == blooddecal ||
3406 objects.model[l].decaltype[j] == blooddecalslow) &&
3407 objects.model[l].decalalivetime[j] < 2) {
3408 objects.model[l].DeleteDecal(j);
3414 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3415 Person::players[k]->victim == Person::players[i] &&
3416 (!Person::players[i]->skeleton.free ||
3417 Person::players[k]->animTarget == killanim ||
3418 Person::players[k]->animTarget == crouchstabanim ||
3419 Person::players[k]->animTarget == swordgroundstabanim ||
3420 Person::players[k]->animTarget == staffgroundsmashanim ||
3421 Person::players[k]->animTarget == dropkickanim)) {
3423 Person::players[k]->frameTarget = 0;
3424 Person::players[k]->target = 0;
3426 XYZ targetpoint = Person::players[i]->coords;
3427 if (Person::players[k]->animTarget == crouchstabanim ||
3428 Person::players[k]->animTarget == swordgroundstabanim ||
3429 Person::players[k]->animTarget == staffgroundsmashanim) {
3430 targetpoint += (Person::players[i]->jointPos(abdomen) +
3431 Person::players[i]->jointPos(neck)) / 2 *
3432 Person::players[i]->scale;
3434 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3435 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3437 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3438 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3441 if (Person::players[k]->animTarget == staffgroundsmashanim)
3442 Person::players[k]->targettilt2 += 10;
3444 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3445 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3446 Person::players[k]->lastattack = Person::players[k]->animTarget;
3448 if (Person::players[k]->animTarget == swordgroundstabanim) {
3449 Person::players[k]->targetyaw += 30;
3454 if (!Person::players[k]->hasvictim) {
3456 for (unsigned i = 0; i < Person::players.size(); i++) {
3457 if (i == k || !(i == 0 || k == 0))
3459 if (!Person::players[i]->skeleton.free) {
3460 if (Person::players[k]->hasvictim) {
3461 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3462 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3463 Person::players[k]->victim = Person::players[i];
3465 Person::players[k]->victim = Person::players[i];
3466 Person::players[k]->hasvictim = 1;
3471 if (Person::players[k]->aitype == playercontrolled)
3473 if (Person::players[k]->attackkeydown &&
3474 Person::players[k]->isRun() &&
3475 Person::players[k]->wasRun() &&
3476 ((Person::players[k]->hasvictim &&
3477 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3478 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3479 !Person::players[k]->victim->skeleton.free &&
3480 Person::players[k]->victim->animTarget != getupfrombackanim &&
3481 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3482 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3483 Person::players[k]->aitype != playercontrolled && //wat???
3484 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3485 Person::players[k]->rabbitkickenabled) ||
3486 Person::players[k]->jumpkeydown)) {
3488 Person::players[k]->setAnimation(rabbitkickanim);
3491 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3493 switch (attackweapon) {
3514 void doPlayerCollisions()
3516 static XYZ rotatetarget;
3517 static float collisionradius;
3518 if (Person::players.size() > 1)
3519 for (unsigned k = 0; k < Person::players.size(); k++)
3520 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3521 //neither player is part of a reversal
3522 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3523 animation[Person::players[i]->animTarget].attack != reversal &&
3524 animation[Person::players[k]->animTarget].attack != reversed &&
3525 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3526 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3527 animation[Person::players[i]->animCurrent].attack != reversal &&
3528 animation[Person::players[k]->animCurrent].attack != reversed &&
3529 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3530 //neither is sleeping
3531 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3532 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3533 //in same patch, neither is climbing
3534 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3535 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3536 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3537 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3538 Person::players[i]->animTarget != climbanim &&
3539 Person::players[i]->animTarget != hanganim &&
3540 Person::players[k]->animTarget != climbanim &&
3541 Person::players[k]->animTarget != hanganim)
3542 //players are close (bounding box test)
3543 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3544 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3545 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3546 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3547 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3548 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3549 //spread fire from player to player
3550 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3551 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3552 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3553 if (!Person::players[i]->onfire)
3554 Person::players[i]->CatchFire();
3555 if (!Person::players[k]->onfire)
3556 Person::players[k]->CatchFire();
3560 XYZ tempcoords1 = Person::players[i]->coords;
3561 XYZ tempcoords2 = Person::players[k]->coords;
3562 if (!Person::players[i]->skeleton.oldfree)
3563 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3564 if (!Person::players[k]->skeleton.oldfree)
3565 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3566 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3567 if (Person::players[0]->hasvictim)
3568 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3569 collisionradius = 3;
3570 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3571 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3572 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3573 //jump down on a dead body
3574 if (k == 0 || i == 0) {
3576 if (Person::players[0]->animTarget == jumpdownanim &&
3577 !Person::players[0]->skeleton.oldfree &&
3578 !Person::players[0]->skeleton.free &&
3579 Person::players[l]->skeleton.oldfree &&
3580 Person::players[l]->skeleton.free &&
3581 Person::players[l]->dead &&
3582 Person::players[0]->lastcollide <= 0 &&
3583 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3584 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3585 Person::players[0]->coords.y = Person::players[l]->coords.y;
3586 Person::players[l]->velocity = Person::players[0]->velocity;
3587 Person::players[l]->skeleton.free = 0;
3588 Person::players[l]->yaw = 0;
3589 Person::players[l]->RagDoll(0);
3590 Person::players[l]->DoDamage(20);
3592 Person::players[l]->skeleton.longdead = 0;
3593 Person::players[0]->lastcollide = 1;
3597 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3598 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3599 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3600 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3601 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3602 Person::players[i]->skeleton.free) &&
3603 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3604 Person::players[k]->skeleton.free))
3605 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3606 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3607 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3609 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3610 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3611 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3612 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3613 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3615 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3616 (k != 0 || Person::players[k]->skeleton.free) ||
3617 (animation[Person::players[i]->animTarget].height == highheight &&
3618 animation[Person::players[k]->animTarget].height == highheight)) {
3619 if (tutoriallevel != 1) {
3620 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3623 Person::players[i]->RagDoll(0);
3624 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3625 award_bonus(0, aimbonus);
3627 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3628 Person::players[k]->RagDoll(0);
3629 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3630 award_bonus(0, aimbonus); // Huh, again?
3632 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3634 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3635 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3637 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3638 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3643 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3644 animation[Person::players[i]->animTarget].attack == normalattack) &&
3645 (animation[Person::players[k]->animTarget].attack == neutral ||
3646 animation[Person::players[k]->animTarget].attack == normalattack)) {
3648 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3649 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3650 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3651 Normalise(&rotatetarget);
3652 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3653 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3654 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3655 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3656 if (Person::players[k]->howactive == typeactive || hostile)
3657 if (Person::players[k]->isIdle()) {
3658 if (Person::players[k]->howactive < typesleeping)
3659 Person::players[k]->setAnimation(Person::players[k]->getStop());
3660 else if (Person::players[k]->howactive == typesleeping)
3661 Person::players[k]->setAnimation(getupfromfrontanim);
3663 Person::players[k]->howactive = typeactive;
3665 if (Person::players[i]->howactive == typeactive || hostile)
3666 if (Person::players[i]->isIdle()) {
3667 if (Person::players[i]->howactive < typesleeping)
3668 Person::players[i]->setAnimation(Person::players[k]->getStop());
3670 Person::players[i]->setAnimation(getupfromfrontanim);
3672 Person::players[i]->howactive = typeactive;
3675 //jump down on player
3677 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3678 !Person::players[i]->isCrouch() &&
3679 Person::players[i]->animTarget != rollanim &&
3680 !Person::players[k]->skeleton.oldfree && !
3681 Person::players[k]->skeleton.free &&
3682 Person::players[k]->lastcollide <= 0 &&
3683 Person::players[k]->velocity.y < -10) {
3684 Person::players[i]->velocity = Person::players[k]->velocity;
3685 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3686 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3687 Person::players[i]->DoDamage(20);
3688 Person::players[i]->RagDoll(0);
3689 Person::players[k]->lastcollide = 1;
3690 award_bonus(k, AboveBonus);
3692 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3693 !Person::players[k]->isCrouch() &&
3694 Person::players[k]->animTarget != rollanim &&
3695 !Person::players[i]->skeleton.oldfree &&
3696 !Person::players[i]->skeleton.free &&
3697 Person::players[i]->lastcollide <= 0 &&
3698 Person::players[i]->velocity.y < -10) {
3699 Person::players[k]->velocity = Person::players[i]->velocity;
3700 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3701 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3702 Person::players[k]->DoDamage(20);
3703 Person::players[k]->RagDoll(0);
3704 Person::players[i]->lastcollide = 1;
3705 award_bonus(i, AboveBonus);
3711 Person::players[i]->CheckKick();
3712 Person::players[k]->CheckKick();
3718 void doAI(unsigned i)
3720 static bool connected;
3721 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3722 Person::players[i]->jumpclimb = 0;
3723 //disable movement in editor
3725 Person::players[i]->stunned = 1;
3727 Person::players[i]->pause = 0;
3728 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3729 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3730 !Person::players[0]->onterrain)
3731 Person::players[i]->pause = 1;
3734 if (Person::players[i]->aitype == pathfindtype) {
3735 if (Person::players[i]->finalpathfindpoint == -1) {
3736 float closestdistance;
3741 closestdistance = -1;
3742 for (int j = 0; j < numpathpoints; j++)
3743 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3744 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3746 Person::players[i]->finaltarget = pathpoint[j];
3748 Person::players[i]->finalpathfindpoint = closest;
3749 for (int j = 0; j < numpathpoints; j++)
3750 for (int k = 0; k < numpathpointconnect[j]; k++) {
3751 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3752 if (sq(tempdist) < closestdistance)
3753 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3754 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3755 closestdistance = sq(tempdist);
3757 Person::players[i]->finaltarget = colpoint;
3760 Person::players[i]->finalpathfindpoint = closest;
3763 if (Person::players[i]->targetpathfindpoint == -1) {
3764 float closestdistance;
3769 closestdistance = -1;
3770 if (Person::players[i]->lastpathfindpoint == -1) {
3771 for (int j = 0; j < numpathpoints; j++) {
3772 if (j != Person::players[i]->lastpathfindpoint)
3773 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3774 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3778 Person::players[i]->targetpathfindpoint = closest;
3779 for (int j = 0; j < numpathpoints; j++)
3780 if (j != Person::players[i]->lastpathfindpoint)
3781 for (int k = 0; k < numpathpointconnect[j]; k++) {
3782 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3783 if (sq(tempdist) < closestdistance) {
3784 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3785 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3786 closestdistance = sq(tempdist);
3791 Person::players[i]->targetpathfindpoint = closest;
3793 for (int j = 0; j < numpathpoints; j++)
3794 if (j != Person::players[i]->lastpathfindpoint &&
3795 j != Person::players[i]->lastpathfindpoint2 &&
3796 j != Person::players[i]->lastpathfindpoint3 &&
3797 j != Person::players[i]->lastpathfindpoint4) {
3799 if (numpathpointconnect[j])
3800 for (int k = 0; k < numpathpointconnect[j]; k++)
3801 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3804 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3805 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3806 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3809 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3810 if (closest == -1 || tempdist < closestdistance) {
3811 closestdistance = tempdist;
3816 Person::players[i]->targetpathfindpoint = closest;
3819 Person::players[i]->losupdatedelay -= multiplier;
3821 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3822 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3824 //reached target point
