2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
54 // Added more evilness needed for MSVC
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 extern float multiplier;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
68 extern float texdetail;
69 extern Objects objects;
71 extern float slomodelay;
72 extern bool floatjump;
75 extern float camerashake;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
247 "Textures/Otter.jpg",
249 "Textures/Sable.jpg",
250 "Textures/Chocolate.jpg",
255 const char *wolfskin[] = {
257 "Textures/DarkWolf.jpg",
258 "Textures/SnowWolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialoguescenesound()
307 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308 temppos = temppos - viewer;
313 switch (Dialog::currentScene().sound) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load("Textures/SnowTree.png", 0);
606 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
607 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
608 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load("Textures/Snow.jpg", 1);
616 terraintexture2.load("Textures/Rock.jpg", 1);
619 temptexdetail = texdetail;
622 skybox->load( "Textures/Skybox(snow)/Front.jpg",
623 "Textures/Skybox(snow)/Left.jpg",
624 "Textures/Skybox(snow)/Back.jpg",
625 "Textures/Skybox(snow)/Right.jpg",
626 "Textures/Skybox(snow)/Up.jpg",
627 "Textures/Skybox(snow)/Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load("Textures/DesertTree.png", 0);
637 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
638 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
639 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load("Textures/Sand.jpg", 1);
651 terraintexture2.load("Textures/SandSlope.jpg", 1);
654 temptexdetail = texdetail;
657 skybox->load( "Textures/Skybox(sand)/Front.jpg",
658 "Textures/Skybox(sand)/Left.jpg",
659 "Textures/Skybox(sand)/Back.jpg",
660 "Textures/Skybox(sand)/Right.jpg",
661 "Textures/Skybox(sand)/Up.jpg",
662 "Textures/Skybox(sand)/Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load("Textures/Tree.png", 0);
672 objects.bushtextureptr.load("Textures/Bush.png", 0);
673 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
674 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load("Textures/GrassDirt.jpg", 1);
685 terraintexture2.load("Textures/MossRock.jpg", 1);
688 temptexdetail = texdetail;
691 skybox->load( "Textures/Skybox(grass)/Front.jpg",
692 "Textures/Skybox(grass)/Left.jpg",
693 "Textures/Skybox(grass)/Back.jpg",
694 "Textures/Skybox(grass)/Right.jpg",
695 "Textures/Skybox(grass)/Up.jpg",
696 "Textures/Skybox(grass)/Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load("Textures/HeightMap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
736 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
738 Mainmenuitems[7].load("Textures/World.png", 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
750 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
751 struct dirent *campaign = NULL;
753 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const std::string& name)
787 int indemo; // FIXME this should be removed
793 LOG(std::string("Loading level...") + name);
805 if (tutoriallevel != -1)
810 if (tutoriallevel == 1)
812 if (tutorialstage == 0) {
813 tutorialstagetime = 0;
816 pause_sound(whooshsound);
817 pause_sound(stream_firesound);
822 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
824 pause_sound(stream_firesound);
830 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
832 Dialog::dialogs.clear();
834 Dialog::indialogue = -1;
841 difficulty = accountactive->getDifficulty();
855 for (int i = 0; i < 100; i++)
864 numunarmedattack = 0;
875 bonustotal = startbonustotal;
880 emit_sound_np(consolesuccesssound);
885 if (!stealthloading) {
886 terrain.numdecals = 0;
887 Sprite::deleteSprites();
888 for (int i = 0; i < objects.numobjects; i++)
889 objects.model[i].numdecals = 0;
891 int j = objects.numobjects;
892 for (int i = 0; i < j; i++) {
893 objects.DeleteObject(0);
898 for (int i = 0; i < subdivision; i++)
899 for (int j = 0; j < subdivision; j++)
900 terrain.patchobjectnum[i][j] = 0;
906 Person::players.resize(1);
908 funpackf(tfile, "Bi", &mapvers);
910 funpackf(tfile, "Bi", &indemo);
914 funpackf(tfile, "Bi", &maptype);
916 maptype = mapkilleveryone;
918 funpackf(tfile, "Bi", &hostile);
922 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
928 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
936 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
938 skyboxlightr = skyboxr;
939 skyboxlightg = skyboxg;
940 skyboxlightb = skyboxb;
942 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
943 if (stealthloading) {
944 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
946 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
948 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
949 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
950 Person::players[0]->weaponids[j] = weapons.size();
952 funpackf(tfile, "Bi", &type);
953 weapons.push_back(Weapon(type, 0));
959 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
960 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
961 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
962 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
964 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
967 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
969 Person::players[0]->whichskin = 0;
970 Person::players[0]->creature = rabbittype;
973 Person::players[0]->lastattack = -1;
974 Person::players[0]->lastattack2 = -1;
975 Person::players[0]->lastattack3 = -1;
979 Dialog::loadDialogs(tfile);
982 for (int k = 0; k < Person::players[0]->numclothes; k++) {
983 funpackf(tfile, "Bi", &templength);
984 for (int l = 0; l < templength; l++)
985 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
986 Person::players[0]->clothes[k][templength] = '\0';
987 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
990 funpackf(tfile, "Bi", &environment);
992 funpackf(tfile, "Bi", &objects.numobjects);
993 for (int i = 0; i < objects.numobjects; i++) {
994 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
995 if (objects.type[i] == treeleavestype)
996 objects.scale[i] = objects.scale[i - 1];
1000 funpackf(tfile, "Bi", &numhotspots);
1001 for (int i = 0; i < numhotspots; i++) {
1002 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1003 funpackf(tfile, "Bi", &templength);
1005 for (int l = 0; l < templength; l++)
1006 funpackf(tfile, "Bb", &hotspottext[i][l]);
1007 hotspottext[i][templength] = '\0';
1008 if (hotspottype[i] == -111)
1017 if (!stealthloading) {
1019 for (int i = 0; i < objects.numobjects; i++)
1020 objects.center += objects.position[i];
1021 objects.center /= objects.numobjects;
1027 float maxdistance = 0;
1029 for (int i = 0; i < objects.numobjects; i++) {
1030 tempdist = distsq(&objects.center, &objects.position[i]);
1031 if (tempdist > maxdistance) {
1032 maxdistance = tempdist;
1035 objects.radius = fast_sqrt(maxdistance);
1042 funpackf(tfile, "Bi", &numplayers);
1043 if (numplayers > maxplayers) {
1044 cout << "Warning: this level contains more players than allowed" << endl;
1046 for (int i = 1; i < numplayers; i++) {
1049 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1051 } catch (InvalidPersonException e) {
1057 funpackf(tfile, "Bi", &numpathpoints);
1058 if (numpathpoints > 30 || numpathpoints < 0)
1060 for (int j = 0; j < numpathpoints; j++) {
1061 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1062 for (int k = 0; k < numpathpointconnect[j]; k++) {
1063 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1069 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1072 if (environment != oldenvironment)
1073 Setenvironment(environment);
1074 oldenvironment = environment;
1076 if (!stealthloading) {
1077 int j = objects.numobjects;
1078 objects.numobjects = 0;
1079 for (int i = 0; i < j; i++) {
1080 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1085 terrain.DoShadows();
1088 objects.DoShadows();
1095 for (unsigned i = 0; i < Person::players.size(); i++) {
1099 Person::players[i]->burnt = 0;
1100 Person::players[i]->bled = 0;
1101 Person::players[i]->onfire = 0;
1102 Person::players[i]->scale = .2;
1104 Person::players[i]->creature = rabbittype;
1107 Person::players[i]->skeleton.free = 0;
1109 Person::players[i]->skeletonLoad();
1111 Person::players[i]->addClothes();
1114 Person::players[i]->animCurrent = bounceidleanim;
1115 Person::players[i]->animTarget = bounceidleanim;
1116 Person::players[i]->frameCurrent = 0;
1117 Person::players[i]->frameTarget = 1;
1118 Person::players[i]->target = 0;
1120 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1121 if (difficulty == 0)
1122 Person::players[i]->speed -= .2;
1123 if (difficulty == 1)
1124 Person::players[i]->speed -= .1;
1127 Person::players[i]->velocity = 0;
1128 Person::players[i]->oldcoords = Person::players[i]->coords;
1129 Person::players[i]->realoldcoords = Person::players[i]->coords;
1131 Person::players[i]->id = i;
1132 Person::players[i]->updatedelay = 0;
1133 Person::players[i]->normalsupdatedelay = 0;
1135 Person::players[i]->proportionhead = 1.2;
1136 Person::players[i]->proportionbody = 1.05;
1137 Person::players[i]->proportionarms = 1.00;
1138 Person::players[i]->proportionlegs = 1.1;
1139 Person::players[i]->proportionlegs.y = 1.05;
1140 Person::players[i]->headless = 0;
1141 Person::players[i]->currentoffset = 0;
1142 Person::players[i]->targetoffset = 0;
1143 if (Person::players[i]->creature == wolftype) {
1144 Person::players[i]->scale = .23;
1145 Person::players[i]->damagetolerance = 300;
1147 Person::players[i]->damagetolerance = 200;
1156 Person::players[i]->proportionhead.z = 0;
1157 Person::players[i]->proportionbody.z = 0;
1158 Person::players[i]->proportionarms.z = 0;
1159 Person::players[i]->proportionlegs.z = 0;
1162 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1165 Person::players[i]->headmorphness = 0;
1166 Person::players[i]->targetheadmorphness = 1;
1167 Person::players[i]->headmorphstart = 0;
1168 Person::players[i]->headmorphend = 0;
1170 Person::players[i]->pausetime = 0;
1172 Person::players[i]->dead = 0;
1173 Person::players[i]->jumppower = 5;
1174 Person::players[i]->damage = 0;
1175 Person::players[i]->permanentdamage = 0;
1176 Person::players[i]->superpermanentdamage = 0;
1178 Person::players[i]->forwardkeydown = 0;
1179 Person::players[i]->leftkeydown = 0;
1180 Person::players[i]->backkeydown = 0;
1181 Person::players[i]->rightkeydown = 0;
1182 Person::players[i]->jumpkeydown = 0;
1183 Person::players[i]->crouchkeydown = 0;
1184 Person::players[i]->throwkeydown = 0;
1186 Person::players[i]->collided = -10;
1187 Person::players[i]->loaded = 1;
1188 Person::players[i]->bloodloss = 0;
1189 Person::players[i]->weaponactive = -1;
1190 Person::players[i]->weaponstuck = -1;
1191 Person::players[i]->bleeding = 0;
1192 Person::players[i]->deathbleeding = 0;
1193 Person::players[i]->stunned = 0;
1194 Person::players[i]->hasvictim = 0;
1195 Person::players[i]->wentforweapon = 0;
1199 Person::players[0]->aitype = playercontrolled;
1201 if (difficulty == 1) {
1202 Person::players[0]->power = 1 / .9;
1203 Person::players[0]->damagetolerance = 250;
1204 } else if (difficulty == 0) {
1205 Person::players[0]->power = 1 / .8;
1206 Person::players[0]->damagetolerance = 300;
1207 Person::players[0]->armorhead *= 1.5;
1208 Person::players[0]->armorhigh *= 1.5;
1209 Person::players[0]->armorlow *= 1.5;
1212 cameraloc = Person::players[0]->coords;
1214 yaw = Person::players[0]->yaw;
1216 hawkcoords = Person::players[0]->coords;
1222 LOG("Starting background music...");
1224 OPENAL_StopSound(OPENAL_ALL);
1226 if (environment == snowyenvironment) {
1227 emit_stream_np(stream_wind);
1228 } else if (environment == desertenvironment) {
1229 emit_stream_np(stream_desertambient);
1230 } else if (environment == grassyenvironment) {
1231 emit_stream_np(stream_wind, 100.);
1234 oldmusicvolume[0] = 0;
1235 oldmusicvolume[1] = 0;
1236 oldmusicvolume[2] = 0;
1237 oldmusicvolume[3] = 0;
1248 if (tutorialstagetime > tutorialmaxtime) {
1250 tutorialsuccess = 0;
1251 if (tutorialstage <= 1) {
1256 switch (tutorialstage) {
1258 tutorialmaxtime = 5;
1261 tutorialmaxtime = 2;
1264 tutorialmaxtime = 600;
1267 tutorialmaxtime = 1000;
1270 tutorialmaxtime = 600;
1273 tutorialmaxtime = 600;
1276 tutorialmaxtime = 600;
1279 tutorialmaxtime = 600;
1282 tutorialmaxtime = 600;
1285 tutorialmaxtime = 2;
1288 tutorialmaxtime = 1000;
1291 tutorialmaxtime = 1000;
1294 tutorialmaxtime = 2;
1297 tutorialmaxtime = 3;
1308 Person::players[1]->coords = (temp + temp2) / 2;
1310 emit_sound_at(fireendsound, Person::players[1]->coords);
1312 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1313 if (Random() % 2 == 0) {
1314 if (!Person::players[1]->skeleton.free)
1315 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1316 if (Person::players[1]->skeleton.free)
1317 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1318 if (!Person::players[1]->skeleton.free)
1319 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;
1320 if (Person::players[1]->skeleton.free)
1321 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1322 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1328 tutorialmaxtime = 500;
1331 tutorialmaxtime = 500;
1334 tutorialmaxtime = 500;
1337 tutorialmaxtime = 500;
1343 tutorialmaxtime = 500;
1346 tutorialmaxtime = 500;
1347 if (bonus == cannon) {
1354 tutorialmaxtime = 500;
1357 tutorialmaxtime = 500;
1360 tutorialmaxtime = 500;
1363 tutorialmaxtime = 500;
1366 tutorialmaxtime = 2;
1369 tutorialmaxtime = 4;
1372 Person::players[1]->aitype = attacktypecutoff;
1375 tutorialmaxtime = 400;
1378 tutorialmaxtime = 400;
1379 Person::players[0]->escapednum = 0;
1382 tutorialmaxtime = 4;
1385 Person::players[1]->aitype = passivetype;
1388 tutorialmaxtime = 13;
1391 tutorialmaxtime = 8;
1394 tutorialmaxtime = 400;
1397 Person::players[1]->aitype = attacktypecutoff;
1400 tutorialmaxtime = 400;
1403 tutorialmaxtime = 400;
1406 tutorialmaxtime = 2;
1409 Person::players[1]->aitype = passivetype;
1414 tutorialmaxtime = 50;
1417 Person::players[1]->aitype = attacktypecutoff;
1420 tutorialmaxtime = 4;
1423 Person::players[1]->aitype = passivetype;
1435 Weapon w(knife, -1);
1436 w.position = (temp + temp2) / 2;
1437 w.tippoint = (temp + temp2) / 2;
1440 w.tipvelocity = 0.1;
1447 weapons.push_back(w);
1451 tutorialmaxtime = 300;
1454 tutorialmaxtime = 300;
1457 tutorialmaxtime = 8;
1460 tutorialmaxtime = 300;
1463 weapons[0].owner = 1;
1464 Person::players[0]->weaponactive = -1;
1465 Person::players[0]->num_weapons = 0;
1466 Person::players[1]->weaponactive = 0;
1467 Person::players[1]->num_weapons = 1;
1468 Person::players[1]->weaponids[0] = 0;
1472 Person::players[1]->aitype = attacktypecutoff;
1474 tutorialmaxtime = 300;
1477 weapons[0].owner = 1;
1478 Person::players[0]->weaponactive = -1;
1479 Person::players[0]->num_weapons = 0;
1480 Person::players[1]->weaponactive = 0;
1481 Person::players[1]->num_weapons = 1;
1482 Person::players[1]->weaponids[0] = 0;
1484 tutorialmaxtime = 300;
1487 weapons[0].owner = 1;
1488 Person::players[0]->weaponactive = -1;
1489 Person::players[0]->num_weapons = 0;
1490 Person::players[1]->weaponactive = 0;
1491 Person::players[1]->num_weapons = 1;
1492 Person::players[1]->weaponids[0] = 0;
1494 weapons[0].setType(sword);
1496 tutorialmaxtime = 300;
1499 tutorialmaxtime = 10;
1510 Weapon w(sword, -1);
1511 w.position = (temp + temp2) / 2;
1512 w.tippoint = (temp + temp2) / 2;
1515 w.tipvelocity = 0.1;
1522 weapons.push_back(w);
1524 weapons[0].owner = 1;
1525 weapons[1].owner = 0;
1526 Person::players[0]->weaponactive = 0;
1527 Person::players[0]->num_weapons = 1;
1528 Person::players[0]->weaponids[0] = 1;
1529 Person::players[1]->weaponactive = 0;
1530 Person::players[1]->num_weapons = 1;
1531 Person::players[1]->weaponids[0] = 0;
1538 Person::players[1]->aitype = passivetype;
1540 tutorialmaxtime = 15;
1542 weapons[0].owner = 1;
1543 weapons[1].owner = 0;
1544 Person::players[0]->weaponactive = 0;
1545 Person::players[0]->num_weapons = 1;
1546 Person::players[0]->weaponids[0] = 1;
1547 Person::players[1]->weaponactive = 0;
1548 Person::players[1]->num_weapons = 1;
1549 Person::players[1]->weaponids[0] = 0;
1551 if (Person::players[0]->weaponactive != -1)
1552 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1554 weapons[0].setType(staff);
1559 Person::players[1]->aitype = passivetype;
1561 tutorialmaxtime = 200;
1563 weapons[1].position = 1000;
1564 weapons[1].tippoint = 1000;
1566 weapons[0].setType(knife);
1568 weapons[0].owner = 0;
1569 Person::players[1]->weaponactive = -1;
1570 Person::players[1]->num_weapons = 0;
1571 Person::players[0]->weaponactive = 0;
1572 Person::players[0]->num_weapons = 1;
1573 Person::players[0]->weaponids[0] = 0;
1577 tutorialmaxtime = 8;
1580 emit_sound_at(fireendsound, Person::players[1]->coords);
1582 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1583 if (Random() % 2 == 0) {
1584 if (!Person::players[1]->skeleton.free)
1585 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1586 if (Person::players[1]->skeleton.free)
1587 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1588 if (!Person::players[1]->skeleton.free)
1589 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;
1590 if (Person::players[1]->skeleton.free)
1591 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1592 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1596 Person::players[1]->num_weapons = 0;
1597 Person::players[1]->weaponstuck = -1;
1598 Person::players[1]->weaponactive = -1;
1604 tutorialmaxtime = 80000;
1609 if (tutorialstage <= 51)
1610 tutorialstagetime = 0;
1614 if (tutorialstagetime < tutorialmaxtime - 3) {
1615 switch (tutorialstage) {
1617 if (deltah || deltav)
1618 tutorialsuccess += multiplier;
1621 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1622 tutorialsuccess += multiplier;
1625 if (Person::players[0]->jumpkeydown)
1626 tutorialsuccess = 1;
1629 if (Person::players[0]->isCrouch())
1630 tutorialsuccess = 1;
1633 if (Person::players[0]->animTarget == rollanim)
1634 tutorialsuccess = 1;
1637 if (Person::players[0]->animTarget == sneakanim)
1638 tutorialsuccess += multiplier;
1641 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1642 tutorialsuccess += multiplier;
1645 if (Person::players[0]->isWallJump())
1646 tutorialsuccess = 1;
1649 if (Person::players[0]->animTarget == flipanim)
1650 tutorialsuccess = 1;
1653 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1654 tutorialsuccess = 1;
1657 if (Person::players[0]->animTarget == winduppunchanim)
1658 tutorialsuccess = 1;
1661 if (Person::players[0]->animTarget == spinkickanim)
1662 tutorialsuccess = 1;
1665 if (Person::players[0]->animTarget == sweepanim)
1666 tutorialsuccess = 1;
1669 if (Person::players[0]->animTarget == dropkickanim)
1670 tutorialsuccess = 1;
1673 if (Person::players[0]->animTarget == rabbitkickanim)
1674 tutorialsuccess = 1;
1677 if (bonus == cannon)
1678 tutorialsuccess = 1;
1681 if (bonus == spinecrusher)
1682 tutorialsuccess = 1;
1685 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1686 tutorialsuccess = 1;
1689 if (Person::players[0]->animTarget == rabbittacklinganim)
1690 tutorialsuccess = 1;
1693 if (Person::players[0]->animTarget == backhandspringanim)
1694 tutorialsuccess = 1;
1697 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1698 tutorialsuccess = 1;
1701 if (Person::players[0]->escapednum == 2) {
1702 tutorialsuccess = 1;
1705 Person::players[1]->aitype = passivetype;
1709 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1710 tutorialsuccess = 1;
1713 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1714 tutorialsuccess = 1;
1717 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1718 tutorialsuccess = 1;
1721 Person::players[1]->aitype = passivetype;
1725 if (Person::players[0]->num_weapons > 0)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1730 tutorialsuccess = 1;
1733 if (Person::players[0]->animTarget == knifeslashstartanim)
1734 tutorialsuccess = 1;
1737 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1738 tutorialsuccess = 1;
1741 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1742 tutorialsuccess = 1;
1745 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1746 tutorialsuccess = 1;
1749 if (Person::players[1]->weaponstuck != -1)
1750 tutorialsuccess = 1;
1755 if (tutorialsuccess >= 1)
1756 tutorialstagetime = tutorialmaxtime - 3;
1759 if (tutorialstagetime == tutorialmaxtime - 3) {
1760 emit_sound_np(consolesuccesssound);
1763 if (tutorialsuccess >= 1) {
1764 if (tutorialstage == 34 || tutorialstage == 35)
1765 tutorialstagetime = tutorialmaxtime - 1;
1769 if (tutorialstage < 14 || tutorialstage >= 50) {
1770 Person::players[1]->coords.y = 300;
1771 Person::players[1]->velocity = 0;
1777 float headprop, bodyprop, armprop, legprop;
1779 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1780 Person::players[0]->damagetolerance = 200000;
1781 Person::players[0]->damage = 0;
1782 Person::players[0]->burnt = 0;
1783 Person::players[0]->permanentdamage = 0;
1784 Person::players[0]->superpermanentdamage = 0;
1787 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1789 if (environment > 2)
1791 Setenvironment(environment);
1794 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1795 cameramode = !cameramode;
1798 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1799 if (Person::players[0]->num_weapons > 0) {
1800 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1801 weapons[Person::players[0]->weaponids[0]].setType(staff);
1802 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1803 weapons[Person::players[0]->weaponids[0]].setType(knife);
1805 weapons[Person::players[0]->weaponids[0]].setType(sword);
1809 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1810 int closest = findClosestPlayer();
1812 if (Person::players[closest]->num_weapons) {
1813 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1814 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1815 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1816 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1818 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1820 if (!Person::players[closest]->num_weapons) {
1821 Person::players[closest]->weaponids[0] = weapons.size();
1823 weapons.push_back(Weapon(knife, closest));
1825 Person::players[closest]->num_weapons = 1;
1830 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1831 int closest = findClosestPlayer();
1833 Person::players[closest]->yaw += multiplier * 50;
1834 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1839 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1840 int closest = findClosestPlayer();
1841 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1845 Person::players[closest]->whichskin++;
1846 if (Person::players[closest]->whichskin > 9)
1847 Person::players[closest]->whichskin = 0;
1848 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1849 Person::players[closest]->whichskin = 0;
1851 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1852 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1855 Person::players[closest]->addClothes();
1858 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1859 int closest = findClosestPlayer();
1861 if (Person::players[closest]->creature == wolftype) {
1862 headprop = Person::players[closest]->proportionhead.x / 1.1;
1863 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1864 armprop = Person::players[closest]->proportionarms.x / 1.1;
1865 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1868 if (Person::players[closest]->creature == rabbittype) {
1869 headprop = Person::players[closest]->proportionhead.x / 1.2;
1870 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1871 armprop = Person::players[closest]->proportionarms.x / 1.00;
1872 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1876 if (Person::players[closest]->creature == rabbittype) {
1877 Person::players[closest]->creature = wolftype;
1878 Person::players[closest]->whichskin = 0;
1879 Person::players[closest]->skeletonLoad();
1881 Person::players[closest]->proportionhead = 1.1;
1882 Person::players[closest]->proportionbody = 1.1;
1883 Person::players[closest]->proportionarms = 1.1;
1884 Person::players[closest]->proportionlegs = 1.1;
1885 Person::players[closest]->proportionlegs.y = 1.1;
1886 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1888 Person::players[closest]->damagetolerance = 300;
1890 Person::players[closest]->creature = rabbittype;
1891 Person::players[closest]->whichskin = 0;
1892 Person::players[closest]->skeletonLoad(true);
1894 Person::players[closest]->proportionhead = 1.2;
1895 Person::players[closest]->proportionbody = 1.05;
1896 Person::players[closest]->proportionarms = 1.00;
1897 Person::players[closest]->proportionlegs = 1.1;
1898 Person::players[closest]->proportionlegs.y = 1.05;
1899 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1901 Person::players[closest]->damagetolerance = 200;
1904 if (Person::players[closest]->creature == wolftype) {
1905 Person::players[closest]->proportionhead = 1.1 * headprop;
1906 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1907 Person::players[closest]->proportionarms = 1.1 * armprop;
1908 Person::players[closest]->proportionlegs = 1.1 * legprop;
1911 if (Person::players[closest]->creature == rabbittype) {
1912 Person::players[closest]->proportionhead = 1.2 * headprop;
1913 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1914 Person::players[closest]->proportionarms = 1.00 * armprop;
1915 Person::players[closest]->proportionlegs = 1.1 * legprop;
1916 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1922 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1928 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1930 float closestdist = std::numeric_limits<float>::max();
1932 for (unsigned i = 1; i < Person::players.size(); i++) {
1933 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1934 if (!Person::players[i]->headless)
1935 if (distance < closestdist) {
1936 closestdist = distance;
1941 XYZ flatfacing2, flatvelocity2;
1943 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1944 blah = Person::players[closest]->coords;
1945 XYZ headspurtdirection;
1946 //int i = Person::players[closest]->skeleton.jointlabels[head];
1947 Joint& headjoint = Person::players[closest]->joint(head);
1948 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1949 if (!Person::players[closest]->skeleton.free)
1950 flatvelocity2 = Person::players[closest]->velocity;
1951 if (Person::players[closest]->skeleton.free)
1952 flatvelocity2 = headjoint.velocity;
1953 if (!Person::players[closest]->skeleton.free)
1954 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;
1955 if (Person::players[closest]->skeleton.free)
1956 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1957 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1958 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1959 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1960 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1961 Normalise(&headspurtdirection);
1962 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1963 flatvelocity2 += headspurtdirection * 8;
1964 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1966 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1968 emit_sound_at(splattersound, blah);
1969 emit_sound_at(breaksound2, blah, 100.);
1971 if (Person::players[closest]->skeleton.free == 2)
1972 Person::players[closest]->skeleton.free = 0;
1973 Person::players[closest]->RagDoll(0);
1974 Person::players[closest]->dead = 2;
1975 Person::players[closest]->headless = 1;
1976 Person::players[closest]->DoBloodBig(3, 165);
1982 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1983 int closest = findClosestPlayer();
1984 XYZ flatfacing2, flatvelocity2;
1986 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1987 blah = Person::players[closest]->coords;
1988 emit_sound_at(splattersound, blah);
1989 emit_sound_at(breaksound2, blah);
1991 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
1992 if (!Person::players[closest]->skeleton.free)
1993 flatvelocity2 = Person::players[closest]->velocity;
1994 if (Person::players[closest]->skeleton.free)
1995 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1996 if (!Person::players[closest]->skeleton.free)
1997 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;
1998 if (Person::players[closest]->skeleton.free)
1999 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2000 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2001 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2002 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2003 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2004 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2005 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2008 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2009 if (!Person::players[closest]->skeleton.free)
2010 flatvelocity2 = Person::players[closest]->velocity;
2011 if (Person::players[closest]->skeleton.free)
2012 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2013 if (!Person::players[closest]->skeleton.free)
2014 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;
2015 if (Person::players[closest]->skeleton.free)
2016 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2017 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2018 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2019 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2020 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2021 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2024 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2025 if (!Person::players[closest]->skeleton.free)
2026 flatvelocity2 = Person::players[closest]->velocity;
2027 if (Person::players[closest]->skeleton.free)
2028 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2029 if (!Person::players[closest]->skeleton.free)
2030 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;
2031 if (Person::players[closest]->skeleton.free)
2032 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2033 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2034 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2035 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2036 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2037 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2040 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2041 if (!Person::players[closest]->skeleton.free)
2042 flatvelocity2 = Person::players[closest]->velocity;
2043 if (Person::players[closest]->skeleton.free)
2044 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2045 if (!Person::players[closest]->skeleton.free)
2046 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;
2047 if (Person::players[closest]->skeleton.free)
2048 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2049 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2050 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2051 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2052 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2053 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2057 for (unsigned j = 0; j < Person::players.size(); j++) {
2058 if (int(j) != closest) {
2059 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2060 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2061 if (Person::players[j]->skeleton.free == 2)
2062 Person::players[j]->skeleton.free = 1;
2063 Person::players[j]->skeleton.longdead = 0;
2064 Person::players[j]->RagDoll(0);
2065 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2066 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2067 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2068 flatvelocity2 = temppos - Person::players[closest]->coords;
2069 Normalise(&flatvelocity2);
2070 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2077 Person::players[closest]->DoDamage(10000);
2078 Person::players[closest]->RagDoll(0);
2079 Person::players[closest]->dead = 2;
2080 Person::players[closest]->coords = 20;
2081 Person::players[closest]->skeleton.free = 2;