3825 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3826 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3827 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3828 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3829 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3830 if (Person::players[i]->lastpathfindpoint2 == -1)
3831 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3832 if (Person::players[i]->lastpathfindpoint3 == -1)
3833 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3834 if (Person::players[i]->lastpathfindpoint4 == -1)
3835 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3836 Person::players[i]->targetpathfindpoint = -1;
3838 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3839 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3840 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3841 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3842 Person::players[i]->aitype = passivetype;
3845 Person::players[i]->forwardkeydown = 1;
3846 Person::players[i]->leftkeydown = 0;
3847 Person::players[i]->backkeydown = 0;
3848 Person::players[i]->rightkeydown = 0;
3849 Person::players[i]->crouchkeydown = 0;
3850 Person::players[i]->attackkeydown = 0;
3851 Person::players[i]->throwkeydown = 0;
3853 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3854 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3856 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3857 Person::players[i]->jumpkeydown = 0;
3858 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3859 Person::players[i]->jumpkeydown = 1;
3861 if ((tutoriallevel != 1 || cananger) &&
3863 !Person::players[0]->dead &&
3864 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3865 Person::players[i]->occluded < 25) {
3866 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3867 animation[Person::players[0]->animTarget].height != lowheight &&
3869 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3870 Person::players[i]->aitype = attacktypecutoff;
3871 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3872 animation[Person::players[0]->animTarget].height == highheight &&
3874 Person::players[i]->aitype = attacktypecutoff;
3876 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3877 Person::players[i]->losupdatedelay = .2;
3878 for (unsigned j = 0; j < Person::players.size(); j++)
3879 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3880 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3881 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3882 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3883 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3884 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3885 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3886 *Person::players[i]->scale + Person::players[i]->coords,
3887 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3888 *Person::players[j]->scale + Person::players[j]->coords) ||
3889 (Person::players[j]->animTarget == hanganim &&
3890 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3891 Person::players[i]->aitype = searchtype;
3892 Person::players[i]->lastchecktime = 12;
3893 Person::players[i]->lastseen = Person::players[j]->coords;
3894 Person::players[i]->lastseentime = 12;
3898 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3899 if (Person::players[i]->creature != wolftype) {
3900 Person::players[i]->stunned = .6;
3901 Person::players[i]->surprised = .6;
3905 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3906 Person::players[i]->howactive = typeactive;
3908 if (Person::players[i]->aitype == passivetype) {
3909 Person::players[i]->aiupdatedelay -= multiplier;
3910 Person::players[i]->losupdatedelay -= multiplier;
3911 Person::players[i]->lastseentime += multiplier;
3912 Person::players[i]->pausetime -= multiplier;
3913 if (Person::players[i]->lastseentime > 1)
3914 Person::players[i]->lastseentime = 1;
3916 if (Person::players[i]->aiupdatedelay < 0) {
3917 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3918 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3919 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3920 Person::players[i]->aiupdatedelay = .05;
3922 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3923 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3924 Person::players[i]->pausetime = 4;
3925 Person::players[i]->waypoint++;
3926 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3927 Person::players[i]->waypoint = 0;
3932 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3933 Person::players[i]->forwardkeydown = 1;
3935 Person::players[i]->forwardkeydown = 0;
3936 Person::players[i]->leftkeydown = 0;
3937 Person::players[i]->backkeydown = 0;
3938 Person::players[i]->rightkeydown = 0;
3939 Person::players[i]->crouchkeydown = 0;
3940 Person::players[i]->attackkeydown = 0;
3941 Person::players[i]->throwkeydown = 0;
3943 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3944 if (!Person::players[i]->avoidsomething)
3945 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3947 XYZ leftpos, rightpos;
3948 float leftdist, rightdist;
3949 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3950 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3951 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3952 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3953 if (leftdist < rightdist)
3954 Person::players[i]->targetyaw += 90;
3956 Person::players[i]->targetyaw -= 90;
3960 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3961 Person::players[i]->jumpkeydown = 0;
3962 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3963 Person::players[i]->jumpkeydown = 1;
3967 if (!editorenabled) {
3968 if (Person::players[i]->howactive <= typesleeping)
3969 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3970 for (int j = 0; j < numenvsounds; j++) {
3971 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3972 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3973 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3974 Person::players[i]->aitype = attacktypecutoff;
3977 if (Person::players[i]->aitype != passivetype) {
3978 if (Person::players[i]->howactive == typesleeping)
3979 Person::players[i]->setAnimation(getupfromfrontanim);
3980 Person::players[i]->howactive = typeactive;
3984 if (Person::players[i]->howactive < typesleeping &&
3985 ((tutoriallevel != 1 || cananger) && hostile) &&
3986 !Person::players[0]->dead &&
3987 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3988 Person::players[i]->occluded < 25) {
3989 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3990 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3991 Person::players[i]->aitype = attacktypecutoff;
3992 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3993 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3994 Person::players[i]->aitype = attacktypecutoff;
3997 if (Person::players[i]->creature == wolftype) {
3999 for (unsigned j = 0; j < Person::players.size(); j++) {
4000 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4001 float smelldistance = 50;
4002 if (j == 0 && Person::players[j]->num_weapons > 0) {
4003 if (weapons[Person::players[j]->weaponids[0]].bloody)
4004 smelldistance = 100;
4005 if (Person::players[j]->num_weapons == 2)
4006 if (weapons[Person::players[j]->weaponids[1]].bloody)
4007 smelldistance = 100;
4010 smelldistance = 100;
4011 windsmell = windvector;
4012 Normalise(&windsmell);
4013 windsmell = windsmell * 2 + Person::players[j]->coords;
4014 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4015 Person::players[i]->aitype = attacktypecutoff;
4020 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4021 Person::players[i]->losupdatedelay = .2;
4022 for (unsigned j = 0; j < Person::players.size(); j++) {
4023 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4024 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4025 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4026 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4027 if ((-1 == checkcollide(
4028 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4029 Person::players[i]->scale + Person::players[i]->coords,
4030 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4031 Person::players[j]->scale + Person::players[j]->coords) &&
4032 !Person::players[j]->isWallJump()) ||
4033 (Person::players[j]->animTarget == hanganim &&
4034 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4035 Person::players[i]->lastseentime -= .2;
4036 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4037 Person::players[i]->lastseentime -= .4;
4039 Person::players[i]->lastseentime -= .6;
4041 if (Person::players[i]->lastseentime <= 0) {
4042 Person::players[i]->aitype = searchtype;
4043 Person::players[i]->lastchecktime = 12;
4044 Person::players[i]->lastseen = Person::players[j]->coords;
4045 Person::players[i]->lastseentime = 12;
4052 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4053 if (Person::players[i]->creature != wolftype) {
4054 Person::players[i]->stunned = .6;
4055 Person::players[i]->surprised = .6;
4057 if (Person::players[i]->creature == wolftype) {
4058 Person::players[i]->stunned = .47;
4059 Person::players[i]->surprised = .47;
4067 if (Person::players[i]->aitype == searchtype) {
4068 Person::players[i]->aiupdatedelay -= multiplier;
4069 Person::players[i]->losupdatedelay -= multiplier;
4070 if (!Person::players[i]->pause)
4071 Person::players[i]->lastseentime -= multiplier;
4072 Person::players[i]->lastchecktime -= multiplier;
4074 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4075 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4076 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4078 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4080 j = checkcollide(test2, test, Person::players[i]->laststanding);
4082 j = checkcollide(test2, test);
4084 Person::players[i]->velocity = 0;
4085 Person::players[i]->setAnimation(Person::players[i]->getStop());
4086 Person::players[i]->targetyaw += 180;
4087 Person::players[i]->stunned = .5;
4088 //Person::players[i]->aitype=passivetype;
4089 Person::players[i]->aitype = pathfindtype;
4090 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4091 Person::players[i]->finalpathfindpoint = -1;
4092 Person::players[i]->targetpathfindpoint = -1;
4093 Person::players[i]->lastpathfindpoint = -1;
4094 Person::players[i]->lastpathfindpoint2 = -1;
4095 Person::players[i]->lastpathfindpoint3 = -1;
4096 Person::players[i]->lastpathfindpoint4 = -1;
4098 Person::players[i]->laststanding = j;
4101 //check out last seen location
4102 if (Person::players[i]->aiupdatedelay < 0) {
4103 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4104 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4105 Person::players[i]->aiupdatedelay = .05;
4106 Person::players[i]->forwardkeydown = 1;
4108 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4109 Person::players[i]->forwardkeydown = 0;
4110 Person::players[i]->aiupdatedelay = 1;
4111 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4112 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4113 Person::players[i]->lastchecktime = 3;
4116 Person::players[i]->leftkeydown = 0;
4117 Person::players[i]->backkeydown = 0;
4118 Person::players[i]->rightkeydown = 0;
4119 Person::players[i]->crouchkeydown = 0;
4120 Person::players[i]->attackkeydown = 0;
4121 Person::players[i]->throwkeydown = 0;
4123 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4124 if (!Person::players[i]->avoidsomething)
4125 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4127 XYZ leftpos, rightpos;
4128 float leftdist, rightdist;
4129 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4130 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4131 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4132 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4133 if (leftdist < rightdist)
4134 Person::players[i]->targetyaw += 90;
4136 Person::players[i]->targetyaw -= 90;
4140 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4141 Person::players[i]->jumpkeydown = 0;
4142 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4143 Person::players[i]->jumpkeydown = 1;
4145 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4146 for (int k = 0; k < numenvsounds; k++) {
4147 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4148 Person::players[i]->aitype = attacktypecutoff;
4152 if (!Person::players[0]->dead &&
4153 Person::players[i]->losupdatedelay < 0 &&
4155 Person::players[i]->occluded < 2 &&
4156 ((tutoriallevel != 1 || cananger) && hostile)) {
4157 Person::players[i]->losupdatedelay = .2;
4158 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4159 Person::players[i]->aitype = attacktypecutoff;
4160 Person::players[i]->lastseentime = 1;
4162 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4163 //TODO: factor out canSeePlayer()
4164 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4165 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4167 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4168 Person::players[i]->scale + Person::players[i]->coords,
4169 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4170 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4171 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4172 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4173 /* //TODO: changed j to 0 on a whim, make sure this is correct
4174 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4175 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4177 Person::players[i]->aitype = attacktypecutoff;
4178 Person::players[i]->lastseentime = 1;
4182 if (Person::players[i]->lastseentime < 0) {
4183 //Person::players[i]->aitype=passivetype;
4185 Person::players[i]->aitype = pathfindtype;
4186 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4187 Person::players[i]->finalpathfindpoint = -1;
4188 Person::players[i]->targetpathfindpoint = -1;
4189 Person::players[i]->lastpathfindpoint = -1;
4190 Person::players[i]->lastpathfindpoint2 = -1;
4191 Person::players[i]->lastpathfindpoint3 = -1;
4192 Person::players[i]->lastpathfindpoint4 = -1;
4196 if (Person::players[i]->aitype != gethelptype)
4197 Person::players[i]->runninghowlong = 0;
4199 //get help from buddies
4200 if (Person::players[i]->aitype == gethelptype) {
4201 Person::players[i]->runninghowlong += multiplier;
4202 Person::players[i]->aiupdatedelay -= multiplier;
4204 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4205 Person::players[i]->aiupdatedelay = .2;
4208 //TODO: factor out closest search somehow
4209 if (!Person::players[i]->ally) {
4211 float closestdist = -1;
4212 for (unsigned k = 0; k < Person::players.size(); k++) {
4213 if (k != i && k != 0 && !Person::players[k]->dead &&
4214 Person::players[k]->howactive < typedead1 &&
4215 !Person::players[k]->skeleton.free &&
4216 Person::players[k]->aitype == passivetype) {
4217 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4218 if (closestdist == -1 || distance < closestdist) {
4219 closestdist = distance;
4226 Person::players[i]->ally = closest;
4228 Person::players[i]->ally = 0;
4229 Person::players[i]->lastseen = Person::players[0]->coords;
4230 Person::players[i]->lastseentime = 12;
4234 Person::players[i]->lastchecktime = 12;
4236 XYZ facing = Person::players[i]->coords;
4237 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4238 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4239 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4240 if (-1 != checkcollide(facing, flatfacing))
4241 Person::players[i]->lastseentime -= .1;
4243 //no available ally, run back to player
4244 if (Person::players[i]->ally <= 0 ||
4245 Person::players[Person::players[i]->ally]->skeleton.free ||
4246 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4247 Person::players[i]->lastseentime <= 0) {
4248 Person::players[i]->aitype = searchtype;
4249 Person::players[i]->lastseentime = 12;
4253 if (Person::players[i]->ally > 0) {
4254 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4255 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4256 Person::players[i]->aiupdatedelay = .05;
4257 Person::players[i]->forwardkeydown = 1;
4259 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4260 Person::players[i]->aitype = searchtype;
4261 Person::players[i]->lastseentime = 12;
4262 Person::players[Person::players[i]->ally]->aitype = searchtype;
4263 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4264 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4265 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4266 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4270 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4271 if (!Person::players[i]->avoidsomething)
4272 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4274 XYZ leftpos, rightpos;
4275 float leftdist, rightdist;
4276 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4277 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4278 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4279 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4280 if (leftdist < rightdist)
4281 Person::players[i]->targetyaw += 90;
4283 Person::players[i]->targetyaw -= 90;
4288 Person::players[i]->leftkeydown = 0;
4289 Person::players[i]->backkeydown = 0;
4290 Person::players[i]->rightkeydown = 0;
4291 Person::players[i]->crouchkeydown = 0;
4292 Person::players[i]->attackkeydown = 0;
4294 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4295 Person::players[i]->jumpkeydown = 0;
4296 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4297 Person::players[i]->jumpkeydown = 1;
4300 //retreiving a weapon on the ground
4301 if (Person::players[i]->aitype == getweapontype) {
4302 Person::players[i]->aiupdatedelay -= multiplier;
4303 Person::players[i]->lastchecktime -= multiplier;
4305 if (Person::players[i]->aiupdatedelay < 0) {
4306 Person::players[i]->aiupdatedelay = .2;
4309 if (Person::players[i]->ally < 0) {
4311 float closestdist = -1;
4312 for (unsigned k = 0; k < weapons.size(); k++)
4313 if (weapons[k].owner == -1) {
4314 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4315 if (closestdist == -1 || distance < closestdist) {
4316 closestdist = distance;
4322 Person::players[i]->ally = closest;
4324 Person::players[i]->ally = -1;
4327 Person::players[i]->lastseentime = 12;
4329 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4330 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4331 Person::players[i]->aitype = attacktypecutoff;
4332 Person::players[i]->lastseentime = 1;
4334 if (!Person::players[0]->dead)
4335 if (Person::players[i]->ally >= 0) {
4336 if (weapons[Person::players[i]->ally].owner != -1 ||
4337 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4338 Person::players[i]->aitype = attacktypecutoff;
4339 Person::players[i]->lastseentime = 1;
4341 //TODO: factor these out as moveToward()
4342 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4343 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4344 Person::players[i]->aiupdatedelay = .05;
4345 Person::players[i]->forwardkeydown = 1;
4348 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4349 if (!Person::players[i]->avoidsomething)
4350 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4352 XYZ leftpos, rightpos;
4353 float leftdist, rightdist;
4354 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4355 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4356 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4357 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4358 if (leftdist < rightdist)
4359 Person::players[i]->targetyaw += 90;
4361 Person::players[i]->targetyaw -= 90;
4366 Person::players[i]->leftkeydown = 0;
4367 Person::players[i]->backkeydown = 0;
4368 Person::players[i]->rightkeydown = 0;
4369 Person::players[i]->attackkeydown = 0;
4370 Person::players[i]->throwkeydown = 1;
4371 Person::players[i]->crouchkeydown = 0;
4372 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4373 Person::players[i]->animTarget != removeknifeanim)
4374 Person::players[i]->throwtogglekeydown = 0;
4375 Person::players[i]->drawkeydown = 0;
4377 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4378 Person::players[i]->jumpkeydown = 0;
4379 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4380 Person::players[i]->jumpkeydown = 1;
4383 if (Person::players[i]->aitype == attacktypecutoff) {
4384 Person::players[i]->aiupdatedelay -= multiplier;
4385 //dodge or reverse rabbit kicks, knife throws, flips
4386 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4387 if ((Person::players[0]->animTarget == rabbitkickanim ||
4388 Person::players[0]->animTarget == knifethrowanim ||
4389 (Person::players[0]->isFlip() &&
4390 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4391 !Person::players[0]->skeleton.free &&
4392 (Person::players[i]->aiupdatedelay < .1)) {
4393 Person::players[i]->attackkeydown = 0;
4394 if (Person::players[i]->isIdle())
4395 Person::players[i]->crouchkeydown = 1;
4396 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4397 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4398 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4399 if (abs(Random() % 2) == 0)
4400 Person::players[i]->setAnimation(backhandspringanim);
4402 Person::players[i]->setAnimation(rollanim);
4403 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4404 Person::players[i]->wentforweapon = 0;
4406 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4407 Person::players[i]->setAnimation(flipanim);
4410 Person::players[i]->forwardkeydown = 0;
4411 Person::players[i]->aiupdatedelay = .02;
4413 //get confused by flips
4414 if (Person::players[0]->isFlip() &&
4415 !Person::players[0]->skeleton.free &&
4416 Person::players[0]->animTarget != walljumprightkickanim &&
4417 Person::players[0]->animTarget != walljumpleftkickanim) {
4418 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4419 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4420 Person::players[i]->stunned = 1;
4422 //go for weapon on the ground
4423 if (Person::players[i]->wentforweapon < 3)
4424 for (unsigned k = 0; k < weapons.size(); k++)
4425 if (Person::players[i]->creature != wolftype)
4426 if (Person::players[i]->num_weapons == 0 &&
4427 weapons[k].owner == -1 &&
4428 weapons[i].velocity.x == 0 &&
4429 weapons[i].velocity.z == 0 &&
4430 weapons[i].velocity.y == 0) {
4431 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4432 Person::players[i]->wentforweapon++;
4433 Person::players[i]->lastchecktime = 6;
4434 Person::players[i]->aitype = getweapontype;
4435 Person::players[i]->ally = -1;
4438 //dodge/reverse walljump kicks
4439 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4440 if (animation[Person::players[i]->animTarget].height != highheight)
4441 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4442 ((Person::players[0]->animTarget == walljumprightkickanim ||
4443 Person::players[0]->animTarget == walljumpleftkickanim) &&
4444 ((Person::players[i]->aiupdatedelay < .15 &&
4446 (Person::players[i]->aiupdatedelay < .08 &&
4447 difficulty != 2)))) {
4448 Person::players[i]->crouchkeydown = 1;
4450 //walked off a ledge (?)
4451 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4452 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4453 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4455 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4457 j = checkcollide(test2, test, Person::players[i]->laststanding);
4459 j = checkcollide(test2, test);
4461 Person::players[i]->velocity = 0;
4462 Person::players[i]->setAnimation(Person::players[i]->getStop());
4463 Person::players[i]->targetyaw += 180;
4464 Person::players[i]->stunned = .5;
4465 Person::players[i]->aitype = pathfindtype;
4466 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4467 Person::players[i]->finalpathfindpoint = -1;
4468 Person::players[i]->targetpathfindpoint = -1;
4469 Person::players[i]->lastpathfindpoint = -1;
4470 Person::players[i]->lastpathfindpoint2 = -1;
4471 Person::players[i]->lastpathfindpoint3 = -1;
4472 Person::players[i]->lastpathfindpoint4 = -1;
4474 Person::players[i]->laststanding = j;
4476 //lose sight of player in the air (?)
4477 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4478 animation[Person::players[0]->animTarget].height != highheight &&
4479 !Person::players[0]->onterrain) {
4480 Person::players[i]->aitype = pathfindtype;
4481 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4482 Person::players[i]->finalpathfindpoint = -1;
4483 Person::players[i]->targetpathfindpoint = -1;
4484 Person::players[i]->lastpathfindpoint = -1;
4485 Person::players[i]->lastpathfindpoint2 = -1;
4486 Person::players[i]->lastpathfindpoint3 = -1;
4487 Person::players[i]->lastpathfindpoint4 = -1;
4489 //it's time to think (?)
4490 if (Person::players[i]->aiupdatedelay < 0 &&
4491 !animation[Person::players[i]->animTarget].attack &&
4492 Person::players[i]->animTarget != staggerbackhighanim &&
4493 Person::players[i]->animTarget != staggerbackhardanim &&
4494 Person::players[i]->animTarget != backhandspringanim &&
4495 Person::players[i]->animTarget != dodgebackanim) {
4497 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4498 Person::players[i]->drawkeydown = Random() % 2;
4500 Person::players[i]->drawkeydown = 0;
4501 Person::players[i]->rabbitkickenabled = Random() % 2;
4503 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4504 XYZ targetpoint = Person::players[0]->coords;
4505 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4506 distsq(&rotatetarget, &Person::players[i]->coords))
4507 targetpoint += Person::players[0]->velocity *
4508 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4509 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4510 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4511 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4513 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4514 Person::players[i]->forwardkeydown = 1;
4515 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4516 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4517 Person::players[0]->weaponactive != -1)
4518 Person::players[i]->forwardkeydown = 1;
4519 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4520 Person::players[i]->forwardkeydown = 1;
4522 Person::players[i]->forwardkeydown = 0;
4523 //chill out around the corpse
4524 if (Person::players[0]->dead) {
4525 Person::players[i]->forwardkeydown = 0;
4526 if (Random() % 10 == 0)
4527 Person::players[i]->forwardkeydown = 1;
4528 if (Random() % 100 == 0) {
4529 Person::players[i]->aitype = pathfindtype;
4530 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4531 Person::players[i]->finalpathfindpoint = -1;
4532 Person::players[i]->targetpathfindpoint = -1;
4533 Person::players[i]->lastpathfindpoint = -1;
4534 Person::players[i]->lastpathfindpoint2 = -1;
4535 Person::players[i]->lastpathfindpoint3 = -1;
4536 Person::players[i]->lastpathfindpoint4 = -1;
4539 Person::players[i]->leftkeydown = 0;
4540 Person::players[i]->backkeydown = 0;
4541 Person::players[i]->rightkeydown = 0;
4542 Person::players[i]->crouchkeydown = 0;
4543 Person::players[i]->throwkeydown = 0;
4545 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4546 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4548 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4549 Person::players[i]->attackkeydown = 1;
4551 Person::players[i]->attackkeydown = 0;
4552 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4553 Person::players[i]->attackkeydown = 0;
4556 if (Person::players[i]->aitype != playercontrolled &&
4557 (Person::players[i]->isIdle() ||
4558 Person::players[i]->isCrouch() ||
4559 Person::players[i]->isRun())) {
4561 for (unsigned j = 0; j < Person::players.size(); j++)
4562 if (j != i && !Person::players[j]->skeleton.free &&
4563 Person::players[j]->hasvictim &&
4564 (tutoriallevel == 1 && reversaltrain ||
4565 Random() % 2 == 0 && difficulty == 2 ||
4566 Random() % 4 == 0 && difficulty == 1 ||
4567 Random() % 8 == 0 && difficulty == 0 ||
4568 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4569 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4570 (Random() % 2 == 0 || difficulty == 2) ||
4571 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4572 Person::players[j]->weaponactive != -1 ||
4573 Person::players[j]->animTarget == swordslashanim &&
4574 Person::players[i]->weaponactive != -1 ||
4575 Person::players[j]->animTarget == staffhitanim ||
4576 Person::players[j]->animTarget == staffspinhitanim))
4577 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4578 Person::players[j]->victim == Person::players[i] &&
4579 (Person::players[j]->animTarget == sweepanim ||
4580 Person::players[j]->animTarget == spinkickanim ||
4581 Person::players[j]->animTarget == staffhitanim ||
4582 Person::players[j]->animTarget == staffspinhitanim ||
4583 Person::players[j]->animTarget == winduppunchanim ||
4584 Person::players[j]->animTarget == upunchanim ||
4585 Person::players[j]->animTarget == wolfslapanim ||
4586 Person::players[j]->animTarget == knifeslashstartanim ||
4587 Person::players[j]->animTarget == swordslashanim &&
4588 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4589 Person::players[i]->weaponactive != -1))) {
4596 Person::players[target]->Reverse();
4599 if (Person::players[i]->collided < 1)
4600 Person::players[i]->jumpkeydown = 0;
4601 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4602 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4603 Person::players[i]->onterrain &&
4604 Person::players[i]->creature == rabbittype)
4605 Person::players[i]->jumpkeydown = 1;
4606 //TODO: why are we controlling the human?