2088 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2089 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2090 if (Person::players[0]->onfire) {
2091 Person::players[0]->CatchFire();
2093 if (!Person::players[0]->onfire) {
2094 emit_sound_at(fireendsound, Person::players[0]->coords);
2095 pause_sound(stream_firesound);
2099 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2100 Person::players[0]->RagDoll(0);
2102 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2105 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2106 for (int i = 0; i < objects.numobjects; i++) {
2107 if (objects.type[i] == treeleavestype) {
2108 objects.scale[i] *= .9;
2113 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2114 editorenabled = !editorenabled;
2115 if (editorenabled) {
2116 Person::players[0]->damagetolerance = 100000;
2118 Person::players[0]->damagetolerance = 200;
2120 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2121 Person::players[0]->permanentdamage = 0;
2122 Person::players[0]->superpermanentdamage = 0;
2123 Person::players[0]->bloodloss = 0;
2124 Person::players[0]->deathbleeding = 0;
2128 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2130 if (targetlevel > numchallengelevels - 1)
2136 if (editorenabled) {
2137 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2138 int closest = findClosestPlayer();
2140 Person::players.erase(Person::players.begin()+closest);
2144 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2145 int closest = findClosestObject();
2147 objects.position[closest].y -= 500;
2150 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2151 if (objects.numobjects < max_objects - 1) {
2153 scenecoords.x = Person::players[0]->coords.x;
2154 scenecoords.z = Person::players[0]->coords.z;
2155 scenecoords.y = Person::players[0]->coords.y - 3;
2156 if (editortype == bushtype)
2157 scenecoords.y = Person::players[0]->coords.y - .5;
2158 if (editortype == firetype)
2159 scenecoords.y = Person::players[0]->coords.y - .5;
2160 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2161 float temprotat, temprotat2;
2162 temprotat = editoryaw;
2163 temprotat2 = editorpitch;
2164 if (temprotat < 0 || editortype == bushtype)
2165 temprotat = Random() % 360;
2167 temprotat2 = Random() % 360;
2169 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2170 if (editortype == treetrunktype)
2171 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2175 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2176 Person::players.push_back(shared_ptr<Person>(new Person()));
2178 Person::players.back()->id = Person::players.size()-1;
2180 Person::players.back()->scale = Person::players[0]->scale;
2181 Person::players.back()->creature = rabbittype;
2182 Person::players.back()->howactive = editoractive;
2184 int k = abs(Random() % 2) + 1;
2186 Person::players.back()->whichskin = 0;
2187 } else if (k == 1) {
2188 Person::players.back()->whichskin = 1;
2190 Person::players.back()->whichskin = 2;
2193 Person::players.back()->skeletonLoad(true);
2195 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2196 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2198 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2199 Person::players.back()->yaw = Person::players[0]->yaw;
2201 Person::players.back()->coords = Person::players[0]->coords;
2202 Person::players.back()->oldcoords = Person::players.back()->coords;
2203 Person::players.back()->realoldcoords = Person::players.back()->coords;
2205 if (Person::players[0]->creature == wolftype) {
2206 headprop = Person::players[0]->proportionhead.x / 1.1;
2207 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2208 armprop = Person::players[0]->proportionarms.x / 1.1;
2209 legprop = Person::players[0]->proportionlegs.x / 1.1;
2212 if (Person::players[0]->creature == rabbittype) {
2213 headprop = Person::players[0]->proportionhead.x / 1.2;
2214 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2215 armprop = Person::players[0]->proportionarms.x / 1.00;
2216 legprop = Person::players[0]->proportionlegs.x / 1.1;
2219 if (Person::players.back()->creature == wolftype) {
2220 Person::players.back()->proportionhead = 1.1 * headprop;
2221 Person::players.back()->proportionbody = 1.1 * bodyprop;
2222 Person::players.back()->proportionarms = 1.1 * armprop;
2223 Person::players.back()->proportionlegs = 1.1 * legprop;
2226 if (Person::players.back()->creature == rabbittype) {
2227 Person::players.back()->proportionhead = 1.2 * headprop;
2228 Person::players.back()->proportionbody = 1.05 * bodyprop;
2229 Person::players.back()->proportionarms = 1.00 * armprop;
2230 Person::players.back()->proportionlegs = 1.1 * legprop;
2231 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2235 Person::players.back()->proportionhead.z = 0;
2236 Person::players.back()->proportionbody.z = 0;
2237 Person::players.back()->proportionarms.z = 0;
2238 Person::players.back()->proportionlegs.z = 0;
2241 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2243 Person::players.back()->damagetolerance = 200;
2245 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2246 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2247 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2248 Person::players.back()->armorhead = Person::players[0]->armorhead;
2249 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2250 Person::players.back()->armorlow = Person::players[0]->armorlow;
2251 Person::players.back()->metalhead = Person::players[0]->metalhead;
2252 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2253 Person::players.back()->metallow = Person::players[0]->metallow;
2255 Person::players.back()->immobile = Person::players[0]->immobile;
2257 Person::players.back()->numclothes = Person::players[0]->numclothes;
2258 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2259 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2260 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2261 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2262 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2264 Person::players.back()->addClothes();
2266 Person::players.back()->power = Person::players[0]->power;
2267 Person::players.back()->speedmult = Person::players[0]->speedmult;
2269 Person::players.back()->loaded = true;
2272 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2273 if (Person::players.back()->numwaypoints < 90) {
2274 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2275 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2276 Person::players.back()->numwaypoints++;
2280 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2281 if (numpathpoints < 30) {
2282 bool connected, alreadyconnected;
2284 if (numpathpoints > 1)
2285 for (int i = 0; i < numpathpoints; i++) {
2286 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2287 alreadyconnected = 0;
2288 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2289 if (pathpointconnect[pathpointselected][j] == i)
2290 alreadyconnected = 1;
2292 if (!alreadyconnected) {
2293 numpathpointconnect[pathpointselected]++;
2295 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2301 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2302 numpathpointconnect[numpathpoints - 1] = 0;
2303 if (numpathpoints > 1 && pathpointselected != -1) {
2304 numpathpointconnect[pathpointselected]++;
2305 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2307 pathpointselected = numpathpoints - 1;
2312 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2313 pathpointselected++;
2314 if (pathpointselected >= numpathpoints)
2315 pathpointselected = -1;
2317 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2318 pathpointselected--;
2319 if (pathpointselected <= -2)
2320 pathpointselected = numpathpoints - 1;
2322 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2323 if (pathpointselected != -1) {
2325 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2326 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2327 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2328 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2330 for (int i = 0; i < numpathpoints; i++) {
2331 for (int j = 0; j < numpathpointconnect[i]; j++) {
2332 if (pathpointconnect[i][j] == pathpointselected) {
2333 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2334 numpathpointconnect[i]--;
2336 if (pathpointconnect[i][j] == numpathpoints) {
2337 pathpointconnect[i][j] = pathpointselected;
2341 pathpointselected = numpathpoints - 1;
2345 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2347 if (editortype == treeleavestype || editortype == 10)
2350 editortype = firetype;
2353 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2355 if (editortype == treeleavestype || editortype == 10)
2357 if (editortype > firetype)
2361 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2362 editoryaw -= multiplier * 100;
2363 if (editoryaw < -.01)
2367 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2368 editoryaw += multiplier * 100;
2371 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2372 editorsize += multiplier;
2375 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2376 editorsize -= multiplier;
2377 if (editorsize < .1)
2382 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2383 mapradius -= multiplier * 10;
2386 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2387 mapradius += multiplier * 10;
2389 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2390 editorpitch += multiplier * 100;
2393 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2394 editorpitch -= multiplier * 100;
2395 if (editorpitch < -.01)
2398 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2399 int closest = findClosestObject();
2401 objects.DeleteObject(closest);
2407 void doJumpReversals()
2409 for (unsigned k = 0; k < Person::players.size(); k++)
2410 for (unsigned i = k; i < Person::players.size(); i++) {
2413 if ( Person::players[k]->skeleton.free == 0 &&
2414 Person::players[i]->skeleton.oldfree == 0 &&
2415 (Person::players[i]->animTarget == jumpupanim ||
2416 Person::players[k]->animTarget == jumpupanim) &&
2417 (Person::players[i]->aitype == playercontrolled ||
2418 Person::players[k]->aitype == playercontrolled) &&
2419 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2420 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2421 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2422 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2423 //TODO: refactor two huge similar ifs
2424 if (Person::players[i]->animTarget == jumpupanim &&
2425 Person::players[k]->animTarget != getupfrombackanim &&
2426 Person::players[k]->animTarget != getupfromfrontanim &&
2427 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2428 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2429 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2430 Person::players[k]->aitype != playercontrolled)) {
2431 Person::players[i]->victim = Person::players[k];
2432 Person::players[i]->velocity = 0;
2433 Person::players[i]->animCurrent = jumpreversedanim;
2434 Person::players[i]->animTarget = jumpreversedanim;
2435 Person::players[i]->frameCurrent = 0;
2436 Person::players[i]->frameTarget = 1;
2437 Person::players[i]->targettilt2 = 0;
2438 Person::players[k]->victim = Person::players[i];
2439 Person::players[k]->velocity = 0;
2440 Person::players[k]->animCurrent = jumpreversalanim;
2441 Person::players[k]->animTarget = jumpreversalanim;
2442 Person::players[k]->frameCurrent = 0;
2443 Person::players[k]->frameTarget = 1;
2444 Person::players[k]->targettilt2 = 0;
2445 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2446 Person::players[i]->animCurrent = rabbitkickreversedanim;
2447 Person::players[i]->animTarget = rabbitkickreversedanim;
2448 Person::players[i]->frameCurrent = 1;
2449 Person::players[i]->frameTarget = 2;
2450 Person::players[k]->animCurrent = rabbitkickreversalanim;
2451 Person::players[k]->animTarget = rabbitkickreversalanim;
2452 Person::players[k]->frameCurrent = 1;
2453 Person::players[k]->frameTarget = 2;
2455 Person::players[i]->target = 0;
2456 Person::players[k]->oldcoords = Person::players[k]->coords;
2457 Person::players[i]->coords = Person::players[k]->coords;
2458 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2459 Person::players[k]->yaw = Person::players[i]->targetyaw;
2460 if (Person::players[k]->aitype == attacktypecutoff)
2461 Person::players[k]->stunned = .5;
2463 if (Person::players[k]->animTarget == jumpupanim &&
2464 Person::players[i]->animTarget != getupfrombackanim &&
2465 Person::players[i]->animTarget != getupfromfrontanim &&
2466 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2467 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2468 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2469 Person::players[i]->aitype != playercontrolled)) {
2470 Person::players[k]->victim = Person::players[i];
2471 Person::players[k]->velocity = 0;
2472 Person::players[k]->animCurrent = jumpreversedanim;
2473 Person::players[k]->animTarget = jumpreversedanim;
2474 Person::players[k]->frameCurrent = 0;
2475 Person::players[k]->frameTarget = 1;
2476 Person::players[k]->targettilt2 = 0;
2477 Person::players[i]->victim = Person::players[k];
2478 Person::players[i]->velocity = 0;
2479 Person::players[i]->animCurrent = jumpreversalanim;
2480 Person::players[i]->animTarget = jumpreversalanim;
2481 Person::players[i]->frameCurrent = 0;
2482 Person::players[i]->frameTarget = 1;
2483 Person::players[i]->targettilt2 = 0;
2484 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2485 Person::players[k]->animTarget = rabbitkickreversedanim;
2486 Person::players[k]->animCurrent = rabbitkickreversedanim;
2487 Person::players[i]->animCurrent = rabbitkickreversalanim;
2488 Person::players[i]->animTarget = rabbitkickreversalanim;
2489 Person::players[k]->frameCurrent = 1;
2490 Person::players[k]->frameTarget = 2;
2491 Person::players[i]->frameCurrent = 1;
2492 Person::players[i]->frameTarget = 2;
2494 Person::players[k]->target = 0;
2495 Person::players[i]->oldcoords = Person::players[i]->coords;
2496 Person::players[k]->coords = Person::players[i]->coords;
2497 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2498 Person::players[i]->yaw = Person::players[k]->targetyaw;
2499 if (Person::players[i]->aitype == attacktypecutoff)
2500 Person::players[i]->stunned = .5;
2507 void doAerialAcrobatics()
2509 static XYZ facing, flatfacing;
2510 for (unsigned k = 0; k < Person::players.size(); k++) {
2511 Person::players[k]->turnspeed = 500;
2513 if ((Person::players[k]->isRun() &&
2514 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2515 Person::players[k]->targetyaw != wolfrunninganim) ||
2516 Person::players[k]->frameTarget == 4)) ||
2517 Person::players[k]->animTarget == removeknifeanim ||
2518 Person::players[k]->animTarget == crouchremoveknifeanim ||
2519 Person::players[k]->animTarget == flipanim ||
2520 Person::players[k]->animTarget == fightsidestep ||
2521 Person::players[k]->animTarget == walkanim) {
2522 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2526 if (Person::players[k]->isStop() ||
2527 Person::players[k]->isLanding() ||
2528 Person::players[k]->animTarget == staggerbackhighanim ||
2529 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2530 Person::players[k]->animTarget == staggerbackhardanim ||
2531 Person::players[k]->animTarget == backhandspringanim ||
2532 Person::players[k]->animTarget == dodgebackanim ||
2533 Person::players[k]->animTarget == rollanim ||
2534 (Animation::animations[Person::players[k]->animTarget].attack &&
2535 Person::players[k]->animTarget != rabbitkickanim &&
2536 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2537 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2538 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2541 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2542 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2545 Person::players[k]->DoStuff();
2546 if (Person::players[k]->immobile && k != 0)
2547 Person::players[k]->coords = Person::players[k]->realoldcoords;
2549 //if player's position has changed (?)