4607 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4608 Person::players[0]->jumpkeydown = 0;
4609 if (Person::players[0]->animTarget == jumpdownanim &&
4610 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4611 Person::players[i]->crouchkeydown = 1;
4612 if (Person::players[i]->jumpkeydown)
4613 Person::players[i]->attackkeydown = 0;
4615 if (tutoriallevel == 1)
4617 Person::players[i]->attackkeydown = 0;
4620 XYZ facing = Person::players[i]->coords;
4621 XYZ flatfacing = Person::players[0]->coords;
4622 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4623 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4624 if (Person::players[i]->occluded >= 2)
4625 if (-1 != checkcollide(facing, flatfacing)) {
4626 if (!Person::players[i]->pause)
4627 Person::players[i]->lastseentime -= .2;
4628 if (Person::players[i]->lastseentime <= 0 &&
4629 (Person::players[i]->creature != wolftype ||
4630 Person::players[i]->weaponstuck == -1)) {
4631 Person::players[i]->aitype = searchtype;
4632 Person::players[i]->lastchecktime = 12;
4633 Person::players[i]->lastseen = Person::players[0]->coords;
4634 Person::players[i]->lastseentime = 12;
4637 Person::players[i]->lastseentime = 1;
4640 if (animation[Person::players[0]->animTarget].height == highheight &&
4641 (Person::players[i]->aitype == attacktypecutoff ||
4642 Person::players[i]->aitype == searchtype))
4643 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4644 XYZ test = Person::players[0]->coords;
4646 if (-1 == checkcollide(Person::players[0]->coords, test))
4647 Person::players[i]->stunned = 1;
4650 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4651 Person::players[i]->stunned > 0 ||
4652 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4653 if (Person::players[i]->pause)
4654 Person::players[i]->lastseentime = 1;
4655 Person::players[i]->targetyaw = Person::players[i]->yaw;
4656 Person::players[i]->forwardkeydown = 0;
4657 Person::players[i]->leftkeydown = 0;
4658 Person::players[i]->backkeydown = 0;
4659 Person::players[i]->rightkeydown = 0;
4660 Person::players[i]->jumpkeydown = 0;
4661 Person::players[i]->attackkeydown = 0;
4662 Person::players[i]->crouchkeydown = 0;
4663 Person::players[i]->throwkeydown = 0;
4671 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4672 facing = flatfacing;
4674 if (Person::players[i]->aitype == attacktypecutoff) {
4675 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4676 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4677 } else if (Person::players[i]->howactive >= typesleeping) {
4678 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4679 Person::players[i]->targetheadpitch = 0;
4681 if (Person::players[i]->interestdelay <= 0) {
4682 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4683 Person::players[i]->headtarget = Person::players[i]->coords;
4684 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4685 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4686 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4687 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4689 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4690 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4697 void updateSettingsMenu()
4700 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4701 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4703 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4704 Menu::setText(0, sbuf);
4705 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4706 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4707 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4708 if (newdetail == 2) Menu::setText(1, "Detail: High");
4709 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4710 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4711 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4712 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4713 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4714 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4715 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4716 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4717 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4718 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4719 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4720 Menu::setText(10, sbuf);
4721 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4722 Menu::setText(11, sbuf);
4723 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4724 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4725 sprintf (sbuf, "Back");
4727 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4728 Menu::setText(8, sbuf);
4731 void updateStereoConfigMenu()
4734 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4735 Menu::setText(0, sbuf);
4736 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4737 Menu::setText(1, sbuf);
4738 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4739 Menu::setText(2, sbuf);
4742 void updateControlsMenu()
4744 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4745 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4746 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4747 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4748 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4749 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4750 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4751 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4752 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4754 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4758 Values of mainmenu :
4760 2 Menu pause (resume/end game)
4762 4 Controls configuration menu
4763 5 Main game menu (choose level or challenge)
4764 6 Deleting user menu
4765 7 User managment menu (select/add)
4766 8 Choose difficulty menu
4767 9 Challenge level selection menu
4768 10 End of the campaign congratulation (is that really a menu?)
4769 11 Same that 9 ??? => unused
4770 18 stereo configuration
4773 void Game::LoadMenu()
4779 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4780 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4781 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4782 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4785 Menu::addButton( 0, "", 10 + 20, 440);
4786 Menu::addButton(14, "", 10 + 400, 440);
4787 Menu::addButton( 1, "", 10 + 60, 405);
4788 Menu::addButton( 2, "", 10 + 70, 370);
4789 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4790 Menu::addButton( 4, "", 10 , 335);
4791 Menu::addButton( 5, "", 10 + 60, 300);
4792 Menu::addButton( 6, "", 10 + 70, 265);
4793 Menu::addButton( 9, "", 10 , 230);
4794 Menu::addButton(10, "", 20 , 195);
4795 Menu::addButton(11, "", 10 + 60, 160);
4796 Menu::addButton(13, "", 30 , 125);
4797 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4798 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4799 Menu::addButton(8, "Back", 10, 10);
4800 updateSettingsMenu();
4803 Menu::addButton(0, "", 10 , 400);
4804 Menu::addButton(1, "", 10 + 40, 360);
4805 Menu::addButton(2, "", 10 + 40, 320);
4806 Menu::addButton(3, "", 10 + 30, 280);
4807 Menu::addButton(4, "", 10 + 20, 240);
4808 Menu::addButton(5, "", 10 + 40, 200);
4809 Menu::addButton(6, "", 10 + 40, 160);
4810 Menu::addButton(7, "", 10 + 30, 120);
4811 Menu::addButton(8, "", 10 + 20, 80);
4813 Menu::addButton(9, "", 10 + 10, 40);
4814 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4815 updateControlsMenu();
4819 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4820 Menu::addButton(1, "Tutorial", 5, 300);
4821 Menu::addButton(2, "Challenge", 5, 240);
4822 Menu::addButton(3, "Delete User", 400, 10);
4823 Menu::addButton(4, "Main Menu", 5, 10);
4824 Menu::addButton(5, "Change User", 5, 180);
4825 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4828 //with (2,-5) offset from old code
4829 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4831 int numlevels = accountactive->getCampaignChoicesMade();
4832 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4833 for (int i = 0; i < numlevels; i++) {
4834 XYZ midpoint = campaignlevels[i].getCenter();
4835 float itemsize = campaignlevels[i].getWidth();
4836 const bool active = i >= accountactive->getCampaignChoicesMade();
4841 XYZ start = campaignlevels[i - 1].getCenter();
4842 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);
4844 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4845 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4848 Menu::addMapLabel(-2, campaignlevels[i].description,
4849 campaignlevels[i].getStartX() + 10,
4850 campaignlevels[i].getStartY() - 4);
4856 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4857 Menu::addButton(1, "Yes", 10, 360);
4858 Menu::addButton(2, "No", 10, 320);
4861 if (Account::getNbAccounts() < 8)
4862 Menu::addButton(0, "New User", 10, 400);
4864 Menu::addLabel(0, "No More Users", 10, 400);
4865 Menu::addLabel(-2, "", 20, 400);
4866 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4867 for (int i = 0; i < Account::getNbAccounts(); i++)
4868 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4871 Menu::addButton(0, "Easier", 10, 400);
4872 Menu::addButton(1, "Difficult", 10, 360);
4873 Menu::addButton(2, "Insane", 10, 320);
4876 for (int i = 0; i < numchallengelevels; i++) {
4879 sprintf (temp, "Level %d", i + 1);
4880 for (int j = strlen(temp); j < 17; j++)
4883 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4884 for (int j = strlen(temp); j < (32 - 17); j++)
4887 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4888 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4891 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4894 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4897 Menu::addButton(-1, " High Score Best Time", 10, 440);
4898 Menu::addButton(numchallengelevels, "Back", 10, 10);
4901 Menu::addLabel(0, "Congratulations!", 220, 330);
4902 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4903 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4904 Menu::addButton(3, "Back", 10, 10);
4906 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4907 Menu::addLabel(4, sbuf, 190, 200);
4908 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4909 Menu::addLabel(5, sbuf, 190, 180);
4913 Menu::addButton(0, "", 70, 400);
4914 Menu::addButton(1, "", 10, 360);
4915 Menu::addButton(2, "", 40, 320);
4916 Menu::addButton(3, "Back", 10, 10);
4917 updateStereoConfigMenu();
4922 extern set<pair<int,int>> resolutions;
4927 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4929 // some specific case where we do something even if the left mouse button is not pressed.
4930 if ((mainmenu == 5) && (endgame == 2)) {
4931 accountactive->endGame();
4936 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4937 stereoseparation -= 0.001;
4938 updateStereoConfigMenu();
4941 static int oldmainmenu = mainmenu;
4943 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4944 set<pair<int,int>>::iterator newscreenresolution;
4950 if (gameon) { //resume
4952 pause_sound(stream_menutheme);
4953 resume_stream(leveltheme);
4955 fireSound(firestartsound);
4957 mainmenu = (accountactive ? 5 : 7);
4969 if (newscreenwidth > 3000)
4970 newscreenwidth = screenwidth;
4971 if (newscreenwidth < 0)
4972 newscreenwidth = screenwidth;
4973 if (newscreenheight > 3000)
4974 newscreenheight = screenheight;
4975 if (newscreenheight < 0)
4976 newscreenheight = screenheight;
4981 if (gameon) { //end game
4986 pause_sound(stream_menutheme);
4995 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4996 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4997 newscreenresolution++;
4998 if (newscreenresolution == resolutions.end()) {
4999 /* It was the last one (or not found), go back to the beginning */
5000 newscreenresolution = resolutions.begin();
5002 newscreenwidth = newscreenresolution->first;
5003 newscreenheight = newscreenresolution->second;
5012 if (bloodtoggle > 2)
5021 ismotionblur = !ismotionblur;
5027 musictoggle = !musictoggle;
5029 emit_stream_np(stream_menutheme);
5031 pause_sound(leveltheme);
5032 pause_sound(stream_fighttheme);
5033 pause_sound(stream_menutheme);
5035 for (int i = 0; i < 4; i++) {
5036 oldmusicvolume[i] = 0;
5050 mainmenu = gameon ? 2 : 1;
5053 invertmouse = !invertmouse;
5056 usermousesensitivity += .2;
5057 if (usermousesensitivity > 2)
5058 usermousesensitivity = .2;
5062 if (volume > 1.0001f)
5064 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5068 newstereomode = stereomode;
5073 showdamagebar = !showdamagebar;
5079 updateSettingsMenu();
5084 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5085 keyselect = selected;
5086 if (keyselect != -1)
5088 if (selected == (debugmode ? 10 : 9)) {
5093 updateControlsMenu();
5098 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5099 startbonustotal = 0;
5108 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5109 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5112 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5116 pause_sound(stream_menutheme);
5120 startbonustotal = 0;
5133 pause_sound(stream_menutheme);
5142 mainmenu = (gameon ? 2 : 1);
5148 vector<string> campaigns = ListCampaigns();
5149 vector<string>::iterator c;
5150 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5151 if (!campaigns.empty())
5152 accountactive->setCurrentCampaign(campaigns.front());
5155 if (c == campaigns.end())
5156 c = campaigns.begin();
5157 accountactive->setCurrentCampaign(*c);
5165 if (selected == 1) {
5167 accountactive = Account::destroy(accountactive);
5169 } else if (selected == 2) {
5176 if (selected == 0 && Account::getNbAccounts() < 8) {
5178 } else if (selected < Account::getNbAccounts() + 1) {
5181 accountactive = Account::get(selected - 1);
5182 } else if (selected == Account::getNbAccounts() + 1) {
5188 displaytext[0].clear();
5189 displayselected = 0;
5197 accountactive->setDifficulty(selected);
5201 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5205 startbonustotal = 0;
5209 targetlevel = selected;
5214 Loadlevel(selected);
5219 pause_sound(stream_menutheme);
5221 if (selected == numchallengelevels) {
5228 if (selected == 3) {
5236 stereoseparation += 0.001;
5239 if (selected == 0) {
5240 newstereomode = (StereoMode)(newstereomode + 1);
5241 while (!CanInitStereo(newstereomode)) {
5242 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5243 newstereomode = (StereoMode)(newstereomode + 1);
5244 if (newstereomode >= stereoCount)
5245 newstereomode = stereoNone;
5247 } else if (selected == 2) {
5248 stereoreverse = !stereoreverse;
5249 } else if (selected == 3) {
5253 stereomode = newstereomode;
5254 InitStereo(stereomode);
5257 updateStereoConfigMenu();
5262 OPENAL_SetFrequency(channels[stream_menutheme]);
5265 inputText(displaytext[0], &displayselected);
5266 if (!waiting) { // the input as finished
5267 if (!displaytext[0].empty()) { // with enter
5268 accountactive = Account::add(string(displaytext[0]));
5274 fireSound(firestartsound);
5276 displaytext[0].clear();
5278 displayselected = 0;
5284 displayblinkdelay -= multiplier;
5285 if (displayblinkdelay <= 0) {
5286 displayblinkdelay = .3;
5287 displayblink = !displayblink;
5292 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5293 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5296 if (oldmainmenu != mainmenu)
5298 oldmainmenu = mainmenu;
5304 static XYZ facing, flatfacing;
5307 for (int i = 0; i < 15; i++) {
5308 displaytime[i] += multiplier;
5313 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5314 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5315 stereoreverse = true;
5317 stereoreverse = false;
5320 printf("Stereo reversed\n");
5322 printf("Stereo unreversed\n");
5325 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5326 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5327 stereoseparation -= 0.001;
5329 stereoseparation -= 0.010;
5330 printf("Stereo decreased increased to %f\n", stereoseparation);
5333 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5334 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5335 stereoseparation += 0.001;
5337 stereoseparation += 0.010;
5338 printf("Stereo separation increased to %f\n", stereoseparation);
5342 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5343 if (tutorialstage != 51)
5344 tutorialstagetime = tutorialmaxtime;
5345 emit_sound_np(consolefailsound, 128.);
5349 Values of mainmenu :
5351 2 Menu pause (resume/end game)
5353 4 Controls configuration menu
5354 5 Main game menu (choose level or challenge)
5355 6 Deleting user menu
5356 7 User managment menu (select/add)
5357 8 Choose difficulty menu
5358 9 Challenge level selection menu
5359 10 End of the campaign congratulation (is that really a menu?)
5360 11 Same that 9 ??? => unused
5361 18 stereo configuration
5366 if (mainmenu && endgame == 1)
5368 //go to level select after completing a campaign level
5369 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5376 OPENAL_SetFrequency(OPENAL_ALL);
5377 emit_stream_np(stream_menutheme);
5378 pause_sound(leveltheme);
5382 //escape key pressed
5383 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5384 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5386 if (mainmenu == 0 && !winfreeze)
5387 mainmenu = 2; //pause
5388 else if (mainmenu == 1 || mainmenu == 2) {
5389 mainmenu = 0; //unpause
5392 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5393 OPENAL_SetFrequency(OPENAL_ALL);
5394 emit_stream_np(stream_menutheme);
5395 pause_sound(leveltheme);
5397 //on resume, play level music
5399 pause_sound(stream_menutheme);
5400 resume_stream(leveltheme);
5402 //finished with settings menu
5403 if (mainmenu == 3) {
5407 if (mainmenu >= 3 && mainmenu != 8) {
5415 mainmenu = gameon ? 2 : 1;
5437 hostiletime += multiplier;
5441 leveltime += multiplier;
5444 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5447 OPENAL_SetFrequency(OPENAL_ALL);
5451 if (Input::isKeyPressed(consolekey) && debugmode) {
5454 OPENAL_SetFrequency(OPENAL_ALL);
5463 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5464 inputText(consoletext[0], &consoleselected);
5466 if (!consoletext[0].empty()) {
5467 cmd_dispatch(consoletext[0]);
5468 for (int k = 14; k >= 1; k--) {
5469 consoletext[k] = consoletext[k - 1];
5471 consoletext[0].clear();
5472 consoleselected = 0;
5476 consoleblinkdelay -= multiplier;
5477 if (consoleblinkdelay <= 0) {
5478 consoleblinkdelay = .3;
5479 consoleblink = !consoleblink;
5483 static int oldwinfreeze;
5484 if (winfreeze && !oldwinfreeze) {
5485 OPENAL_SetFrequency(OPENAL_ALL);
5486 emit_sound_np(consolesuccesssound);
5489 oldwinfreeze = winfreeze;
5493 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5496 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5500 } else if (winfreeze) {
5508 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5511 static float talkdelay = 0;
5513 if (Dialog::inDialog())
5515 talkdelay -= multiplier;
5517 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5518 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5519 Dialog::dialogs[i].tick(i);
5523 windvar += multiplier;
5524 smoketex += multiplier;
5525 tutorialstagetime += multiplier;
5528 static float hotspotvisual[40];
5532 for (int i = 0; i < numhotspots; i++)
5533 hotspotvisual[i] -= multiplier / 320;
5535 for (int i = 0; i < numhotspots; i++) {
5536 while (hotspotvisual[i] < 0) {
5538 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5539 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5540 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5541 hotspotsprite += hotspot[i];
5542 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5543 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5547 for (int i = 0; i < numhotspots; i++) {
5548 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5549 hotspot[i] = Person::players[hotspottype[i]]->coords;
5555 if (tutoriallevel) {
5560 if (tutoriallevel != 1) {
5561 if (bonustime == 0 &&
5562 bonus != solidhit &&
5563 bonus != spinecrusher &&
5564 bonus != tracheotomy &&
5565 bonus != backstab &&
5567 emit_sound_np(consolesuccesssound);
5569 } else if (bonustime == 0) {
5570 emit_sound_np(fireendsound);
5572 if (bonustime == 0) {
5573 if (bonus != solidhit &&
5574 bonus != twoxcombo &&
5575 bonus != threexcombo &&
5576 bonus != fourxcombo &&
5580 bonusnum[bonus] += 0.15;
5583 bonusvalue /= bonusnum[bonus];
5584 bonustotal += bonusvalue;
5586 bonustime += multiplier;
5589 if (environment == snowyenvironment) {
5590 precipdelay -= multiplier;
5591 while (precipdelay < 0) {
5595 XYZ footvel, footpoint;
5598 footpoint = viewer + viewerfacing * 6;
5599 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5600 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5601 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5602 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5607 doAerialAcrobatics();
5610 static XYZ oldviewer;
5613 if (!Dialog::inDialog()) {
5614 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5615 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5616 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5617 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5618 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5619 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5620 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5621 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5623 Person::players[0]->forwardkeydown = 0;
5624 Person::players[0]->leftkeydown = 0;
5625 Person::players[0]->backkeydown = 0;
5626 Person::players[0]->rightkeydown = 0;
5627 Person::players[0]->jumpkeydown = 0;
5628 Person::players[0]->crouchkeydown = 0;
5629 Person::players[0]->drawkeydown = 0;
5630 Person::players[0]->throwkeydown = 0;
5633 if (!Person::players[0]->jumpkeydown)
5634 Person::players[0]->jumpclimb = 0;
5637 if (Dialog::inDialog()) {
5639 if (Dialog::directing) {
5643 facing = DoRotation(facing, -pitch, 0, 0);
5644 facing = DoRotation(facing, 0, 0 - yaw, 0);
5649 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5651 if (Input::isKeyDown(forwardkey))
5652 viewer += facing * multiplier * 4;
5653 if (Input::isKeyDown(backkey))
5654 viewer -= facing * multiplier * 4;
5655 if (Input::isKeyDown(leftkey))
5656 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5657 if (Input::isKeyDown(rightkey))
5658 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5659 if (Input::isKeyDown(jumpkey))
5660 viewer.y += multiplier * 4;
5661 if (Input::isKeyDown(crouchkey))
5662 viewer.y -= multiplier * 4;
5663 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5664 Input::isKeyPressed(SDL_SCANCODE_2) ||
5665 Input::isKeyPressed(SDL_SCANCODE_3) ||
5666 Input::isKeyPressed(SDL_SCANCODE_4) ||
5667 Input::isKeyPressed(SDL_SCANCODE_5) ||
5668 Input::isKeyPressed(SDL_SCANCODE_6) ||
5669 Input::isKeyPressed(SDL_SCANCODE_7) ||
5670 Input::isKeyPressed(SDL_SCANCODE_8) ||
5671 Input::isKeyPressed(SDL_SCANCODE_9) ||
5672 Input::isKeyPressed(SDL_SCANCODE_0) ||
5673 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5675 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5676 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5677 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5678 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5679 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5680 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5681 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5682 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5683 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5684 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5685 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5687 if (whichend != -1) {
5688 Dialog::currentBox().participantfocus = whichend;
5689 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5690 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5692 if (whichend == -1) {
5693 Dialog::currentBox().participantfocus = -1;
5695 /* FIXME: potentially accessing -1 in Person::players! */
5696 if (Person::players[Dialog::currentBox().participantfocus]->dead) {
5697 Dialog::indialogue = -1;
5698 Dialog::directing = false;
5701 Dialog::currentBox().camera = viewer;
5702 Dialog::currentBox().camerayaw = yaw;
5703 Dialog::currentBox().camerapitch = pitch;
5704 Dialog::indialogue++;
5705 if (Dialog::indialogue < Dialog::currentDialog().boxes.size()) {
5706 if (Dialog::currentBox().sound != 0) {
5707 playdialogueboxsound();
5711 for (unsigned j = 0; j < Person::players.size(); j++) {
5712 Dialog::currentBox().participantfacing[j] = Dialog::currentDialog().boxes[Dialog::indialogue - 1].participantfacing[j];
5715 //TODO: should these be KeyDown or KeyPressed?
5716 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5717 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5718 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5719 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5720 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5721 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5722 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5723 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5724 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5725 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5727 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5728 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5729 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5730 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5731 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5732 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5733 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5734 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5735 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5736 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5737 Dialog::currentBox().participantfacing[whichend] = facing;
5739 if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
5740 Dialog::indialogue = -1;
5741 Dialog::directing = false;
5745 if (!Dialog::directing) {
5746 pause_sound(whooshsound);
5747 viewer = Dialog::currentBox().camera;
5748 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5749 yaw = Dialog::currentBox().camerayaw;
5750 pitch = Dialog::currentBox().camerapitch;
5751 if (Dialog::dialoguetime > 0.5) {
5752 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5753 Input::isKeyPressed(SDL_SCANCODE_2) ||
5754 Input::isKeyPressed(SDL_SCANCODE_3) ||
5755 Input::isKeyPressed(SDL_SCANCODE_4) ||
5756 Input::isKeyPressed(SDL_SCANCODE_5) ||
5757 Input::isKeyPressed(SDL_SCANCODE_6) ||
5758 Input::isKeyPressed(SDL_SCANCODE_7) ||
5759 Input::isKeyPressed(SDL_SCANCODE_8) ||
5760 Input::isKeyPressed(SDL_SCANCODE_9) ||
5761 Input::isKeyPressed(SDL_SCANCODE_0) ||
5762 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5763 Input::isKeyPressed(attackkey)) {
5764 Dialog::indialogue++;
5765 if (Dialog::indialogue < Dialog::currentDialog().boxes.size()) {
5766 if (Dialog::currentBox().sound != 0) {
5767 playdialogueboxsound();
5768 if (Dialog::currentBox().sound == -5) {
5769 hotspot[numhotspots] = Person::players[0]->coords;
5770 hotspotsize[numhotspots] = 10;
5771 hotspottype[numhotspots] = -1;
5775 if (Dialog::currentBox().sound == -6) {
5779 if (Person::players[Dialog::currentBox().participantfocus]->dead) {
5780 Dialog::indialogue = -1;
5781 Dialog::directing = false;
5788 if (Dialog::indialogue >= Dialog::currentDialog().boxes.size()) {
5789 Dialog::indialogue = -1;
5790 Dialog::directing = false;
5792 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5795 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5798 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5800 for (unsigned i = 1; i < Person::players.size(); i++) {
5801 Person::players[i]->aitype = attacktypecutoff;
5808 if (!Person::players[0]->jumpkeydown) {
5809 Person::players[0]->jumptogglekeydown = 0;
5811 if (Person::players[0]->jumpkeydown &&
5812 Person::players[0]->animTarget != jumpupanim &&
5813 Person::players[0]->animTarget != jumpdownanim &&
5814 !Person::players[0]->isFlip())
5815 Person::players[0]->jumptogglekeydown = 1;
5818 Dialog::dialoguetime += multiplier;
5819 hawkyaw += multiplier * 25;
5821 realhawkcoords.x = 25;
5822 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5823 hawkcalldelay -= multiplier / 2;
5825 if (hawkcalldelay <= 0) {
5826 emit_sound_at(hawksound, realhawkcoords);
5828 hawkcalldelay = 16 + abs(Random() % 8);
5835 doPlayerCollisions();
5839 for (unsigned k = 0; k < Person::players.size(); k++)
5840 if (k != 0 && Person::players[k]->immobile)
5841 Person::players[k]->coords = Person::players[k]->realoldcoords;
5843 for (unsigned k = 0; k < Person::players.size(); k++) {
5844 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5845 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5846 Person::players[k]->DoDamage(1000);
5852 static bool respawnkeydown;
5853 if (!editorenabled &&
5854 (whichlevel != -2 &&
5855 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5856 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5858 (Input::isKeyDown(jumpkey) &&
5861 Person::players[0]->dead))) {
5862 targetlevel = whichlevel;
5866 if (!Input::isKeyDown(jumpkey))
5868 if (Input::isKeyDown(jumpkey))
5874 static bool movekey;
5877 for (unsigned i = 0; i < Person::players.size(); i++) {
5878 static float oldtargetyaw;
5879 if (!Person::players[i]->skeleton.free) {
5880 oldtargetyaw = Person::players[i]->targetyaw;
5881 if (i == 0 && !Dialog::inDialog()) {
5882 //TODO: refactor repetitive code
5883 if (!animation[Person::players[0]->animTarget].attack &&
5884 Person::players[0]->animTarget != staggerbackhighanim &&
5885 Person::players[0]->animTarget != staggerbackhardanim &&
5886 Person::players[0]->animTarget != crouchremoveknifeanim &&
5887 Person::players[0]->animTarget != removeknifeanim &&
5888 Person::players[0]->animTarget != backhandspringanim &&
5889 Person::players[0]->animTarget != dodgebackanim &&
5890 Person::players[0]->animTarget != walljumprightkickanim &&
5891 Person::players[0]->animTarget != walljumpleftkickanim) {
5893 Person::players[0]->targetyaw = 0;
5895 Person::players[0]->targetyaw = -yaw + 180;
5901 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5903 facing = flatfacing;
5905 facing = DoRotation(facing, -pitch, 0, 0);