2550 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2551 !Person::players[k]->skeleton.free &&
2552 Person::players[k]->animTarget != climbanim &&
2553 Person::players[k]->animTarget != hanganim) {
2554 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2556 bool tempcollide = 0;
2558 if (Person::players[k]->collide < -.3)
2559 Person::players[k]->collide = -.3;
2560 if (Person::players[k]->collide > 1)
2561 Person::players[k]->collide = 1;
2562 Person::players[k]->collide -= multiplier * 30;
2565 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2567 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2568 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2569 if (objects.type[i] != rocktype ||
2570 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2571 objects.position[i].y > Person::players[k]->coords.y) {
2572 lowpoint = Person::players[k]->coords;
2573 if (Person::players[k]->animTarget != jumpupanim &&
2574 Person::players[k]->animTarget != jumpdownanim &&
2575 !Person::players[k]->isFlip())
2579 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2580 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2581 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2582 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2583 flatfacing = lowpoint - Person::players[k]->coords;
2584 Person::players[k]->coords = lowpoint;
2585 Person::players[k]->coords.y -= 1.3;
2586 Person::players[k]->collide = 1;
2589 //TODO: refactor four similar blocks
2590 if (Person::players[k]->aitype == playercontrolled &&
2591 (Person::players[k]->animTarget == jumpupanim ||
2592 Person::players[k]->animTarget == jumpdownanim ||
2593 Person::players[k]->isFlip()) &&
2594 !Person::players[k]->jumptogglekeydown &&
2595 Person::players[k]->jumpkeydown) {
2596 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2597 XYZ tempcoords1 = lowpoint;
2598 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2599 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2600 Person::players[k]->setAnimation(walljumpleftanim);
2601 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2603 pause_sound(whooshsound);
2605 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2606 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2607 if (lowpointtarget.z < 0)
2608 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2609 Person::players[k]->targetyaw = Person::players[k]->yaw;
2610 Person::players[k]->lowyaw = Person::players[k]->yaw;
2614 lowpoint = tempcoords1;
2615 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2616 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2617 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2618 Person::players[k]->setAnimation(walljumprightanim);
2619 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2621 pause_sound(whooshsound);
2623 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2624 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2625 if (lowpointtarget.z < 0)
2626 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2627 Person::players[k]->targetyaw = Person::players[k]->yaw;
2628 Person::players[k]->lowyaw = Person::players[k]->yaw;
2632 lowpoint = tempcoords1;
2633 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2634 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2635 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2636 Person::players[k]->setAnimation(walljumpbackanim);
2637 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2639 pause_sound(whooshsound);
2641 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2642 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2643 if (lowpointtarget.z < 0)
2644 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2645 Person::players[k]->targetyaw = Person::players[k]->yaw;
2646 Person::players[k]->lowyaw = Person::players[k]->yaw;
2650 lowpoint = tempcoords1;
2651 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2652 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2653 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2654 Person::players[k]->setAnimation(walljumpfrontanim);
2655 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2657 pause_sound(whooshsound);
2659 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2660 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2661 if (lowpointtarget.z < 0)
2662 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2663 Person::players[k]->yaw += 180;
2664 Person::players[k]->targetyaw = Person::players[k]->yaw;
2665 Person::players[k]->lowyaw = Person::players[k]->yaw;
2674 } else if (objects.type[i] == rocktype) {
2675 lowpoint2 = Person::players[k]->coords;
2676 lowpoint = Person::players[k]->coords;
2678 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2679 Person::players[k]->coords = colpoint;
2680 Person::players[k]->collide = 1;
2683 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2684 //flipped into a rock
2685 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2686 Person::players[k]->RagDoll(0);
2688 if (Person::players[k]->animTarget == jumpupanim) {
2689 Person::players[k]->jumppower = -4;
2690 Person::players[k]->animTarget = Person::players[k]->getIdle();
2692 Person::players[k]->target = 0;
2693 Person::players[k]->frameTarget = 0;
2694 Person::players[k]->onterrain = 1;
2696 if (Person::players[k]->id == 0) {
2697 pause_sound(whooshsound);
2698 OPENAL_SetVolume(channels[whooshsound], 0);
2702 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2703 if (Person::players[k]->isFlip())
2704 Person::players[k]->jumppower = -4;
2705 Person::players[k]->animTarget = Person::players[k]->getLanding();
2706 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2708 addEnvSound(Person::players[k]->coords);
2717 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2718 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2719 lowpoint = Person::players[k]->coords;
2721 if (objects.type[i] != rocktype)
2722 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2723 if (Person::players[k]->animTarget != jumpupanim &&
2724 Person::players[k]->animTarget != jumpdownanim &&
2725 Person::players[k]->onterrain)
2726 Person::players[k]->avoidcollided = 1;
2727 Person::players[k]->coords = lowpoint;
2728 Person::players[k]->coords.y -= 1.35;
2729 Person::players[k]->collide = 1;
2731 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2732 (Person::players[k]->animCurrent != climbanim &&
2733 Person::players[k]->animCurrent != hanganim &&
2734 !Person::players[k]->isWallJump() ||
2735 Person::players[k]->animTarget == jumpupanim ||
2736 Person::players[k]->animTarget == jumpdownanim)) {
2737 lowpoint = Person::players[k]->coords;
2738 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2739 lowpoint = Person::players[k]->coords;
2743 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2744 lowpointtarget = lowpoint + facing * 1.4;
2745 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2746 if (whichhit != -1) {
2747 lowpoint = Person::players[k]->coords;
2749 lowpointtarget = lowpoint + facing * 1.4;
2750 lowpoint2 = lowpoint;
2751 lowpointtarget2 = lowpointtarget;
2752 lowpoint3 = lowpoint;
2753 lowpointtarget3 = lowpointtarget;
2754 lowpoint4 = lowpoint;
2755 lowpointtarget4 = lowpointtarget;
2756 lowpoint5 = lowpoint;
2757 lowpointtarget5 = lowpointtarget;
2758 lowpoint6 = lowpoint;
2759 lowpointtarget6 = lowpointtarget;
2760 lowpoint7 = lowpoint;
2761 lowpointtarget7 = lowpoint;
2763 lowpointtarget2.x += .1;
2765 lowpointtarget3.z += .1;
2767 lowpointtarget4.x -= .1;
2769 lowpointtarget5.z -= .1;
2770 lowpoint6.y += 45 / 13;
2771 lowpointtarget6.y += 45 / 13;
2772 lowpointtarget6 += facing * .6;
2773 lowpointtarget7.y += 90 / 13;
2774 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2775 if (objects.friction[i] > .5)
2776 if (whichhit != -1) {
2777 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2778 Person::players[k]->collided = 1;
2779 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2780 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2781 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2782 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2783 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2784 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2785 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2786 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2787 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2788 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2789 for (int j = 0; j < 45; j++) {
2790 lowpoint = Person::players[k]->coords;
2791 lowpoint.y += (float)j / 13;
2792 lowpointtarget = lowpoint + facing * 1.4;
2793 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2794 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2795 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2797 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2798 lowpoint = Person::players[k]->coords;
2799 lowpoint.y += (float)j / 13;
2800 lowpointtarget = lowpoint + facing * 1.3;
2801 flatfacing = Person::players[k]->coords;
2802 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2803 Person::players[k]->coords.y = lowpointtarget.y - .07;
2804 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2806 if (j > 10 || !Person::players[k]->isRun()) {
2807 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2809 pause_sound(whooshsound);
2811 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2813 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2814 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2815 if (lowpointtarget.z < 0)
2816 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2817 Person::players[k]->targetyaw = Person::players[k]->yaw;
2818 Person::players[k]->lowyaw = Person::players[k]->yaw;
2820 //Person::players[k]->velocity=lowpointtarget*.03;
2821 Person::players[k]->velocity = 0;
2824 if (Person::players[k]->animTarget == jumpupanim) {
2825 Person::players[k]->animTarget = climbanim;
2826 Person::players[k]->jumppower = 0;
2827 Person::players[k]->jumpclimb = 1;
2829 Person::players[k]->transspeed = 6;
2830 Person::players[k]->target = 0;
2831 Person::players[k]->frameTarget = 1;
2834 Person::players[k]->setAnimation(hanganim);
2835 Person::players[k]->jumppower = 0;
2847 if (Person::players[k]->collide <= 0) {
2849 if (!Person::players[k]->onterrain &&
2850 Person::players[k]->animTarget != jumpupanim &&
2851 Person::players[k]->animTarget != jumpdownanim &&
2852 Person::players[k]->animTarget != climbanim &&
2853 Person::players[k]->animTarget != hanganim &&
2854 !Person::players[k]->isWallJump() &&
2855 !Person::players[k]->isFlip()) {
2856 if (Person::players[k]->animCurrent != climbanim &&
2857 Person::players[k]->animCurrent != tempanim &&
2858 Person::players[k]->animTarget != backhandspringanim &&
2859 (Person::players[k]->animTarget != rollanim ||
2860 Person::players[k]->frameTarget < 2 ||
2861 Person::players[k]->frameTarget > 6)) {
2862 //stagger off ledge (?)
2863 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2864 Person::players[k]->RagDoll(0);
2865 Person::players[k]->setAnimation(jumpdownanim);
2868 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2871 Person::players[k]->velocity.y += gravity;
2875 Person::players[k]->realoldcoords = Person::players[k]->coords;
2881 static int randattack;
2882 static bool playerrealattackkeydown = 0;
2884 if (!Input::isKeyDown(attackkey))
2887 Person::players[0]->attackkeydown = 0;
2889 playerrealattackkeydown = 0;
2891 playerrealattackkeydown = Input::isKeyDown(attackkey);
2892 if ((Person::players[0]->parriedrecently <= 0 ||
2893 Person::players[0]->weaponactive == -1) &&
2896 Person::players[0]->lastattack != swordslashanim &&
2897 Person::players[0]->lastattack != knifeslashstartanim &&
2898 Person::players[0]->lastattack != staffhitanim &&
2899 Person::players[0]->lastattack != staffspinhitanim)))
2900 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2901 if (Input::isKeyDown(attackkey) &&
2903 !Person::players[0]->backkeydown) {
2904 for (unsigned k = 0; k < Person::players.size(); k++) {
2905 if ((Person::players[k]->animTarget == swordslashanim ||
2906 Person::players[k]->animTarget == staffhitanim ||
2907 Person::players[k]->animTarget == staffspinhitanim) &&
2908 Person::players[0]->animCurrent != dodgebackanim &&
2909 !Person::players[k]->skeleton.free)
2910 Person::players[k]->Reverse();
2914 if (!hostile || Dialog::inDialog())
2915 Person::players[0]->attackkeydown = 0;
2917 for (unsigned k = 0; k < Person::players.size(); k++) {
2918 if (Dialog::inDialog())
2919 Person::players[k]->attackkeydown = 0;
2920 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2921 if (Person::players[k]->aitype != playercontrolled)
2922 Person::players[k]->victim = Person::players[0];
2923 //attack key pressed
2924 if (Person::players[k]->attackkeydown) {
2926 if (Person::players[k]->backkeydown &&
2927 Person::players[k]->animTarget != backhandspringanim &&
2928 (Person::players[k]->isIdle() ||
2929 Person::players[k]->isStop() ||
2930 Person::players[k]->isRun() ||
2931 Person::players[k]->animTarget == walkanim)) {
2932 if (Person::players[k]->jumppower <= 1) {
2933 Person::players[k]->jumppower -= 2;
2935 for (unsigned i = 0; i < Person::players.size(); i++) {
2938 if (Person::players[i]->animTarget == swordslashanim ||
2939 Person::players[i]->animTarget == knifeslashstartanim ||
2940 Person::players[i]->animTarget == staffhitanim ||
2941 Person::players[i]->animTarget == staffspinhitanim)
2942 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2943 Person::players[k]->setAnimation(dodgebackanim);
2944 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2945 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2948 if (Person::players[k]->animTarget != dodgebackanim) {
2951 Person::players[k]->setAnimation(backhandspringanim);
2952 Person::players[k]->targetyaw = -yaw + 180;
2953 if (Person::players[k]->leftkeydown)
2954 Person::players[k]->targetyaw -= 45;
2955 if (Person::players[k]->rightkeydown)
2956 Person::players[k]->targetyaw += 45;
2957 Person::players[k]->yaw = Person::players[k]->targetyaw;
2958 Person::players[k]->jumppower -= 2;
2963 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2964 !Person::players[k]->backkeydown &&
2965 (Person::players[k]->isIdle() ||
2966 Person::players[k]->isRun() ||
2967 Person::players[k]->animTarget == walkanim ||
2968 Person::players[k]->animTarget == sneakanim ||
2969 Person::players[k]->isCrouch())) {
2970 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2971 //normal attacks (?)
2972 Person::players[k]->hasvictim = 0;
2973 if (Person::players.size() > 1)
2974 for (unsigned i = 0; i < Person::players.size(); i++) {
2975 if (i == k || !(k == 0 || i == 0))
2977 if (!Person::players[k]->hasvictim)
2978 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2980 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2981 if (distance < 4.5 &&
2982 !Person::players[i]->skeleton.free &&
2983 Person::players[i]->howactive < typedead1 &&
2984 Person::players[i]->animTarget != jumpreversedanim &&
2985 Person::players[i]->animTarget != rabbitkickreversedanim &&
2986 Person::players[i]->animTarget != rabbitkickanim &&
2987 Person::players[k]->animTarget != rabbitkickanim &&
2988 Person::players[i]->animTarget != getupfrombackanim &&
2989 (Person::players[i]->animTarget != staggerbackhighanim &&
2990 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2991 Person::players[i]->animTarget != jumpdownanim &&
2992 Person::players[i]->animTarget != jumpupanim &&
2993 Person::players[i]->animTarget != getupfromfrontanim) {
2994 Person::players[k]->victim = Person::players[i];
2995 Person::players[k]->hasvictim = 1;
2996 if (Person::players[k]->aitype == playercontrolled) { //human player
2998 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2999 Person::players[k]->crouchkeydown &&
3000 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3001 Person::players[k]->animTarget = sweepanim;
3003 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3004 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3005 !Person::players[k]->forwardkeydown &&
3006 !Person::players[k]->leftkeydown &&
3007 !Person::players[k]->rightkeydown &&
3008 !Person::players[k]->crouchkeydown &&
3011 Person::players[k]->animTarget = winduppunchanim;
3013 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3014 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3015 !Person::players[k]->forwardkeydown &&
3016 !Person::players[k]->leftkeydown &&
3017 !Person::players[k]->rightkeydown &&
3018 !Person::players[k]->crouchkeydown &&
3020 Person::players[k]->animTarget = upunchanim;
3022 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3023 Person::players[i]->staggerdelay > 0 &&
3024 attackweapon == knife &&
3025 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3026 Person::players[k]->animTarget = knifefollowanim;
3028 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3029 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3030 !Person::players[k]->forwardkeydown &&
3031 !Person::players[k]->leftkeydown &&
3032 !Person::players[k]->rightkeydown &&
3033 !Person::players[k]->crouchkeydown &&
3034 attackweapon == knife &&
3035 Person::players[k]->weaponmissdelay <= 0)
3036 Person::players[k]->animTarget = knifeslashstartanim;
3038 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3039 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3040 !Person::players[k]->crouchkeydown &&
3041 attackweapon == sword &&
3042 Person::players[k]->weaponmissdelay <= 0)
3043 Person::players[k]->animTarget = swordslashanim;
3045 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3046 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3047 !Person::players[k]->crouchkeydown &&
3048 attackweapon == staff &&
3049 Person::players[k]->weaponmissdelay <= 0 &&
3050 !Person::players[k]->leftkeydown &&
3051 !Person::players[k]->rightkeydown &&
3052 !Person::players[k]->forwardkeydown)
3053 Person::players[k]->animTarget = staffhitanim;
3055 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3056 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3057 !Person::players[k]->crouchkeydown &&
3058 attackweapon == staff &&
3059 Person::players[k]->weaponmissdelay <= 0)
3060 Person::players[k]->animTarget = staffspinhitanim;
3062 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3063 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3064 Person::players[k]->animTarget = spinkickanim;
3066 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3067 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3068 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3069 Person::players[k]->animTarget = lowkickanim;
3070 } else { //AI player
3071 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3072 randattack = abs(Random() % 5);
3073 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3075 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3076 Person::players[k]->animTarget = sweepanim;
3078 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3080 Person::players[k]->animTarget = upunchanim;
3082 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3083 Person::players[k]->animTarget = spinkickanim;
3085 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3086 Person::players[k]->animTarget = lowkickanim;
3090 if ((tutoriallevel != 1 || !attackweapon) &&
3091 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3093 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3094 Person::players[k]->animTarget = sweepanim;
3096 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3097 attackweapon == knife &&
3098 Person::players[k]->weaponmissdelay <= 0)
3099 Person::players[k]->animTarget = knifeslashstartanim;
3101 else if (!(Person::players[0]->victim == Person::players[i] &&
3102 Person::players[0]->hasvictim &&
3103 Person::players[0]->animTarget == swordslashanim) &&
3104 attackweapon == sword &&
3105 Person::players[k]->weaponmissdelay <= 0)
3106 Person::players[k]->animTarget = swordslashanim;
3108 else if (!(Person::players[0]->victim == Person::players[i] &&
3109 Person::players[0]->hasvictim &&
3110 Person::players[0]->animTarget == swordslashanim) &&
3111 attackweapon == staff &&
3112 Person::players[k]->weaponmissdelay <= 0 &&
3114 Person::players[k]->animTarget = staffhitanim;
3116 else if (!(Person::players[0]->victim == Person::players[i] &&
3117 Person::players[0]->hasvictim &&
3118 Person::players[0]->animTarget == swordslashanim) &&
3119 attackweapon == staff &&
3120 Person::players[k]->weaponmissdelay <= 0 &&
3122 Person::players[k]->animTarget = staffspinhitanim;
3124 else if ((tutoriallevel != 1 || !attackweapon) &&
3125 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3127 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3128 Person::players[k]->animTarget = spinkickanim;
3130 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3131 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3132 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3133 Person::players[k]->animTarget = lowkickanim;
3137 //upunch becomes wolfslap
3138 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3139 Person::players[k]->animTarget = wolfslapanim;
3142 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3143 Person::players[i]->howactive < typedead1 &&
3144 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3145 !Person::players[i]->skeleton.free &&
3146 Person::players[i]->animTarget != getupfrombackanim &&
3147 Person::players[i]->animTarget != getupfromfrontanim &&
3148 (Person::players[i]->surprised > 0 ||
3149 Person::players[i]->aitype == passivetype ||
3150 attackweapon && Person::players[i]->stunned > 0) &&
3151 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3153 if (!attackweapon) {
3154 Person::players[k]->animCurrent = sneakattackanim;
3155 Person::players[k]->animTarget = sneakattackanim;
3156 Person::players[i]->animCurrent = sneakattackedanim;
3157 Person::players[i]->animTarget = sneakattackedanim;
3158 Person::players[k]->oldcoords = Person::players[k]->coords;
3159 Person::players[k]->coords = Person::players[i]->coords;
3162 if (attackweapon == knife) {
3163 Person::players[k]->animCurrent = knifesneakattackanim;
3164 Person::players[k]->animTarget = knifesneakattackanim;
3165 Person::players[i]->animCurrent = knifesneakattackedanim;
3166 Person::players[i]->animTarget = knifesneakattackedanim;
3167 Person::players[i]->oldcoords = Person::players[i]->coords;
3168 Person::players[i]->coords = Person::players[k]->coords;
3171 if (attackweapon == sword) {
3172 Person::players[k]->animCurrent = swordsneakattackanim;
3173 Person::players[k]->animTarget = swordsneakattackanim;
3174 Person::players[i]->animCurrent = swordsneakattackedanim;
3175 Person::players[i]->animTarget = swordsneakattackedanim;
3176 Person::players[i]->oldcoords = Person::players[i]->coords;
3177 Person::players[i]->coords = Person::players[k]->coords;
3179 if (attackweapon != staff) {
3180 Person::players[k]->victim = Person::players[i];
3181 Person::players[k]->hasvictim = 1;
3182 Person::players[i]->targettilt2 = 0;
3183 Person::players[i]->frameTarget = 1;
3184 Person::players[i]->frameCurrent = 0;
3185 Person::players[i]->target = 0;
3186 Person::players[i]->velocity = 0;
3187 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3188 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3189 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3190 Person::players[k]->target = Person::players[i]->target;
3191 Person::players[k]->velocity = 0;
3192 Person::players[k]->targetyaw = Person::players[i]->yaw;
3193 Person::players[k]->yaw = Person::players[i]->yaw;
3194 Person::players[i]->targetyaw = Person::players[i]->yaw;
3197 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3198 Person::players[k]->victim == Person::players[i] &&
3199 (!Person::players[i]->skeleton.free)) {
3201 Person::players[k]->frameTarget = 0;
3202 Person::players[k]->target = 0;
3204 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3205 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3206 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3207 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3208 Person::players[k]->lastattack = Person::players[k]->animTarget;
3210 if (Person::players[k]->animTarget == knifefollowanim &&
3211 Person::players[k]->victim == Person::players[i]) {
3213 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3214 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3215 Person::players[k]->victim = Person::players[i];
3216 Person::players[k]->hasvictim = 1;
3217 Person::players[i]->animTarget = knifefollowedanim;
3218 Person::players[i]->animCurrent = knifefollowedanim;
3219 Person::players[i]->targettilt2 = 0;
3220 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3221 Person::players[i]->frameTarget = 1;
3222 Person::players[i]->frameCurrent = 0;
3223 Person::players[i]->target = 0;
3224 Person::players[i]->velocity = 0;
3225 Person::players[k]->animCurrent = knifefollowanim;
3226 Person::players[k]->animTarget = knifefollowanim;
3227 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3228 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3229 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3230 Person::players[k]->target = Person::players[i]->target;
3231 Person::players[k]->velocity = 0;
3232 Person::players[k]->oldcoords = Person::players[k]->coords;
3233 Person::players[i]->coords = Person::players[k]->coords;
3234 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3235 Person::players[i]->yaw = Person::players[k]->targetyaw;
3236 Person::players[k]->yaw = Person::players[k]->targetyaw;
3237 Person::players[i]->yaw = Person::players[k]->targetyaw;
3241 const bool hasstaff = attackweapon == staff;
3242 if (k == 0 && Person::players.size() > 1)
3243 for (unsigned i = 0; i < Person::players.size(); i++) {
3246 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3247 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3248 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3249 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3250 if (Person::players[i]->skeleton.free)
3251 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3252 (Person::players[i]->dead ||
3253 Person::players[i]->skeleton.longdead > 1000 ||
3254 Person::players[k]->isRun() ||
3257 (Person::players[i]->skeleton.longdead > 2000 ||
3258 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3259 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3260 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3261 Person::players[k]->victim = Person::players[i];
3262 Person::players[k]->hasvictim = 1;
3263 if (attackweapon && tutoriallevel != 1) {
3265 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3266 Person::players[k]->animTarget = crouchstabanim;
3268 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3269 Person::players[k]->animTarget = swordgroundstabanim;
3271 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3272 Person::players[k]->animTarget = staffgroundsmashanim;
3274 if (distance < 2.5 &&
3275 Person::players[k]->crouchkeydown &&
3276 Person::players[k]->animTarget != crouchstabanim &&
3278 Person::players[i]->dead &&
3279 Person::players[i]->skeleton.free &&
3280 Person::players[i]->skeleton.longdead > 1000) {
3281 Person::players[k]->animTarget = killanim;
3282 //TODO: refactor this out, what does it do?