5906 facing = DoRotation(facing, 0, 0 - yaw, 0);
5909 Person::players[0]->lookyaw = -yaw;
5911 Person::players[i]->targetheadyaw = yaw;
5912 Person::players[i]->targetheadpitch = pitch;
5914 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5915 if (!animation[Person::players[i]->animTarget].attack &&
5916 Person::players[i]->animTarget != staggerbackhighanim &&
5917 Person::players[i]->animTarget != staggerbackhardanim &&
5918 Person::players[i]->animTarget != crouchremoveknifeanim &&
5919 Person::players[i]->animTarget != removeknifeanim &&
5920 Person::players[i]->animTarget != backhandspringanim &&
5921 Person::players[i]->animTarget != dodgebackanim &&
5922 Person::players[i]->animTarget != walljumprightkickanim &&
5923 Person::players[i]->animTarget != walljumpleftkickanim) {
5924 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5930 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5932 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5933 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5935 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5936 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5938 if (Dialog::inDialog()) {
5939 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentBox().participantfacing[i]);
5940 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentBox().participantfacing[i]);
5946 Person::players[i]->avoidsomething = 0;
5948 //avoid flaming things
5949 for (int j = 0; j < objects.numobjects; j++)
5950 if (objects.onfire[j])
5951 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5952 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5953 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5954 Person::players[i]->collided = 0;
5955 Person::players[i]->avoidcollided = 1;
5956 if (Person::players[i]->avoidsomething == 0 ||
5957 distsq(&Person::players[i]->coords, &objects.position[j]) <
5958 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5959 Person::players[i]->avoidwhere = objects.position[j];
5960 Person::players[i]->avoidsomething = 1;
5964 //avoid flaming players
5965 for (unsigned j = 0; j < Person::players.size(); j++)
5966 if (Person::players[j]->onfire)
5967 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5968 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5969 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5970 Person::players[i]->collided = 0;
5971 Person::players[i]->avoidcollided = 1;
5972 if (Person::players[i]->avoidsomething == 0 ||
5973 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5974 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5975 Person::players[i]->avoidwhere = Person::players[j]->coords;
5976 Person::players[i]->avoidsomething = 1;
5980 if (Person::players[i]->collided > .8)
5981 Person::players[i]->avoidcollided = 0;
5985 if (animation[Person::players[i]->animTarget].attack == reversed) {
5986 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5987 Person::players[i]->forwardkeydown = 0;
5988 Person::players[i]->leftkeydown = 0;
5989 Person::players[i]->backkeydown = 0;
5990 Person::players[i]->rightkeydown = 0;
5991 Person::players[i]->jumpkeydown = 0;
5992 Person::players[i]->attackkeydown = 0;
5993 //Person::players[i]->crouchkeydown=0;
5994 Person::players[i]->throwkeydown = 0;
5997 if (Dialog::inDialog()) {
5998 Person::players[i]->forwardkeydown = 0;
5999 Person::players[i]->leftkeydown = 0;
6000 Person::players[i]->backkeydown = 0;
6001 Person::players[i]->rightkeydown = 0;
6002 Person::players[i]->jumpkeydown = 0;
6003 Person::players[i]->crouchkeydown = 0;
6004 Person::players[i]->drawkeydown = 0;
6005 Person::players[i]->throwkeydown = 0;
6008 if (Person::players[i]->collided < -.3)
6009 Person::players[i]->collided = -.3;
6010 if (Person::players[i]->collided > 1)
6011 Person::players[i]->collided = 1;
6012 Person::players[i]->collided -= multiplier * 4;
6013 Person::players[i]->whichdirectiondelay -= multiplier;
6014 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6015 Person::players[i]->avoidcollided = -.3;
6016 Person::players[i]->whichdirection = abs(Random() % 2);
6017 Person::players[i]->whichdirectiondelay = .4;
6019 if (Person::players[i]->avoidcollided > 1)
6020 Person::players[i]->avoidcollided = 1;
6021 Person::players[i]->avoidcollided -= multiplier / 4;
6022 if (!Person::players[i]->skeleton.free) {
6023 Person::players[i]->stunned -= multiplier;
6024 Person::players[i]->surprised -= multiplier;
6026 if (i != 0 && Person::players[i]->surprised <= 0 &&
6027 Person::players[i]->aitype == attacktypecutoff &&
6028 !Person::players[i]->dead &&
6029 !Person::players[i]->skeleton.free &&
6030 animation[Person::players[i]->animTarget].attack == neutral)
6033 if (!Person::players[i]->throwkeydown)
6034 Person::players[i]->throwtogglekeydown = 0;
6037 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6038 if (Person::players[i]->weaponactive == -1 &&
6039 Person::players[i]->num_weapons < 2 &&
6040 (Person::players[i]->isIdle() ||
6041 Person::players[i]->isCrouch() ||
6042 Person::players[i]->animTarget == sneakanim ||
6043 Person::players[i]->animTarget == rollanim ||
6044 Person::players[i]->animTarget == backhandspringanim ||
6045 Person::players[i]->isFlip() ||
6046 Person::players[i]->aitype != playercontrolled)) {
6047 for (unsigned j = 0; j < weapons.size(); j++) {
6048 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6049 Person::players[i]->aitype == playercontrolled) &&
6050 weapons[j].owner == -1 &&
6051 Person::players[i]->weaponactive == -1)
6052 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6053 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6054 if (Person::players[i]->isCrouch() ||
6055 Person::players[i]->animTarget == sneakanim ||
6056 Person::players[i]->isRun() ||
6057 Person::players[i]->isIdle() ||
6058 Person::players[i]->aitype != playercontrolled) {
6059 Person::players[i]->throwtogglekeydown = 1;
6060 Person::players[i]->setAnimation(crouchremoveknifeanim);
6061 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6062 Person::players[i]->hasvictim = 0;
6064 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6065 Person::players[i]->throwtogglekeydown = 1;
6066 Person::players[i]->hasvictim = 0;
6068 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6069 Person::players[i]->aitype == playercontrolled) &&
6070 weapons[j].owner == -1 ||
6071 Person::players[i]->victim &&
6072 weapons[j].owner == int(Person::players[i]->victim->id))
6073 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6074 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6075 if (weapons[j].getType() != staff)
6076 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6078 Person::players[i]->takeWeapon(j);
6081 } else if ((Person::players[i]->isIdle() ||
6082 Person::players[i]->isFlip() ||
6083 Person::players[i]->aitype != playercontrolled) &&
6084 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6085 Person::players[i]->coords.y < weapons[j].position.y) {
6086 if (!Person::players[i]->isFlip()) {
6087 Person::players[i]->throwtogglekeydown = 1;
6088 Person::players[i]->setAnimation(removeknifeanim);
6089 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6091 if (Person::players[i]->isFlip()) {
6092 Person::players[i]->throwtogglekeydown = 1;
6093 Person::players[i]->hasvictim = 0;
6095 for (unsigned k = 0; k < weapons.size(); k++) {
6096 if (Person::players[i]->weaponactive == -1)
6097 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6098 Person::players[i]->aitype == playercontrolled) &&
6099 weapons[k].owner == -1 ||
6100 Person::players[i]->victim &&
6101 weapons[k].owner == int(Person::players[i]->victim->id))
6102 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6103 Person::players[i]->weaponactive == -1) {
6104 if (weapons[k].getType() != staff)
6105 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6107 Person::players[i]->takeWeapon(k);
6114 if (Person::players[i]->isCrouch() ||
6115 Person::players[i]->animTarget == sneakanim ||
6116 Person::players[i]->isRun() ||
6117 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6118 Person::players[i]->animTarget == backhandspringanim) {
6119 if (Person::players.size() > 1)
6120 for (unsigned j = 0; j < Person::players.size(); j++) {
6121 if (Person::players[i]->weaponactive == -1)
6123 if (Person::players[j]->num_weapons &&
6124 Person::players[j]->skeleton.free &&
6125 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6126 (((Person::players[j]->skeleton.forward.y < 0 &&
6127 Person::players[j]->weaponstuckwhere == 0) ||
6128 (Person::players[j]->skeleton.forward.y > 0 &&
6129 Person::players[j]->weaponstuckwhere == 1)) ||
6130 Person::players[j]->weaponstuck == -1 ||
6131 Person::players[j]->num_weapons > 1)) {
6132 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6133 Person::players[i]->throwtogglekeydown = 1;
6134 Person::players[i]->victim = Person::players[j];
6135 Person::players[i]->hasvictim = 1;
6136 Person::players[i]->setAnimation(crouchremoveknifeanim);
6137 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6139 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6140 Person::players[i]->throwtogglekeydown = 1;
6141 Person::players[i]->victim = Person::players[j];
6142 Person::players[i]->hasvictim = 1;
6143 int k = Person::players[j]->weaponids[0];
6144 if (Person::players[i]->hasvictim) {
6147 if (Person::players[i]->victim->weaponstuck != -1) {
6148 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6153 if (weapons[k].getType() != staff)
6154 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6157 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6159 if (weapons[k].owner != -1) {
6160 if (Person::players[i]->victim->num_weapons == 1)
6161 Person::players[i]->victim->num_weapons = 0;
6163 Person::players[i]->victim->num_weapons = 1;
6165 Person::players[i]->victim->skeleton.longdead = 0;
6166 Person::players[i]->victim->skeleton.free = 1;
6167 Person::players[i]->victim->skeleton.broken = 0;
6169 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6170 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6171 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6177 Normalise(&relative);
6178 XYZ footvel, footpoint;
6180 footpoint = weapons[k].position;
6181 if (Person::players[i]->victim->weaponstuck != -1) {
6182 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6184 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6185 weapons[k].bloody = 2;
6186 weapons[k].blooddrip = 5;
6187 Person::players[i]->victim->weaponstuck = -1;
6188 Person::players[i]->victim->bloodloss += 2000;
6189 Person::players[i]->victim->DoDamage(2000);
6192 if (Person::players[i]->victim->num_weapons > 0) {
6193 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6194 Person::players[i]->victim->weaponstuck = 0;
6195 if (Person::players[i]->victim->weaponids[0] == k)
6196 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6199 Person::players[i]->victim->weaponactive = -1;
6201 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6202 Person::players[i]->victim->jointVel(neck) += relative * 6;
6203 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6204 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6206 Person::players[i]->takeWeapon(k);
6213 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6214 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6215 if (Person::players[i]->isIdle() ||
6216 Person::players[i]->isRun() ||
6217 Person::players[i]->isCrouch() ||
6218 Person::players[i]->animTarget == sneakanim ||
6219 Person::players[i]->isFlip())
6220 if (Person::players.size() > 1)
6221 for (unsigned j = 0; j < Person::players.size(); j++) {
6223 if (tutoriallevel != 1 || tutorialstage == 49)
6225 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6226 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6227 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6228 !Person::players[j]->skeleton.free &&
6229 -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)) {
6230 if (!Person::players[i]->isFlip()) {
6231 Person::players[i]->throwtogglekeydown = 1;
6232 Person::players[i]->victim = Person::players[j];
6233 Person::players[i]->setAnimation(knifethrowanim);
6234 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6235 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6237 if (Person::players[i]->isFlip()) {
6238 if (Person::players[i]->weaponactive != -1) {
6239 Person::players[i]->throwtogglekeydown = 1;
6240 Person::players[i]->victim = Person::players[j];
6242 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);
6245 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6247 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6248 Person::players[i]->num_weapons--;
6249 if (Person::players[i]->num_weapons) {
6250 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6252 Person::players[i]->weaponactive = -1;
6259 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6260 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6261 Person::players[i]->throwtogglekeydown = 1;
6262 XYZ tempVelocity = Person::players[i]->velocity * .2;
6263 if (tempVelocity.x == 0)
6264 tempVelocity.x = .1;
6265 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6266 Person::players[i]->num_weapons--;
6267 if (Person::players[i]->num_weapons) {
6268 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6269 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6270 Person::players[i]->weaponstuck = 0;
6273 Person::players[i]->weaponactive = -1;
6274 for (unsigned j = 0; j < Person::players.size(); j++) {
6275 Person::players[j]->wentforweapon = 0;