3283 for (int j = 0; j < terrain.numdecals; j++) {
3284 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3285 terrain.decalalivetime[j] < 2)
3286 terrain.DeleteDecal(j);
3288 for (int l = 0; l < objects.numobjects; l++) {
3289 if (objects.model[l].type == decalstype)
3290 for (int j = 0; j < objects.model[l].numdecals; j++) {
3291 if ((objects.model[l].decaltype[j] == blooddecal ||
3292 objects.model[l].decaltype[j] == blooddecalslow) &&
3293 objects.model[l].decalalivetime[j] < 2)
3294 objects.model[l].DeleteDecal(j);
3298 if (!Person::players[i]->dead || musictype != 2)
3299 if (distance < 3.5 &&
3300 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3301 Person::players[k]->staggerdelay <= 0 &&
3302 (Person::players[i]->dead ||
3303 Person::players[i]->skeleton.longdead < 300 &&
3304 Person::players[k]->lastattack != spinkickanim &&
3305 Person::players[i]->skeleton.free) &&
3306 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3307 Person::players[k]->animTarget = dropkickanim;
3308 for (int j = 0; j < terrain.numdecals; j++) {
3309 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3310 terrain.decalalivetime[j] < 2) {
3311 terrain.DeleteDecal(j);
3314 for (int l = 0; l < objects.numobjects; l++) {
3315 if (objects.model[l].type == decalstype)
3316 for (int j = 0; j < objects.model[l].numdecals; j++) {
3317 if ((objects.model[l].decaltype[j] == blooddecal ||
3318 objects.model[l].decaltype[j] == blooddecalslow) &&
3319 objects.model[l].decalalivetime[j] < 2) {
3320 objects.model[l].DeleteDecal(j);
3326 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3327 Person::players[k]->victim == Person::players[i] &&
3328 (!Person::players[i]->skeleton.free ||
3329 Person::players[k]->animTarget == killanim ||
3330 Person::players[k]->animTarget == crouchstabanim ||
3331 Person::players[k]->animTarget == swordgroundstabanim ||
3332 Person::players[k]->animTarget == staffgroundsmashanim ||
3333 Person::players[k]->animTarget == dropkickanim)) {
3335 Person::players[k]->frameTarget = 0;
3336 Person::players[k]->target = 0;
3338 XYZ targetpoint = Person::players[i]->coords;
3339 if (Person::players[k]->animTarget == crouchstabanim ||
3340 Person::players[k]->animTarget == swordgroundstabanim ||
3341 Person::players[k]->animTarget == staffgroundsmashanim) {
3342 targetpoint += (Person::players[i]->jointPos(abdomen) +
3343 Person::players[i]->jointPos(neck)) / 2 *
3344 Person::players[i]->scale;
3346 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3347 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3349 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3350 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3353 if (Person::players[k]->animTarget == staffgroundsmashanim)
3354 Person::players[k]->targettilt2 += 10;
3356 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3357 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3358 Person::players[k]->lastattack = Person::players[k]->animTarget;
3360 if (Person::players[k]->animTarget == swordgroundstabanim) {
3361 Person::players[k]->targetyaw += 30;
3366 if (!Person::players[k]->hasvictim) {
3368 for (unsigned i = 0; i < Person::players.size(); i++) {
3369 if (i == k || !(i == 0 || k == 0))
3371 if (!Person::players[i]->skeleton.free) {
3372 if (Person::players[k]->hasvictim) {
3373 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3374 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3375 Person::players[k]->victim = Person::players[i];
3377 Person::players[k]->victim = Person::players[i];
3378 Person::players[k]->hasvictim = 1;
3383 if (Person::players[k]->aitype == playercontrolled)
3385 if (Person::players[k]->attackkeydown &&
3386 Person::players[k]->isRun() &&
3387 Person::players[k]->wasRun() &&
3388 ((Person::players[k]->hasvictim &&
3389 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3390 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3391 !Person::players[k]->victim->skeleton.free &&
3392 Person::players[k]->victim->animTarget != getupfrombackanim &&
3393 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3394 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3395 Person::players[k]->aitype != playercontrolled && //wat???
3396 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3397 Person::players[k]->rabbitkickenabled) ||
3398 Person::players[k]->jumpkeydown)) {
3400 Person::players[k]->setAnimation(rabbitkickanim);
3403 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3405 switch (attackweapon) {
3426 void doPlayerCollisions()
3428 static XYZ rotatetarget;
3429 static float collisionradius;
3430 if (Person::players.size() > 1)
3431 for (unsigned k = 0; k < Person::players.size(); k++)
3432 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3433 //neither player is part of a reversal
3434 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3435 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3436 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3437 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3438 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3439 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3440 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3441 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3442 //neither is sleeping
3443 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3444 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3445 //in same patch, neither is climbing
3446 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3447 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3448 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3449 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3450 Person::players[i]->animTarget != climbanim &&
3451 Person::players[i]->animTarget != hanganim &&
3452 Person::players[k]->animTarget != climbanim &&
3453 Person::players[k]->animTarget != hanganim)
3454 //players are close (bounding box test)
3455 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3456 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3457 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3458 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3459 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3460 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3461 //spread fire from player to player
3462 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3463 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3464 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3465 if (!Person::players[i]->onfire)
3466 Person::players[i]->CatchFire();
3467 if (!Person::players[k]->onfire)
3468 Person::players[k]->CatchFire();
3472 XYZ tempcoords1 = Person::players[i]->coords;
3473 XYZ tempcoords2 = Person::players[k]->coords;
3474 if (!Person::players[i]->skeleton.oldfree)
3475 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3476 if (!Person::players[k]->skeleton.oldfree)
3477 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3478 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3479 if (Person::players[0]->hasvictim)
3480 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3481 collisionradius = 3;
3482 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3483 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3484 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3485 //jump down on a dead body
3486 if (k == 0 || i == 0) {
3488 if (Person::players[0]->animTarget == jumpdownanim &&
3489 !Person::players[0]->skeleton.oldfree &&
3490 !Person::players[0]->skeleton.free &&
3491 Person::players[l]->skeleton.oldfree &&
3492 Person::players[l]->skeleton.free &&
3493 Person::players[l]->dead &&
3494 Person::players[0]->lastcollide <= 0 &&
3495 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3496 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3497 Person::players[0]->coords.y = Person::players[l]->coords.y;
3498 Person::players[l]->velocity = Person::players[0]->velocity;
3499 Person::players[l]->skeleton.free = 0;
3500 Person::players[l]->yaw = 0;
3501 Person::players[l]->RagDoll(0);
3502 Person::players[l]->DoDamage(20);
3504 Person::players[l]->skeleton.longdead = 0;
3505 Person::players[0]->lastcollide = 1;
3509 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3510 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3511 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3512 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3513 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3514 Person::players[i]->skeleton.free) &&
3515 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3516 Person::players[k]->skeleton.free))
3517 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3518 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3519 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3521 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3522 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3523 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3524 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3525 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3527 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3528 (k != 0 || Person::players[k]->skeleton.free) ||
3529 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3530 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3531 if (tutoriallevel != 1) {
3532 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3535 Person::players[i]->RagDoll(0);
3536 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3537 award_bonus(0, aimbonus);
3539 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3540 Person::players[k]->RagDoll(0);
3541 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3542 award_bonus(0, aimbonus); // Huh, again?
3544 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3546 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3547 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3549 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3550 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3555 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3556 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3557 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3558 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3560 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3561 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3562 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3563 Normalise(&rotatetarget);
3564 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3565 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3566 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3567 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3568 if (Person::players[k]->howactive == typeactive || hostile)
3569 if (Person::players[k]->isIdle()) {
3570 if (Person::players[k]->howactive < typesleeping)
3571 Person::players[k]->setAnimation(Person::players[k]->getStop());
3572 else if (Person::players[k]->howactive == typesleeping)
3573 Person::players[k]->setAnimation(getupfromfrontanim);
3575 Person::players[k]->howactive = typeactive;
3577 if (Person::players[i]->howactive == typeactive || hostile)
3578 if (Person::players[i]->isIdle()) {
3579 if (Person::players[i]->howactive < typesleeping)
3580 Person::players[i]->setAnimation(Person::players[k]->getStop());
3582 Person::players[i]->setAnimation(getupfromfrontanim);
3584 Person::players[i]->howactive = typeactive;
3587 //jump down on player
3589 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3590 !Person::players[i]->isCrouch() &&
3591 Person::players[i]->animTarget != rollanim &&
3592 !Person::players[k]->skeleton.oldfree && !
3593 Person::players[k]->skeleton.free &&
3594 Person::players[k]->lastcollide <= 0 &&
3595 Person::players[k]->velocity.y < -10) {
3596 Person::players[i]->velocity = Person::players[k]->velocity;
3597 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3598 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3599 Person::players[i]->DoDamage(20);
3600 Person::players[i]->RagDoll(0);
3601 Person::players[k]->lastcollide = 1;
3602 award_bonus(k, AboveBonus);
3604 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3605 !Person::players[k]->isCrouch() &&
3606 Person::players[k]->animTarget != rollanim &&
3607 !Person::players[i]->skeleton.oldfree &&
3608 !Person::players[i]->skeleton.free &&
3609 Person::players[i]->lastcollide <= 0 &&
3610 Person::players[i]->velocity.y < -10) {
3611 Person::players[k]->velocity = Person::players[i]->velocity;
3612 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3613 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3614 Person::players[k]->DoDamage(20);
3615 Person::players[k]->RagDoll(0);
3616 Person::players[i]->lastcollide = 1;
3617 award_bonus(i, AboveBonus);
3623 Person::players[i]->CheckKick();
3624 Person::players[k]->CheckKick();
3630 void doAI(unsigned i)
3632 static bool connected;
3633 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3634 Person::players[i]->jumpclimb = 0;
3635 //disable movement in editor
3637 Person::players[i]->stunned = 1;
3639 Person::players[i]->pause = 0;
3640 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3641 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3642 !Person::players[0]->onterrain)
3643 Person::players[i]->pause = 1;
3646 if (Person::players[i]->aitype == pathfindtype) {
3647 if (Person::players[i]->finalpathfindpoint == -1) {
3648 float closestdistance;
3653 closestdistance = -1;
3654 for (int j = 0; j < numpathpoints; j++)
3655 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3656 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3658 Person::players[i]->finaltarget = pathpoint[j];
3660 Person::players[i]->finalpathfindpoint = closest;
3661 for (int j = 0; j < numpathpoints; j++)
3662 for (int k = 0; k < numpathpointconnect[j]; k++) {
3663 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3664 if (sq(tempdist) < closestdistance)
3665 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3666 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3667 closestdistance = sq(tempdist);
3669 Person::players[i]->finaltarget = colpoint;
3672 Person::players[i]->finalpathfindpoint = closest;
3675 if (Person::players[i]->targetpathfindpoint == -1) {
3676 float closestdistance;
3681 closestdistance = -1;
3682 if (Person::players[i]->lastpathfindpoint == -1) {
3683 for (int j = 0; j < numpathpoints; j++) {
3684 if (j != Person::players[i]->lastpathfindpoint)
3685 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3686 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3690 Person::players[i]->targetpathfindpoint = closest;
3691 for (int j = 0; j < numpathpoints; j++)
3692 if (j != Person::players[i]->lastpathfindpoint)
3693 for (int k = 0; k < numpathpointconnect[j]; k++) {
3694 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3695 if (sq(tempdist) < closestdistance) {
3696 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3697 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3698 closestdistance = sq(tempdist);
3703 Person::players[i]->targetpathfindpoint = closest;
3705 for (int j = 0; j < numpathpoints; j++)
3706 if (j != Person::players[i]->lastpathfindpoint &&
3707 j != Person::players[i]->lastpathfindpoint2 &&
3708 j != Person::players[i]->lastpathfindpoint3 &&
3709 j != Person::players[i]->lastpathfindpoint4) {
3711 if (numpathpointconnect[j])
3712 for (int k = 0; k < numpathpointconnect[j]; k++)
3713 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3716 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3717 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3718 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3721 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3722 if (closest == -1 || tempdist < closestdistance) {
3723 closestdistance = tempdist;
3728 Person::players[i]->targetpathfindpoint = closest;
3731 Person::players[i]->losupdatedelay -= multiplier;
3733 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3734 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3736 //reached target point
3737 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3738 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3739 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3740 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3741 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3742 if (Person::players[i]->lastpathfindpoint2 == -1)
3743 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3744 if (Person::players[i]->lastpathfindpoint3 == -1)
3745 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3746 if (Person::players[i]->lastpathfindpoint4 == -1)
3747 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3748 Person::players[i]->targetpathfindpoint = -1;
3750 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3751 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3752 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3753 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3754 Person::players[i]->aitype = passivetype;
3757 Person::players[i]->forwardkeydown = 1;
3758 Person::players[i]->leftkeydown = 0;
3759 Person::players[i]->backkeydown = 0;
3760 Person::players[i]->rightkeydown = 0;
3761 Person::players[i]->crouchkeydown = 0;
3762 Person::players[i]->attackkeydown = 0;
3763 Person::players[i]->throwkeydown = 0;
3765 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3766 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3768 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3769 Person::players[i]->jumpkeydown = 0;
3770 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3771 Person::players[i]->jumpkeydown = 1;
3773 if ((tutoriallevel != 1 || cananger) &&
3775 !Person::players[0]->dead &&
3776 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3777 Person::players[i]->occluded < 25) {
3778 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3779 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3781 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3782 Person::players[i]->aitype = attacktypecutoff;
3783 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3784 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3786 Person::players[i]->aitype = attacktypecutoff;
3788 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3789 Person::players[i]->losupdatedelay = .2;
3790 for (unsigned j = 0; j < Person::players.size(); j++)
3791 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3792 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3793 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3794 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3795 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3796 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3797 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3798 *Person::players[i]->scale + Person::players[i]->coords,
3799 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3800 *Person::players[j]->scale + Person::players[j]->coords) ||
3801 (Person::players[j]->animTarget == hanganim &&
3802 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3803 Person::players[i]->aitype = searchtype;
3804 Person::players[i]->lastchecktime = 12;
3805 Person::players[i]->lastseen = Person::players[j]->coords;
3806 Person::players[i]->lastseentime = 12;
3810 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3811 if (Person::players[i]->creature != wolftype) {
3812 Person::players[i]->stunned = .6;
3813 Person::players[i]->surprised = .6;
3817 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3818 Person::players[i]->howactive = typeactive;
3820 if (Person::players[i]->aitype == passivetype) {
3821 Person::players[i]->aiupdatedelay -= multiplier;
3822 Person::players[i]->losupdatedelay -= multiplier;
3823 Person::players[i]->lastseentime += multiplier;
3824 Person::players[i]->pausetime -= multiplier;
3825 if (Person::players[i]->lastseentime > 1)
3826 Person::players[i]->lastseentime = 1;
3828 if (Person::players[i]->aiupdatedelay < 0) {
3829 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3830 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3831 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3832 Person::players[i]->aiupdatedelay = .05;
3834 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3835 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3836 Person::players[i]->pausetime = 4;
3837 Person::players[i]->waypoint++;
3838 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3839 Person::players[i]->waypoint = 0;
3844 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3845 Person::players[i]->forwardkeydown = 1;
3847 Person::players[i]->forwardkeydown = 0;
3848 Person::players[i]->leftkeydown = 0;
3849 Person::players[i]->backkeydown = 0;
3850 Person::players[i]->rightkeydown = 0;
3851 Person::players[i]->crouchkeydown = 0;
3852 Person::players[i]->attackkeydown = 0;
3853 Person::players[i]->throwkeydown = 0;
3855 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3856 if (!Person::players[i]->avoidsomething)
3857 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3859 XYZ leftpos, rightpos;
3860 float leftdist, rightdist;
3861 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3862 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3863 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3864 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3865 if (leftdist < rightdist)
3866 Person::players[i]->targetyaw += 90;
3868 Person::players[i]->targetyaw -= 90;
3872 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3873 Person::players[i]->jumpkeydown = 0;
3874 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3875 Person::players[i]->jumpkeydown = 1;
3879 if (!editorenabled) {
3880 if (Person::players[i]->howactive <= typesleeping)
3881 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3882 for (int j = 0; j < numenvsounds; j++) {
3883 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3884 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3885 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3886 Person::players[i]->aitype = attacktypecutoff;
3889 if (Person::players[i]->aitype != passivetype) {
3890 if (Person::players[i]->howactive == typesleeping)
3891 Person::players[i]->setAnimation(getupfromfrontanim);
3892 Person::players[i]->howactive = typeactive;
3896 if (Person::players[i]->howactive < typesleeping &&
3897 ((tutoriallevel != 1 || cananger) && hostile) &&
3898 !Person::players[0]->dead &&
3899 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3900 Person::players[i]->occluded < 25) {
3901 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3902 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3903 Person::players[i]->aitype = attacktypecutoff;
3904 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3905 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3906 Person::players[i]->aitype = attacktypecutoff;
3909 if (Person::players[i]->creature == wolftype) {
3911 for (unsigned j = 0; j < Person::players.size(); j++) {
3912 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3913 float smelldistance = 50;
3914 if (j == 0 && Person::players[j]->num_weapons > 0) {
3915 if (weapons[Person::players[j]->weaponids[0]].bloody)
3916 smelldistance = 100;
3917 if (Person::players[j]->num_weapons == 2)
3918 if (weapons[Person::players[j]->weaponids[1]].bloody)
3919 smelldistance = 100;
3922 smelldistance = 100;
3923 windsmell = windvector;
3924 Normalise(&windsmell);
3925 windsmell = windsmell * 2 + Person::players[j]->coords;
3926 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3927 Person::players[i]->aitype = attacktypecutoff;
3932 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3933 Person::players[i]->losupdatedelay = .2;
3934 for (unsigned j = 0; j < Person::players.size(); j++) {
3935 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3936 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3937 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3938 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3939 if ((-1 == checkcollide(
3940 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3941 Person::players[i]->scale + Person::players[i]->coords,
3942 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3943 Person::players[j]->scale + Person::players[j]->coords) &&
3944 !Person::players[j]->isWallJump()) ||
3945 (Person::players[j]->animTarget == hanganim &&
3946 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3947 Person::players[i]->lastseentime -= .2;
3948 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3949 Person::players[i]->lastseentime -= .4;
3951 Person::players[i]->lastseentime -= .6;
3953 if (Person::players[i]->lastseentime <= 0) {
3954 Person::players[i]->aitype = searchtype;
3955 Person::players[i]->lastchecktime = 12;
3956 Person::players[i]->lastseen = Person::players[j]->coords;
3957 Person::players[i]->lastseentime = 12;
3964 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3965 if (Person::players[i]->creature != wolftype) {
3966 Person::players[i]->stunned = .6;
3967 Person::players[i]->surprised = .6;
3969 if (Person::players[i]->creature == wolftype) {
3970 Person::players[i]->stunned = .47;
3971 Person::players[i]->surprised = .47;
3979 if (Person::players[i]->aitype == searchtype) {
3980 Person::players[i]->aiupdatedelay -= multiplier;
3981 Person::players[i]->losupdatedelay -= multiplier;
3982 if (!Person::players[i]->pause)
3983 Person::players[i]->lastseentime -= multiplier;
3984 Person::players[i]->lastchecktime -= multiplier;
3986 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3987 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3988 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3990 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3992 j = checkcollide(test2, test, Person::players[i]->laststanding);
3994 j = checkcollide(test2, test);
3996 Person::players[i]->velocity = 0;
3997 Person::players[i]->setAnimation(Person::players[i]->getStop());
3998 Person::players[i]->targetyaw += 180;
3999 Person::players[i]->stunned = .5;
4000 //Person::players[i]->aitype=passivetype;
4001 Person::players[i]->aitype = pathfindtype;
4002 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4003 Person::players[i]->finalpathfindpoint = -1;
4004 Person::players[i]->targetpathfindpoint = -1;
4005 Person::players[i]->lastpathfindpoint = -1;
4006 Person::players[i]->lastpathfindpoint2 = -1;
4007 Person::players[i]->lastpathfindpoint3 = -1;
4008 Person::players[i]->lastpathfindpoint4 = -1;
4010 Person::players[i]->laststanding = j;
4013 //check out last seen location
4014 if (Person::players[i]->aiupdatedelay < 0) {
4015 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4016 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4017 Person::players[i]->aiupdatedelay = .05;
4018 Person::players[i]->forwardkeydown = 1;
4020 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4021 Person::players[i]->forwardkeydown = 0;
4022 Person::players[i]->aiupdatedelay = 1;
4023 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4024 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4025 Person::players[i]->lastchecktime = 3;
4028 Person::players[i]->leftkeydown = 0;
4029 Person::players[i]->backkeydown = 0;
4030 Person::players[i]->rightkeydown = 0;
4031 Person::players[i]->crouchkeydown = 0;
4032 Person::players[i]->attackkeydown = 0;
4033 Person::players[i]->throwkeydown = 0;
4035 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4036 if (!Person::players[i]->avoidsomething)
4037 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4039 XYZ leftpos, rightpos;
4040 float leftdist, rightdist;
4041 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4042 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4043 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4044 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4045 if (leftdist < rightdist)
4046 Person::players[i]->targetyaw += 90;
4048 Person::players[i]->targetyaw -= 90;
4052 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4053 Person::players[i]->jumpkeydown = 0;
4054 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4055 Person::players[i]->jumpkeydown = 1;
4057 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4058 for (int k = 0; k < numenvsounds; k++) {
4059 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4060 Person::players[i]->aitype = attacktypecutoff;
4064 if (!Person::players[0]->dead &&
4065 Person::players[i]->losupdatedelay < 0 &&
4067 Person::players[i]->occluded < 2 &&
4068 ((tutoriallevel != 1 || cananger) && hostile)) {
4069 Person::players[i]->losupdatedelay = .2;
4070 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4071 Person::players[i]->aitype = attacktypecutoff;
4072 Person::players[i]->lastseentime = 1;
4074 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4075 //TODO: factor out canSeePlayer()
4076 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4077 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4079 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4080 Person::players[i]->scale + Person::players[i]->coords,
4081 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4082 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4083 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4084 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4085 /* //TODO: changed j to 0 on a whim, make sure this is correct
4086 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4087 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4089 Person::players[i]->aitype = attacktypecutoff;
4090 Person::players[i]->lastseentime = 1;
4094 if (Person::players[i]->lastseentime < 0) {
4095 //Person::players[i]->aitype=passivetype;
4097 Person::players[i]->aitype = pathfindtype;
4098 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4099 Person::players[i]->finalpathfindpoint = -1;
4100 Person::players[i]->targetpathfindpoint = -1;
4101 Person::players[i]->lastpathfindpoint = -1;
4102 Person::players[i]->lastpathfindpoint2 = -1;
4103 Person::players[i]->lastpathfindpoint3 = -1;
4104 Person::players[i]->lastpathfindpoint4 = -1;
4108 if (Person::players[i]->aitype != gethelptype)
4109 Person::players[i]->runninghowlong = 0;
4111 //get help from buddies
4112 if (Person::players[i]->aitype == gethelptype) {
4113 Person::players[i]->runninghowlong += multiplier;
4114 Person::players[i]->aiupdatedelay -= multiplier;
4116 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4117 Person::players[i]->aiupdatedelay = .2;
4120 //TODO: factor out closest search somehow
4121 if (!Person::players[i]->ally) {
4123 float closestdist = -1;
4124 for (unsigned k = 0; k < Person::players.size(); k++) {
4125 if (k != i && k != 0 && !Person::players[k]->dead &&
4126 Person::players[k]->howactive < typedead1 &&
4127 !Person::players[k]->skeleton.free &&
4128 Person::players[k]->aitype == passivetype) {
4129 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4130 if (closestdist == -1 || distance < closestdist) {
4131 closestdist = distance;
4138 Person::players[i]->ally = closest;
4140 Person::players[i]->ally = 0;
4141 Person::players[i]->lastseen = Person::players[0]->coords;
4142 Person::players[i]->lastseentime = 12;
4146 Person::players[i]->lastchecktime = 12;
4148 XYZ facing = Person::players[i]->coords;
4149 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4150 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4151 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4152 if (-1 != checkcollide(facing, flatfacing))
4153 Person::players[i]->lastseentime -= .1;
4155 //no available ally, run back to player
4156 if (Person::players[i]->ally <= 0 ||
4157 Person::players[Person::players[i]->ally]->skeleton.free ||
4158 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4159 Person::players[i]->lastseentime <= 0) {
4160 Person::players[i]->aitype = searchtype;
4161 Person::players[i]->lastseentime = 12;
4165 if (Person::players[i]->ally > 0) {
4166 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4167 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4168 Person::players[i]->aiupdatedelay = .05;
4169 Person::players[i]->forwardkeydown = 1;
4171 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4172 Person::players[i]->aitype = searchtype;
4173 Person::players[i]->lastseentime = 12;
4174 Person::players[Person::players[i]->ally]->aitype = searchtype;
4175 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4176 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4177 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4178 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4182 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4183 if (!Person::players[i]->avoidsomething)
4184 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4186 XYZ leftpos, rightpos;
4187 float leftdist, rightdist;
4188 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4189 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4190 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4191 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4192 if (leftdist < rightdist)
4193 Person::players[i]->targetyaw += 90;
4195 Person::players[i]->targetyaw -= 90;
4200 Person::players[i]->leftkeydown = 0;
4201 Person::players[i]->backkeydown = 0;
4202 Person::players[i]->rightkeydown = 0;
4203 Person::players[i]->crouchkeydown = 0;
4204 Person::players[i]->attackkeydown = 0;
4206 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4207 Person::players[i]->jumpkeydown = 0;
4208 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4209 Person::players[i]->jumpkeydown = 1;
4212 //retreiving a weapon on the ground
4213 if (Person::players[i]->aitype == getweapontype) {
4214 Person::players[i]->aiupdatedelay -= multiplier;
4215 Person::players[i]->lastchecktime -= multiplier;
4217 if (Person::players[i]->aiupdatedelay < 0) {
4218 Person::players[i]->aiupdatedelay = .2;
4221 if (Person::players[i]->ally < 0) {
4223 float closestdist = -1;
4224 for (unsigned k = 0; k < weapons.size(); k++)
4225 if (weapons[k].owner == -1) {
4226 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4227 if (closestdist == -1 || distance < closestdist) {
4228 closestdist = distance;
4234 Person::players[i]->ally = closest;
4236 Person::players[i]->ally = -1;
4239 Person::players[i]->lastseentime = 12;
4241 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4242 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4243 Person::players[i]->aitype = attacktypecutoff;
4244 Person::players[i]->lastseentime = 1;
4246 if (!Person::players[0]->dead)
4247 if (Person::players[i]->ally >= 0) {
4248 if (weapons[Person::players[i]->ally].owner != -1 ||
4249 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4250 Person::players[i]->aitype = attacktypecutoff;
4251 Person::players[i]->lastseentime = 1;
4253 //TODO: factor these out as moveToward()
4254 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4255 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4256 Person::players[i]->aiupdatedelay = .05;
4257 Person::players[i]->forwardkeydown = 1;
4260 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4261 if (!Person::players[i]->avoidsomething)
4262 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4264 XYZ leftpos, rightpos;
4265 float leftdist, rightdist;
4266 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4267 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4268 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4269 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4270 if (leftdist < rightdist)
4271 Person::players[i]->targetyaw += 90;
4273 Person::players[i]->targetyaw -= 90;
4278 Person::players[i]->leftkeydown = 0;
4279 Person::players[i]->backkeydown = 0;
4280 Person::players[i]->rightkeydown = 0;
4281 Person::players[i]->attackkeydown = 0;
4282 Person::players[i]->throwkeydown = 1;
4283 Person::players[i]->crouchkeydown = 0;
4284 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4285 Person::players[i]->animTarget != removeknifeanim)
4286 Person::players[i]->throwtogglekeydown = 0;
4287 Person::players[i]->drawkeydown = 0;
4289 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4290 Person::players[i]->jumpkeydown = 0;
4291 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4292 Person::players[i]->jumpkeydown = 1;
4295 if (Person::players[i]->aitype == attacktypecutoff) {
4296 Person::players[i]->aiupdatedelay -= multiplier;
4297 //dodge or reverse rabbit kicks, knife throws, flips
4298 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4299 if ((Person::players[0]->animTarget == rabbitkickanim ||
4300 Person::players[0]->animTarget == knifethrowanim ||
4301 (Person::players[0]->isFlip() &&
4302 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4303 !Person::players[0]->skeleton.free &&
4304 (Person::players[i]->aiupdatedelay < .1)) {
4305 Person::players[i]->attackkeydown = 0;
4306 if (Person::players[i]->isIdle())
4307 Person::players[i]->crouchkeydown = 1;
4308 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4309 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4310 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4311 if (abs(Random() % 2) == 0)
4312 Person::players[i]->setAnimation(backhandspringanim);
4314 Person::players[i]->setAnimation(rollanim);
4315 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4316 Person::players[i]->wentforweapon = 0;
4318 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4319 Person::players[i]->setAnimation(flipanim);
4322 Person::players[i]->forwardkeydown = 0;
4323 Person::players[i]->aiupdatedelay = .02;
4325 //get confused by flips
4326 if (Person::players[0]->isFlip() &&
4327 !Person::players[0]->skeleton.free &&
4328 Person::players[0]->animTarget != walljumprightkickanim &&
4329 Person::players[0]->animTarget != walljumpleftkickanim) {
4330 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4331 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4332 Person::players[i]->stunned = 1;
4334 //go for weapon on the ground
4335 if (Person::players[i]->wentforweapon < 3)
4336 for (unsigned k = 0; k < weapons.size(); k++)
4337 if (Person::players[i]->creature != wolftype)
4338 if (Person::players[i]->num_weapons == 0 &&
4339 weapons[k].owner == -1 &&
4340 weapons[i].velocity.x == 0 &&
4341 weapons[i].velocity.z == 0 &&
4342 weapons[i].velocity.y == 0) {
4343 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4344 Person::players[i]->wentforweapon++;
4345 Person::players[i]->lastchecktime = 6;
4346 Person::players[i]->aitype = getweapontype;
4347 Person::players[i]->ally = -1;
4350 //dodge/reverse walljump kicks
4351 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4352 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4353 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4354 ((Person::players[0]->animTarget == walljumprightkickanim ||
4355 Person::players[0]->animTarget == walljumpleftkickanim) &&
4356 ((Person::players[i]->aiupdatedelay < .15 &&
4358 (Person::players[i]->aiupdatedelay < .08 &&
4359 difficulty != 2)))) {
4360 Person::players[i]->crouchkeydown = 1;
4362 //walked off a ledge (?)