6283 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6284 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6285 (Person::players[i]->num_weapons == 2) &&
6286 (Person::players[i]->weaponactive == -1) &&
6287 Person::players[i]->isIdle() ||
6288 Person::players[0]->dead &&
6289 (Person::players[i]->weaponactive != -1) &&
6292 if (Person::players[i]->weaponactive != -1)
6293 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6295 if (isgood && Person::players[i]->creature != wolftype) {
6296 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6297 Person::players[i]->setAnimation(drawrightanim);
6298 Person::players[i]->drawtogglekeydown = 1;
6300 if ((Person::players[i]->isIdle() ||
6301 (Person::players[i]->aitype != playercontrolled &&
6302 Person::players[0]->weaponactive != -1 &&
6303 Person::players[i]->isRun())) &&
6304 Person::players[i]->num_weapons &&
6305 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6306 Person::players[i]->setAnimation(drawleftanim);
6307 Person::players[i]->drawtogglekeydown = 1;
6309 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6310 Person::players[i]->setAnimation(crouchdrawrightanim);
6311 Person::players[i]->drawtogglekeydown = 1;
6318 if (Person::players[i]->weaponactive != -1) {
6319 if (Person::players[i]->isCrouch() &&
6320 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6322 Person::players[i]->onterrain &&
6323 Person::players[i]->num_weapons &&
6324 Person::players[i]->attackkeydown &&
6325 musictype != stream_fighttheme) {
6326 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6327 Person::players[i]->setAnimation(crouchstabanim);
6328 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6329 Person::players[i]->setAnimation(swordgroundstabanim);
6330 Person::players[i]->hasvictim = 0;
6334 if (!Person::players[i]->drawkeydown)
6335 Person::players[i]->drawtogglekeydown = 0;
6340 absflatfacing.z = -1;
6342 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6344 absflatfacing = flatfacing;
6346 if (Dialog::inDialog()) {
6347 Person::players[i]->forwardkeydown = 0;
6348 Person::players[i]->leftkeydown = 0;
6349 Person::players[i]->backkeydown = 0;
6350 Person::players[i]->rightkeydown = 0;
6351 Person::players[i]->jumpkeydown = 0;
6352 Person::players[i]->crouchkeydown = 0;
6353 Person::players[i]->drawkeydown = 0;
6354 Person::players[i]->throwkeydown = 0;
6358 if (!animation[Person::players[i]->animTarget].attack &&
6359 Person::players[i]->animTarget != staggerbackhighanim &&
6360 Person::players[i]->animTarget != staggerbackhardanim &&
6361 Person::players[i]->animTarget != backhandspringanim &&
6362 Person::players[i]->animTarget != dodgebackanim) {
6363 if (!Person::players[i]->forwardkeydown)
6364 Person::players[i]->forwardstogglekeydown = 0;
6365 if (Person::players[i]->crouchkeydown) {
6369 Person::players[i]->superruntoggle = 1;
6370 if (Person::players.size() > 1)
6371 for (unsigned j = 0; j < Person::players.size(); j++)
6372 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6373 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6374 Person::players[i]->superruntoggle = 0;
6377 if (Person::players.size() > 1)
6378 for (unsigned j = 0; j < Person::players.size(); j++) {
6379 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6380 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6381 Person::players[j]->victim == Person::players[i] &&
6382 (Person::players[j]->animTarget == sweepanim ||
6383 Person::players[j]->animTarget == upunchanim ||
6384 Person::players[j]->animTarget == wolfslapanim ||
6385 ((Person::players[j]->animTarget == swordslashanim ||
6386 Person::players[j]->animTarget == knifeslashstartanim ||
6387 Person::players[j]->animTarget == staffhitanim ||
6388 Person::players[j]->animTarget == staffspinhitanim) &&
6389 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6398 Person::players[target]->Reverse();
6399 Person::players[i]->lowreversaldelay = .5;
6401 if (Person::players[i]->isIdle()) {
6402 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6403 Person::players[i]->transspeed = 10;
6405 if (Person::players[i]->isRun() ||
6406 (Person::players[i]->isStop() &&
6407 (Person::players[i]->leftkeydown ||
6408 Person::players[i]->rightkeydown ||
6409 Person::players[i]->forwardkeydown ||
6410 Person::players[i]->backkeydown))) {
6411 Person::players[i]->setAnimation(rollanim);
6412 Person::players[i]->transspeed = 20;
6415 if (!Person::players[i]->crouchkeydown) {
6417 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6418 Person::players[i]->superruntoggle = 0;
6420 if (Person::players[i]->isCrouch()) {
6421 if (Person::players.size() > 1)
6422 for (unsigned j = 0; j < Person::players.size(); j++) {
6424 !Person::players[j]->skeleton.free &&
6425 Person::players[j]->victim &&
6426 Person::players[i]->highreversaldelay <= 0) {
6427 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6428 Person::players[j]->victim == Person::players[i] &&
6429 (Person::players[j]->animTarget == spinkickanim) &&
6430 Person::players[i]->isCrouch()) {
6439 Person::players[target]->Reverse();
6440 Person::players[i]->highreversaldelay = .5;
6442 if (Person::players[i]->isCrouch()) {
6443 if (!Person::players[i]->wasCrouch()) {
6444 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6445 Person::players[i]->frameCurrent = 0;
6447 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6448 Person::players[i]->transspeed = 10;
6451 if (Person::players[i]->animTarget == sneakanim) {
6452 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6453 Person::players[i]->transspeed = 10;
6456 if (Person::players[i]->forwardkeydown) {
6457 if (Person::players[i]->isIdle() ||
6458 (Person::players[i]->isStop() &&
6459 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6460 (Person::players[i]->isLanding() &&
6461 Person::players[i]->frameTarget > 0 &&
6462 !Person::players[i]->jumpkeydown) ||
6463 (Person::players[i]->isLandhard() &&
6464 Person::players[i]->frameTarget > 0 &&
6465 !Person::players[i]->jumpkeydown &&
6466 Person::players[i]->crouchkeydown)) {
6467 if (Person::players[i]->aitype == passivetype)
6468 Person::players[i]->setAnimation(walkanim);
6470 Person::players[i]->setAnimation(Person::players[i]->getRun());
6472 if (Person::players[i]->isCrouch()) {
6473 Person::players[i]->animTarget = sneakanim;
6474 if (Person::players[i]->wasCrouch())
6475 Person::players[i]->target = 0;
6476 Person::players[i]->frameTarget = 0;
6478 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6479 Person::players[i]->setAnimation(climbanim);
6480 Person::players[i]->frameTarget = 1;
6481 Person::players[i]->jumpclimb = 1;
6483 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6484 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6486 Person::players[i]->forwardstogglekeydown = 1;
6489 if (Person::players[i]->rightkeydown) {
6490 if (Person::players[i]->isIdle() ||
6491 (Person::players[i]->isStop() &&
6492 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6493 (Person::players[i]->isLanding() &&
6494 Person::players[i]->frameTarget > 0 &&
6495 !Person::players[i]->jumpkeydown) ||
6496 (Person::players[i]->isLandhard() &&
6497 Person::players[i]->frameTarget > 0 &&
6498 !Person::players[i]->jumpkeydown &&
6499 Person::players[i]->crouchkeydown)) {
6500 Person::players[i]->setAnimation(Person::players[i]->getRun());
6502 if (Person::players[i]->isCrouch()) {
6503 Person::players[i]->animTarget = sneakanim;
6504 if (Person::players[i]->wasCrouch())
6505 Person::players[i]->target = 0;
6506 Person::players[i]->frameTarget = 0;
6508 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6509 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6511 Person::players[i]->targetyaw -= 90;
6512 if (Person::players[i]->forwardkeydown)
6513 Person::players[i]->targetyaw += 45;
6514 if (Person::players[i]->backkeydown)
6515 Person::players[i]->targetyaw -= 45;
6518 if ( Person::players[i]->leftkeydown) {
6519 if (Person::players[i]->isIdle() ||
6520 (Person::players[i]->isStop() &&
6521 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6522 (Person::players[i]->isLanding() &&
6523 Person::players[i]->frameTarget > 0 &&
6524 !Person::players[i]->jumpkeydown) ||
6525 (Person::players[i]->isLandhard() &&
6526 Person::players[i]->frameTarget > 0 &&
6527 !Person::players[i]->jumpkeydown &&
6528 Person::players[i]->crouchkeydown)) {
6529 Person::players[i]->setAnimation(Person::players[i]->getRun());
6531 if (Person::players[i]->isCrouch()) {
6532 Person::players[i]->animTarget = sneakanim;
6533 if (Person::players[i]->wasCrouch())
6534 Person::players[i]->target = 0;
6535 Person::players[i]->frameTarget = 0;
6537 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6538 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6540 Person::players[i]->targetyaw += 90;
6541 if (Person::players[i]->forwardkeydown)
6542 Person::players[i]->targetyaw -= 45;
6543 if (Person::players[i]->backkeydown)
6544 Person::players[i]->targetyaw += 45;
6547 if (Person::players[i]->backkeydown) {
6548 if (Person::players[i]->isIdle() ||
6549 (Person::players[i]->isStop() &&
6550 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6551 (Person::players[i]->isLanding() &&
6552 Person::players[i]->frameTarget > 0 &&
6553 !Person::players[i]->jumpkeydown) ||
6554 (Person::players[i]->isLandhard() &&
6555 Person::players[i]->frameTarget > 0 &&
6556 !Person::players[i]->jumpkeydown &&
6557 Person::players[i]->crouchkeydown)) {
6558 Person::players[i]->setAnimation(Person::players[i]->getRun());
6560 if (Person::players[i]->isCrouch()) {
6561 Person::players[i]->animTarget = sneakanim;
6562 if (Person::players[i]->wasCrouch())
6563 Person::players[i]->target = 0;
6564 Person::players[i]->frameTarget = 0;
6566 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6567 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6569 if (Person::players[i]->animTarget == hanganim) {
6570 Person::players[i]->animCurrent = jumpdownanim;
6571 Person::players[i]->animTarget = jumpdownanim;
6572 Person::players[i]->target = 0;
6573 Person::players[i]->frameCurrent = 0;
6574 Person::players[i]->frameTarget = 1;
6575 Person::players[i]->velocity = 0;
6576 Person::players[i]->velocity.y += gravity;
6577 Person::players[i]->coords.y -= 1.4;
6578 Person::players[i]->grabdelay = 1;
6580 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6581 Person::players[i]->targetyaw += 180;
6584 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6585 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6586 Person::players[i]->isRun() ||
6587 Person::players[i]->animTarget == walkanim ||
6588 Person::players[i]->isCrouch() ||
6589 Person::players[i]->animTarget == sneakanim) &&
6590 Person::players[i]->jumppower > 1) &&
6591 ((Person::players[i]->animTarget != rabbitrunninganim &&
6592 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6593 Person::players[i]->jumpstart = 0;
6594 Person::players[i]->setAnimation(jumpupanim);
6595 Person::players[i]->yaw = Person::players[i]->targetyaw;
6596 Person::players[i]->transspeed = 20;
6597 Person::players[i]->FootLand(leftfoot, 1);
6598 Person::players[i]->FootLand(rightfoot, 1);
6602 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6605 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6607 Person::players[i]->velocity = 0;
6611 if (Person::players.size() > 1)
6612 for (unsigned j = 0; j < Person::players.size(); j++) {
6613 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6614 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6615 (Person::players[j]->victim == Person::players[i]) &&
6616 (Person::players[j]->animTarget == sweepanim)) {
6625 Person::players[i]->velocity.y = 1;
6627 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6628 Person::players[i]->velocity.y = 7;
6629 Person::players[i]->crouchtogglekeydown = 1;
6630 } else Person::players[i]->velocity.y = 5;
6632 if (mousejump && i == 0 && debugmode) {
6633 if (!Person::players[i]->isLanding())
6634 Person::players[i]->tempdeltav = deltav;
6635 if (Person::players[i]->tempdeltav < 0)
6636 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6639 Person::players[i]->coords.y += .2;
6640 Person::players[i]->jumppower -= 1;
6643 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6645 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6647 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6648 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6649 Person::players[i]->frameTarget = 2;
6650 Person::players[i]->landhard = 0;
6651 Person::players[i]->jumpstart = 1;
6652 Person::players[i]->tempdeltav = deltav;
6654 if (Person::players[i]->animTarget == jumpupanim &&
6658 Person::players[i]->aitype != playercontrolled)) {
6659 if (Person::players[i]->jumppower > multiplier * 6) {
6660 Person::players[i]->velocity.y += multiplier * 6;
6661 Person::players[i]->jumppower -= multiplier * 6;
6663 if (Person::players[i]->jumppower <= multiplier * 6) {
6664 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6665 Person::players[i]->jumppower = 0;
6668 if (((floatjump || editorenabled) && debugmode) && i == 0)
6669 Person::players[i]->velocity.y += multiplier * 30;
6673 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6674 Person::players[i]->setAnimation(Person::players[i]->getStop());
6675 if (Person::players[i]->animTarget == sneakanim) {
6676 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6677 if (Person::players[i]->animCurrent == sneakanim)
6678 Person::players[i]->target = 0;
6679 Person::players[i]->frameTarget = 0;
6682 if (Person::players[i]->animTarget == walkanim &&