4363 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4364 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4365 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4367 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4369 j = checkcollide(test2, test, Person::players[i]->laststanding);
4371 j = checkcollide(test2, test);
4373 Person::players[i]->velocity = 0;
4374 Person::players[i]->setAnimation(Person::players[i]->getStop());
4375 Person::players[i]->targetyaw += 180;
4376 Person::players[i]->stunned = .5;
4377 Person::players[i]->aitype = pathfindtype;
4378 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4379 Person::players[i]->finalpathfindpoint = -1;
4380 Person::players[i]->targetpathfindpoint = -1;
4381 Person::players[i]->lastpathfindpoint = -1;
4382 Person::players[i]->lastpathfindpoint2 = -1;
4383 Person::players[i]->lastpathfindpoint3 = -1;
4384 Person::players[i]->lastpathfindpoint4 = -1;
4386 Person::players[i]->laststanding = j;
4388 //lose sight of player in the air (?)
4389 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4390 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4391 !Person::players[0]->onterrain) {
4392 Person::players[i]->aitype = pathfindtype;
4393 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4394 Person::players[i]->finalpathfindpoint = -1;
4395 Person::players[i]->targetpathfindpoint = -1;
4396 Person::players[i]->lastpathfindpoint = -1;
4397 Person::players[i]->lastpathfindpoint2 = -1;
4398 Person::players[i]->lastpathfindpoint3 = -1;
4399 Person::players[i]->lastpathfindpoint4 = -1;
4401 //it's time to think (?)
4402 if (Person::players[i]->aiupdatedelay < 0 &&
4403 !Animation::animations[Person::players[i]->animTarget].attack &&
4404 Person::players[i]->animTarget != staggerbackhighanim &&
4405 Person::players[i]->animTarget != staggerbackhardanim &&
4406 Person::players[i]->animTarget != backhandspringanim &&
4407 Person::players[i]->animTarget != dodgebackanim) {
4409 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4410 Person::players[i]->drawkeydown = Random() % 2;
4412 Person::players[i]->drawkeydown = 0;
4413 Person::players[i]->rabbitkickenabled = Random() % 2;
4415 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4416 XYZ targetpoint = Person::players[0]->coords;
4417 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4418 distsq(&rotatetarget, &Person::players[i]->coords))
4419 targetpoint += Person::players[0]->velocity *
4420 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4421 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4422 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4423 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4425 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4426 Person::players[i]->forwardkeydown = 1;
4427 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4428 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4429 Person::players[0]->weaponactive != -1)
4430 Person::players[i]->forwardkeydown = 1;
4431 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4432 Person::players[i]->forwardkeydown = 1;
4434 Person::players[i]->forwardkeydown = 0;
4435 //chill out around the corpse
4436 if (Person::players[0]->dead) {
4437 Person::players[i]->forwardkeydown = 0;
4438 if (Random() % 10 == 0)
4439 Person::players[i]->forwardkeydown = 1;
4440 if (Random() % 100 == 0) {
4441 Person::players[i]->aitype = pathfindtype;
4442 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4443 Person::players[i]->finalpathfindpoint = -1;
4444 Person::players[i]->targetpathfindpoint = -1;
4445 Person::players[i]->lastpathfindpoint = -1;
4446 Person::players[i]->lastpathfindpoint2 = -1;
4447 Person::players[i]->lastpathfindpoint3 = -1;
4448 Person::players[i]->lastpathfindpoint4 = -1;
4451 Person::players[i]->leftkeydown = 0;
4452 Person::players[i]->backkeydown = 0;
4453 Person::players[i]->rightkeydown = 0;
4454 Person::players[i]->crouchkeydown = 0;
4455 Person::players[i]->throwkeydown = 0;
4457 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4458 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4460 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4461 Person::players[i]->attackkeydown = 1;
4463 Person::players[i]->attackkeydown = 0;
4464 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4465 Person::players[i]->attackkeydown = 0;
4468 if (Person::players[i]->aitype != playercontrolled &&
4469 (Person::players[i]->isIdle() ||
4470 Person::players[i]->isCrouch() ||
4471 Person::players[i]->isRun())) {
4473 for (unsigned j = 0; j < Person::players.size(); j++)
4474 if (j != i && !Person::players[j]->skeleton.free &&
4475 Person::players[j]->hasvictim &&
4476 (tutoriallevel == 1 && reversaltrain ||
4477 Random() % 2 == 0 && difficulty == 2 ||
4478 Random() % 4 == 0 && difficulty == 1 ||
4479 Random() % 8 == 0 && difficulty == 0 ||
4480 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4481 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4482 (Random() % 2 == 0 || difficulty == 2) ||
4483 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4484 Person::players[j]->weaponactive != -1 ||
4485 Person::players[j]->animTarget == swordslashanim &&
4486 Person::players[i]->weaponactive != -1 ||
4487 Person::players[j]->animTarget == staffhitanim ||
4488 Person::players[j]->animTarget == staffspinhitanim))
4489 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4490 Person::players[j]->victim == Person::players[i] &&
4491 (Person::players[j]->animTarget == sweepanim ||
4492 Person::players[j]->animTarget == spinkickanim ||
4493 Person::players[j]->animTarget == staffhitanim ||
4494 Person::players[j]->animTarget == staffspinhitanim ||
4495 Person::players[j]->animTarget == winduppunchanim ||
4496 Person::players[j]->animTarget == upunchanim ||
4497 Person::players[j]->animTarget == wolfslapanim ||
4498 Person::players[j]->animTarget == knifeslashstartanim ||
4499 Person::players[j]->animTarget == swordslashanim &&
4500 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4501 Person::players[i]->weaponactive != -1))) {
4508 Person::players[target]->Reverse();
4511 if (Person::players[i]->collided < 1)
4512 Person::players[i]->jumpkeydown = 0;
4513 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4514 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4515 Person::players[i]->onterrain &&
4516 Person::players[i]->creature == rabbittype)
4517 Person::players[i]->jumpkeydown = 1;
4518 //TODO: why are we controlling the human?
4519 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4520 Person::players[0]->jumpkeydown = 0;
4521 if (Person::players[0]->animTarget == jumpdownanim &&
4522 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4523 Person::players[i]->crouchkeydown = 1;
4524 if (Person::players[i]->jumpkeydown)
4525 Person::players[i]->attackkeydown = 0;
4527 if (tutoriallevel == 1)
4529 Person::players[i]->attackkeydown = 0;
4532 XYZ facing = Person::players[i]->coords;
4533 XYZ flatfacing = Person::players[0]->coords;
4534 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4535 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4536 if (Person::players[i]->occluded >= 2)
4537 if (-1 != checkcollide(facing, flatfacing)) {
4538 if (!Person::players[i]->pause)
4539 Person::players[i]->lastseentime -= .2;
4540 if (Person::players[i]->lastseentime <= 0 &&
4541 (Person::players[i]->creature != wolftype ||
4542 Person::players[i]->weaponstuck == -1)) {
4543 Person::players[i]->aitype = searchtype;
4544 Person::players[i]->lastchecktime = 12;
4545 Person::players[i]->lastseen = Person::players[0]->coords;
4546 Person::players[i]->lastseentime = 12;
4549 Person::players[i]->lastseentime = 1;
4552 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4553 (Person::players[i]->aitype == attacktypecutoff ||
4554 Person::players[i]->aitype == searchtype))
4555 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4556 XYZ test = Person::players[0]->coords;
4558 if (-1 == checkcollide(Person::players[0]->coords, test))
4559 Person::players[i]->stunned = 1;
4562 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4563 Person::players[i]->stunned > 0 ||
4564 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4565 if (Person::players[i]->pause)
4566 Person::players[i]->lastseentime = 1;
4567 Person::players[i]->targetyaw = Person::players[i]->yaw;
4568 Person::players[i]->forwardkeydown = 0;
4569 Person::players[i]->leftkeydown = 0;
4570 Person::players[i]->backkeydown = 0;
4571 Person::players[i]->rightkeydown = 0;
4572 Person::players[i]->jumpkeydown = 0;
4573 Person::players[i]->attackkeydown = 0;
4574 Person::players[i]->crouchkeydown = 0;
4575 Person::players[i]->throwkeydown = 0;
4583 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4584 facing = flatfacing;
4586 if (Person::players[i]->aitype == attacktypecutoff) {
4587 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4588 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4589 } else if (Person::players[i]->howactive >= typesleeping) {
4590 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4591 Person::players[i]->targetheadpitch = 0;
4593 if (Person::players[i]->interestdelay <= 0) {
4594 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4595 Person::players[i]->headtarget = Person::players[i]->coords;
4596 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4597 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4598 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4599 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4601 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4602 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4609 void updateSettingsMenu()
4612 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4613 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4615 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4616 Menu::setText(0, sbuf);
4617 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4618 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4619 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4620 if (newdetail == 2) Menu::setText(1, "Detail: High");
4621 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4622 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4623 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4624 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4625 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4626 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4627 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4628 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4629 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4630 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4631 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4632 Menu::setText(10, sbuf);
4633 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4634 Menu::setText(11, sbuf);
4635 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4636 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4637 sprintf (sbuf, "Back");
4639 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4640 Menu::setText(8, sbuf);
4643 void updateStereoConfigMenu()
4646 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4647 Menu::setText(0, sbuf);
4648 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4649 Menu::setText(1, sbuf);
4650 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4651 Menu::setText(2, sbuf);
4654 void updateControlsMenu()
4656 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4657 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4658 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4659 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4660 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4661 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4662 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4663 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4664 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4666 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4670 Values of mainmenu :
4672 2 Menu pause (resume/end game)
4674 4 Controls configuration menu
4675 5 Main game menu (choose level or challenge)
4676 6 Deleting user menu
4677 7 User managment menu (select/add)
4678 8 Choose difficulty menu
4679 9 Challenge level selection menu
4680 10 End of the campaign congratulation (is that really a menu?)