6683 (Person::players[i]->aitype == attacktypecutoff ||
6684 Person::players[i]->aitype == searchtype ||
6685 (Person::players[i]->aitype == passivetype &&
6686 Person::players[i]->numwaypoints <= 1)))
6687 Person::players[i]->setAnimation(Person::players[i]->getStop());
6688 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6689 Person::players[i]->setAnimation(Person::players[i]->getStop());
6692 if (Person::players[i]->animTarget == rollanim)
6693 Person::players[i]->targetyaw = oldtargetyaw;
6697 for (unsigned k = 0; k < Person::players.size(); k++) {
6698 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6699 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6700 Person::players[k]->yaw -= 360;
6702 Person::players[k]->yaw += 360;
6705 //stop to turn in right direction
6706 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6707 Person::players[k]->setAnimation(Person::players[k]->getStop());
6709 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6710 Person::players[k]->targettilt = 0;
6712 if (Person::players[k]->animTarget != jumpupanim &&
6713 Person::players[k]->animTarget != backhandspringanim &&
6714 Person::players[k]->animTarget != jumpdownanim &&
6715 !Person::players[k]->isFlip()) {
6716 Person::players[k]->targettilt = 0;
6717 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6718 Person::players[k]->jumppower = 0;
6719 Person::players[k]->jumppower += multiplier * 7;
6720 if (Person::players[k]->isCrouch())
6721 Person::players[k]->jumppower += multiplier * 7;
6722 if (Person::players[k]->jumppower > 5)
6723 Person::players[k]->jumppower = 5;
6726 if (Person::players[k]->isRun())
6727 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6729 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6730 Person::players[k]->grabdelay -= multiplier;
6734 for (unsigned k = 0; k < Person::players.size(); k++) {
6735 Person::players[k]->DoAnimations();
6736 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6737 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6743 for (int j = numenvsounds - 1; j >= 0; j--) {
6744 envsoundlife[j] -= multiplier;
6745 if (envsoundlife[j] < 0) {
6747 envsoundlife[j] = envsoundlife[numenvsounds];
6748 envsound[j] = envsound[numenvsounds];
6751 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6753 if (tutoriallevel == 1) {
6770 if (tutorialstage >= 51)
6771 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6772 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6773 OPENAL_SetFrequency(OPENAL_ALL);
6775 emit_stream_np(stream_menutheme);
6784 if (tutorialstage < 51)
6785 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6786 emit_sound_at(fireendsound, Person::players[0]->coords);
6788 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6792 if (tutorialstage >= 14 && tutorialstage < 50)
6793 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6794 emit_sound_at(fireendsound, Person::players[1]->coords);
6796 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6797 if (Random() % 2 == 0) {
6798 if (!Person::players[1]->skeleton.free)
6799 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6800 if (Person::players[1]->skeleton.free)
6801 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6802 if (!Person::players[1]->skeleton.free)
6803 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
6804 if (Person::players[1]->skeleton.free)
6805 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6806 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6810 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6811 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6812 Person::players[1]->skeleton.joints[i].velocity = 0;
6813 if (Random() % 2 == 0) {
6814 if (!Person::players[1]->skeleton.free)
6815 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6816 if (Person::players[1]->skeleton.free)
6817 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6818 if (!Person::players[1]->skeleton.free)
6819 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;
6820 if (Person::players[1]->skeleton.free)
6821 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6822 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6830 static float gLoc[3];
6834 static float vel[3];
6835 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6836 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6837 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6839 //Set orientation with forward and up vectors
6840 static XYZ upvector;
6844 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6845 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6850 facing = DoRotation(facing, -pitch, 0, 0);
6851 facing = DoRotation(facing, 0, 0 - yaw, 0);
6854 static float ori[6];
6858 ori[3] = -upvector.x;
6859 ori[4] = upvector.y;
6860 ori[5] = -upvector.z;
6862 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6869 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6873 void Game::TickOnce()
6876 yaw += multiplier * 5;
6877 } else if (Dialog::directing || !Dialog::inDialog()) {
6880 pitch -= deltav * .7;
6882 pitch += deltav * .7;
6891 void Game::TickOnceAfter()
6893 static XYZ colviewer;
6894 static XYZ coltarget;
6898 static float changedelay;
6899 static bool alldead;
6900 static float unseendelay;
6901 static float cameraspeed;
6904 static int oldmusictype = musictype;
6906 if (environment == snowyenvironment)
6907 leveltheme = stream_snowtheme;
6908 if (environment == grassyenvironment)
6909 leveltheme = stream_grasstheme;
6910 if (environment == desertenvironment)
6911 leveltheme = stream_deserttheme;
6915 musictype = leveltheme;
6916 for (unsigned i = 0; i < Person::players.size(); i++) {
6917 if ((Person::players[i]->aitype == attacktypecutoff ||
6918 Person::players[i]->aitype == getweapontype ||
6919 Person::players[i]->aitype == gethelptype ||
6920 Person::players[i]->aitype == searchtype) &&
6921 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6922 (Person::players[i]->animTarget != sneakattackedanim &&
6923 Person::players[i]->animTarget != knifesneakattackedanim &&
6924 Person::players[i]->animTarget != swordsneakattackedanim)) {
6925 musictype = stream_fighttheme;
6929 if (Person::players[0]->dead)
6930 musictype = stream_menutheme;
6933 if (musictype == stream_fighttheme)
6936 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6937 unseendelay -= multiplier;
6938 if (unseendelay > 0)
6939 musictype = stream_fighttheme;
6944 musictype = stream_menutheme;
6945 musicvolume[2] = 512;
6952 if (musictype != oldmusictype && musictype == stream_fighttheme)
6953 emit_sound_np(alarmsound);
6954 musicselected = musictype;
6956 if (musicselected == leveltheme)
6957 musicvolume[0] += multiplier * 450;
6959 musicvolume[0] -= multiplier * 450;
6960 if (musicselected == stream_fighttheme)
6961 musicvolume[1] += multiplier * 450;
6963 musicvolume[1] -= multiplier * 450;
6964 if (musicselected == stream_menutheme)
6965 musicvolume[2] += multiplier * 450;
6967 musicvolume[2] -= multiplier * 450;
6969 for (int i = 0; i < 3; i++) {
6970 if (musicvolume[i] < 0)
6972 if (musicvolume[i] > 512)
6973 musicvolume[i] = 512;
6976 if (musicvolume[2] > 128 && !loading && !mainmenu)
6977 musicvolume[2] = 128;
6980 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6981 emit_stream_np(leveltheme, musicvolume[0]);
6982 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6983 emit_stream_np(stream_fighttheme, musicvolume[1]);
6984 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6985 emit_stream_np(stream_menutheme, musicvolume[2]);
6986 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6987 pause_sound(leveltheme);
6988 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6989 pause_sound(stream_fighttheme);
6990 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6991 pause_sound(stream_menutheme);
6993 if (musicvolume[0] != oldmusicvolume[0])
6994 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6995 if (musicvolume[1] != oldmusicvolume[1])
6996 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6997 if (musicvolume[2] != oldmusicvolume[2])
6998 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7000 for (int i = 0; i < 3; i++)
7001 oldmusicvolume[i] = musicvolume[i];
7003 pause_sound(leveltheme);
7004 pause_sound(stream_fighttheme);
7005 pause_sound(stream_menutheme);
7007 for (int i = 0; i < 4; i++) {
7008 oldmusicvolume[i] = 0;
7014 for (int i = 0; i < numhotspots; i++) {
7015 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7016 if (Person::players[hotspottype[i] - 10]->dead == 0)
7018 else if (killhotspot == 2)
7022 if (killhotspot == 2)
7027 for (int i = 0; i < numhotspots; i++)
7028 if (hotspottype[i] == -1)
7029 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7033 for (unsigned i = 1; i < Person::players.size(); i++)
7034 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7036 if (numalarmed > maxalarmed)
7037 maxalarmed = numalarmed;
7039 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7040 if (Person::players[0]->dead && changedelay <= 0) {
7042 targetlevel = whichlevel;
7045 for (unsigned i = 1; i < Person::players.size(); i++) {
7046 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7053 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7055 targetlevel = whichlevel + 1;
7056 if (targetlevel > numchallengelevels - 1)
7059 if (winhotspot || windialogue) {
7061 targetlevel = whichlevel + 1;
7062 if (targetlevel > numchallengelevels - 1)
7069 targetlevel = whichlevel + 1;
7070 if (targetlevel > numchallengelevels - 1)
7074 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7075 //high scores, awards, win
7077 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7080 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7088 if (leveltime < 1) {
7096 if (!editorenabled && gameon && !mainmenu) {
7097 if (changedelay != -999)
7098 changedelay -= multiplier / 7;
7099 if (Person::players[0]->dead)
7100 targetlevel = whichlevel;
7101 if (loading == 2 && !campaign) {
7104 fireSound(firestartsound);
7106 if (!Person::players[0]->dead && targetlevel != whichlevel)
7107 startbonustotal = bonustotal;
7108 if (Person::players[0]->dead)
7109 Loadlevel(whichlevel);
7111 Loadlevel(targetlevel);
7117 if (loading == 2 && targetlevel == whichlevel) {
7121 fireSound(firestartsound);
7123 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7129 if (changedelay <= -999 &&
7132 (Person::players[0]->dead ||
7133 (alldead && maptype == mapkilleveryone) ||
7137 if ((Person::players[0]->dead ||
7138 (alldead && maptype == mapkilleveryone) ||
7143 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7147 if (Person::players[0]->dead)
7153 // campaignchoosenext determines what to do when the level is complete:
7154 // 0 = load next level
7155 // 1 = go back to level select screen
7156 // 2 = stealthload next level
7157 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7158 if (campaignlevels[actuallevel].nextlevel.empty())
7160 } else if (mainmenu == 0 && winfreeze) {
7161 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7163 if (!stealthloading) {
7164 fireSound(firestartsound);
7169 startbonustotal = 0;
7179 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7182 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7186 pause_sound(stream_menutheme);
7197 oldmusictype = musictype;
7203 facing = DoRotation(facing, -pitch, 0, 0);
7204 facing = DoRotation(facing, 0, 0 - yaw, 0);
7205 viewerfacing = facing;
7208 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7209 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;
7211 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;
7213 if (Person::players[0]->skeleton.free) {
7214 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7215 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7216 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7220 if (Person::players[0]->skeleton.free != 2) {
7222 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7223 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7225 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7227 coltarget = target - cameraloc;
7228 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7231 Normalise(&coltarget);
7232 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7233 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7235 cameraloc = cameraloc + coltarget * multiplier * 8;
7239 cameradist += multiplier * 5;
7240 if (cameradist > 2.3)
7242 viewer = cameraloc - facing * cameradist;
7244 coltarget = cameraloc;
7245 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7246 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7247 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7248 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7250 coltarget = cameraloc;
7251 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7254 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7255 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7256 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7258 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7262 cameradist = findDistance(&viewer, &target);
7263 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7264 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7265 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7268 if (camerashake > .8)
7270 woozy += multiplier;
7271 if (Person::players[0]->dead)
7273 if (Person::players[0]->dead)
7275 camerashake -= multiplier * 2;
7276 blackout -= multiplier * 2;
7277 if (camerashake < 0)
7282 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7283 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7284 viewer.z += (float)(Random() % 100) * .0005 * camerashake;