4681 11 Same that 9 ??? => unused
4682 18 stereo configuration
4685 void Game::LoadMenu()
4691 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4692 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4693 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4694 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4697 Menu::addButton( 0, "", 10 + 20, 440);
4698 Menu::addButton(14, "", 10 + 400, 440);
4699 Menu::addButton( 1, "", 10 + 60, 405);
4700 Menu::addButton( 2, "", 10 + 70, 370);
4701 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4702 Menu::addButton( 4, "", 10 , 335);
4703 Menu::addButton( 5, "", 10 + 60, 300);
4704 Menu::addButton( 6, "", 10 + 70, 265);
4705 Menu::addButton( 9, "", 10 , 230);
4706 Menu::addButton(10, "", 20 , 195);
4707 Menu::addButton(11, "", 10 + 60, 160);
4708 Menu::addButton(13, "", 30 , 125);
4709 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4710 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4711 Menu::addButton(8, "Back", 10, 10);
4712 updateSettingsMenu();
4715 Menu::addButton(0, "", 10 , 400);
4716 Menu::addButton(1, "", 10 + 40, 360);
4717 Menu::addButton(2, "", 10 + 40, 320);
4718 Menu::addButton(3, "", 10 + 30, 280);
4719 Menu::addButton(4, "", 10 + 20, 240);
4720 Menu::addButton(5, "", 10 + 40, 200);
4721 Menu::addButton(6, "", 10 + 40, 160);
4722 Menu::addButton(7, "", 10 + 30, 120);
4723 Menu::addButton(8, "", 10 + 20, 80);
4725 Menu::addButton(9, "", 10 + 10, 40);
4726 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4727 updateControlsMenu();
4731 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4732 Menu::addButton(1, "Tutorial", 5, 300);
4733 Menu::addButton(2, "Challenge", 5, 240);
4734 Menu::addButton(3, "Delete User", 400, 10);
4735 Menu::addButton(4, "Main Menu", 5, 10);
4736 Menu::addButton(5, "Change User", 5, 180);
4737 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4740 //with (2,-5) offset from old code
4741 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4743 int numlevels = accountactive->getCampaignChoicesMade();
4744 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4745 for (int i = 0; i < numlevels; i++) {
4746 XYZ midpoint = campaignlevels[i].getCenter();
4747 float itemsize = campaignlevels[i].getWidth();
4748 const bool active = i >= accountactive->getCampaignChoicesMade();
4753 XYZ start = campaignlevels[i - 1].getCenter();
4754 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);
4756 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4757 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4760 Menu::addMapLabel(-2, campaignlevels[i].description,
4761 campaignlevels[i].getStartX() + 10,
4762 campaignlevels[i].getStartY() - 4);
4768 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4769 Menu::addButton(1, "Yes", 10, 360);
4770 Menu::addButton(2, "No", 10, 320);
4773 if (Account::getNbAccounts() < 8)
4774 Menu::addButton(0, "New User", 10, 400);
4776 Menu::addLabel(0, "No More Users", 10, 400);
4777 Menu::addLabel(-2, "", 20, 400);
4778 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4779 for (int i = 0; i < Account::getNbAccounts(); i++)
4780 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4783 Menu::addButton(0, "Easier", 10, 400);
4784 Menu::addButton(1, "Difficult", 10, 360);
4785 Menu::addButton(2, "Insane", 10, 320);
4788 for (int i = 0; i < numchallengelevels; i++) {
4791 sprintf (temp, "Level %d", i + 1);
4792 for (int j = strlen(temp); j < 17; j++)
4795 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4796 for (int j = strlen(temp); j < (32 - 17); j++)
4799 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4800 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4803 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4806 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4809 Menu::addButton(-1, " High Score Best Time", 10, 440);
4810 Menu::addButton(numchallengelevels, "Back", 10, 10);
4813 Menu::addLabel(0, "Congratulations!", 220, 330);
4814 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4815 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4816 Menu::addButton(3, "Back", 10, 10);
4818 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4819 Menu::addLabel(4, sbuf, 190, 200);
4820 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4821 Menu::addLabel(5, sbuf, 190, 180);
4825 Menu::addButton(0, "", 70, 400);
4826 Menu::addButton(1, "", 10, 360);
4827 Menu::addButton(2, "", 40, 320);
4828 Menu::addButton(3, "Back", 10, 10);
4829 updateStereoConfigMenu();
4834 extern set<pair<int,int>> resolutions;
4839 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4841 // some specific case where we do something even if the left mouse button is not pressed.
4842 if ((mainmenu == 5) && (endgame == 2)) {
4843 accountactive->endGame();
4848 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4849 stereoseparation -= 0.001;
4850 updateStereoConfigMenu();
4853 static int oldmainmenu = mainmenu;
4855 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4856 set<pair<int,int>>::iterator newscreenresolution;
4862 if (gameon) { //resume
4864 pause_sound(stream_menutheme);
4865 resume_stream(leveltheme);
4867 fireSound(firestartsound);
4869 mainmenu = (accountactive ? 5 : 7);
4881 if (newscreenwidth > 3000)
4882 newscreenwidth = screenwidth;
4883 if (newscreenwidth < 0)
4884 newscreenwidth = screenwidth;
4885 if (newscreenheight > 3000)
4886 newscreenheight = screenheight;
4887 if (newscreenheight < 0)
4888 newscreenheight = screenheight;
4893 if (gameon) { //end game
4898 pause_sound(stream_menutheme);
4907 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4908 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4909 newscreenresolution++;
4910 if (newscreenresolution == resolutions.end()) {
4911 /* It was the last one (or not found), go back to the beginning */
4912 newscreenresolution = resolutions.begin();
4914 newscreenwidth = newscreenresolution->first;
4915 newscreenheight = newscreenresolution->second;
4924 if (bloodtoggle > 2)
4933 ismotionblur = !ismotionblur;
4939 musictoggle = !musictoggle;
4941 emit_stream_np(stream_menutheme);
4943 pause_sound(leveltheme);
4944 pause_sound(stream_fighttheme);
4945 pause_sound(stream_menutheme);
4947 for (int i = 0; i < 4; i++) {
4948 oldmusicvolume[i] = 0;
4962 mainmenu = gameon ? 2 : 1;
4965 invertmouse = !invertmouse;
4968 usermousesensitivity += .2;
4969 if (usermousesensitivity > 2)
4970 usermousesensitivity = .2;
4974 if (volume > 1.0001f)
4976 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4980 newstereomode = stereomode;
4985 showdamagebar = !showdamagebar;
4991 updateSettingsMenu();
4996 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
4997 keyselect = selected;
4998 if (keyselect != -1)
5000 if (selected == (debugmode ? 10 : 9)) {
5005 updateControlsMenu();
5010 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5011 startbonustotal = 0;
5020 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5021 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5024 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5028 pause_sound(stream_menutheme);
5032 startbonustotal = 0;
5045 pause_sound(stream_menutheme);
5054 mainmenu = (gameon ? 2 : 1);
5060 vector<string> campaigns = ListCampaigns();
5061 vector<string>::iterator c;
5062 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5063 if (!campaigns.empty())
5064 accountactive->setCurrentCampaign(campaigns.front());
5067 if (c == campaigns.end())
5068 c = campaigns.begin();
5069 accountactive->setCurrentCampaign(*c);
5077 if (selected == 1) {
5079 accountactive = Account::destroy(accountactive);
5081 } else if (selected == 2) {
5088 if (selected == 0 && Account::getNbAccounts() < 8) {
5090 } else if (selected < Account::getNbAccounts() + 1) {
5093 accountactive = Account::get(selected - 1);
5094 } else if (selected == Account::getNbAccounts() + 1) {
5100 displaytext[0].clear();
5101 displayselected = 0;
5109 accountactive->setDifficulty(selected);
5113 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5117 startbonustotal = 0;
5121 targetlevel = selected;
5126 Loadlevel(selected);
5131 pause_sound(stream_menutheme);
5133 if (selected == numchallengelevels) {
5140 if (selected == 3) {
5148 stereoseparation += 0.001;
5151 if (selected == 0) {
5152 newstereomode = (StereoMode)(newstereomode + 1);
5153 while (!CanInitStereo(newstereomode)) {
5154 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5155 newstereomode = (StereoMode)(newstereomode + 1);
5156 if (newstereomode >= stereoCount)
5157 newstereomode = stereoNone;
5159 } else if (selected == 2) {
5160 stereoreverse = !stereoreverse;
5161 } else if (selected == 3) {
5165 stereomode = newstereomode;
5166 InitStereo(stereomode);
5169 updateStereoConfigMenu();
5174 OPENAL_SetFrequency(channels[stream_menutheme]);
5177 inputText(displaytext[0], &displayselected);
5178 if (!waiting) { // the input as finished
5179 if (!displaytext[0].empty()) { // with enter
5180 accountactive = Account::add(string(displaytext[0]));
5186 fireSound(firestartsound);
5188 displaytext[0].clear();
5190 displayselected = 0;
5196 displayblinkdelay -= multiplier;
5197 if (displayblinkdelay <= 0) {
5198 displayblinkdelay = .3;
5199 displayblink = !displayblink;
5204 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5205 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5208 if (oldmainmenu != mainmenu)
5210 oldmainmenu = mainmenu;
5216 static XYZ facing, flatfacing;
5219 for (int i = 0; i < 15; i++) {
5220 displaytime[i] += multiplier;
5225 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5226 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5227 stereoreverse = true;
5229 stereoreverse = false;
5232 printf("Stereo reversed\n");
5234 printf("Stereo unreversed\n");
5237 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5238 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5239 stereoseparation -= 0.001;
5241 stereoseparation -= 0.010;
5242 printf("Stereo decreased increased to %f\n", stereoseparation);
5245 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5246 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5247 stereoseparation += 0.001;
5249 stereoseparation += 0.010;
5250 printf("Stereo separation increased to %f\n", stereoseparation);
5254 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5255 if (tutorialstage != 51)
5256 tutorialstagetime = tutorialmaxtime;
5257 emit_sound_np(consolefailsound, 128.);
5261 Values of mainmenu :
5263 2 Menu pause (resume/end game)
5265 4 Controls configuration menu
5266 5 Main game menu (choose level or challenge)
5267 6 Deleting user menu
5268 7 User managment menu (select/add)
5269 8 Choose difficulty menu
5270 9 Challenge level selection menu
5271 10 End of the campaign congratulation (is that really a menu?)
5272 11 Same that 9 ??? => unused
5273 18 stereo configuration
5278 if (mainmenu && endgame == 1)
5280 //go to level select after completing a campaign level
5281 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5288 OPENAL_SetFrequency(OPENAL_ALL);
5289 emit_stream_np(stream_menutheme);
5290 pause_sound(leveltheme);
5294 //escape key pressed
5295 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5296 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5298 if (mainmenu == 0 && !winfreeze)
5299 mainmenu = 2; //pause
5300 else if (mainmenu == 1 || mainmenu == 2) {
5301 mainmenu = 0; //unpause
5304 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5305 OPENAL_SetFrequency(OPENAL_ALL);
5306 emit_stream_np(stream_menutheme);
5307 pause_sound(leveltheme);
5309 //on resume, play level music
5311 pause_sound(stream_menutheme);
5312 resume_stream(leveltheme);
5314 //finished with settings menu
5315 if (mainmenu == 3) {
5319 if (mainmenu >= 3 && mainmenu != 8) {
5327 mainmenu = gameon ? 2 : 1;
5349 hostiletime += multiplier;
5353 leveltime += multiplier;
5356 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5359 OPENAL_SetFrequency(OPENAL_ALL);
5363 if (Input::isKeyPressed(consolekey) && debugmode) {
5366 OPENAL_SetFrequency(OPENAL_ALL);
5375 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5376 inputText(consoletext[0], &consoleselected);
5378 if (!consoletext[0].empty()) {
5379 cmd_dispatch(consoletext[0]);
5380 for (int k = 14; k >= 1; k--) {
5381 consoletext[k] = consoletext[k - 1];
5383 consoletext[0].clear();
5384 consoleselected = 0;
5388 consoleblinkdelay -= multiplier;
5389 if (consoleblinkdelay <= 0) {
5390 consoleblinkdelay = .3;
5391 consoleblink = !consoleblink;
5395 static int oldwinfreeze;
5396 if (winfreeze && !oldwinfreeze) {
5397 OPENAL_SetFrequency(OPENAL_ALL);
5398 emit_sound_np(consolesuccesssound);
5401 oldwinfreeze = winfreeze;
5405 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5408 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5412 } else if (winfreeze) {
5420 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5423 static float talkdelay = 0;
5425 if (Dialog::inDialog())
5427 talkdelay -= multiplier;
5429 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5430 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5431 Dialog::dialogs[i].tick(i);
5435 windvar += multiplier;
5436 smoketex += multiplier;
5437 tutorialstagetime += multiplier;
5440 static float hotspotvisual[40];
5444 for (int i = 0; i < numhotspots; i++)
5445 hotspotvisual[i] -= multiplier / 320;
5447 for (int i = 0; i < numhotspots; i++) {
5448 while (hotspotvisual[i] < 0) {
5450 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5451 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5452 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5453 hotspotsprite += hotspot[i];
5454 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5455 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5459 for (int i = 0; i < numhotspots; i++) {
5460 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5461 hotspot[i] = Person::players[hotspottype[i]]->coords;
5467 if (tutoriallevel) {
5472 if (tutoriallevel != 1) {
5473 if (bonustime == 0 &&
5474 bonus != solidhit &&
5475 bonus != spinecrusher &&
5476 bonus != tracheotomy &&
5477 bonus != backstab &&
5479 emit_sound_np(consolesuccesssound);
5481 } else if (bonustime == 0) {
5482 emit_sound_np(fireendsound);
5484 if (bonustime == 0) {
5485 if (bonus != solidhit &&
5486 bonus != twoxcombo &&
5487 bonus != threexcombo &&
5488 bonus != fourxcombo &&
5492 bonusnum[bonus] += 0.15;
5495 bonusvalue /= bonusnum[bonus];
5496 bonustotal += bonusvalue;
5498 bonustime += multiplier;
5501 if (environment == snowyenvironment) {
5502 precipdelay -= multiplier;
5503 while (precipdelay < 0) {
5507 XYZ footvel, footpoint;
5510 footpoint = viewer + viewerfacing * 6;
5511 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5512 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5513 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5514 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5519 doAerialAcrobatics();
5522 static XYZ oldviewer;
5525 if (!Dialog::inDialog()) {
5526 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5527 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5528 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5529 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5530 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5531 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5532 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5533 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5535 Person::players[0]->forwardkeydown = 0;
5536 Person::players[0]->leftkeydown = 0;
5537 Person::players[0]->backkeydown = 0;
5538 Person::players[0]->rightkeydown = 0;
5539 Person::players[0]->jumpkeydown = 0;
5540 Person::players[0]->crouchkeydown = 0;
5541 Person::players[0]->drawkeydown = 0;
5542 Person::players[0]->throwkeydown = 0;
5545 if (!Person::players[0]->jumpkeydown)
5546 Person::players[0]->jumpclimb = 0;
5549 if (Dialog::inDialog()) {
5551 if (Dialog::directing) {
5555 facing = DoRotation(facing, -pitch, 0, 0);
5556 facing = DoRotation(facing, 0, 0 - yaw, 0);
5561 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5563 if (Input::isKeyDown(forwardkey))
5564 viewer += facing * multiplier * 4;
5565 if (Input::isKeyDown(backkey))
5566 viewer -= facing * multiplier * 4;
5567 if (Input::isKeyDown(leftkey))
5568 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5569 if (Input::isKeyDown(rightkey))
5570 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5571 if (Input::isKeyDown(jumpkey))
5572 viewer.y += multiplier * 4;
5573 if (Input::isKeyDown(crouchkey))
5574 viewer.y -= multiplier * 4;
5575 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5576 Input::isKeyPressed(SDL_SCANCODE_2) ||
5577 Input::isKeyPressed(SDL_SCANCODE_3) ||
5578 Input::isKeyPressed(SDL_SCANCODE_4) ||
5579 Input::isKeyPressed(SDL_SCANCODE_5) ||
5580 Input::isKeyPressed(SDL_SCANCODE_6) ||
5581 Input::isKeyPressed(SDL_SCANCODE_7) ||
5582 Input::isKeyPressed(SDL_SCANCODE_8) ||
5583 Input::isKeyPressed(SDL_SCANCODE_9) ||
5584 Input::isKeyPressed(SDL_SCANCODE_0) ||
5585 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5587 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5588 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5589 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5590 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5591 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5592 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5593 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5594 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5595 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5596 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5597 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5599 if (whichend != -1) {
5600 Dialog::currentScene().participantfocus = whichend;
5601 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5602 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5604 if (whichend == -1) {
5605 Dialog::currentScene().participantfocus = -1;
5607 /* FIXME: potentially accessing -1 in Person::players! */
5608 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5609 Dialog::indialogue = -1;
5610 Dialog::directing = false;
5613 Dialog::currentScene().camera = viewer;
5614 Dialog::currentScene().camerayaw = yaw;
5615 Dialog::currentScene().camerapitch = pitch;
5616 Dialog::indialogue++;
5617 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5618 if (Dialog::currentScene().sound != 0) {
5619 playdialoguescenesound();
5623 for (unsigned j = 0; j < Person::players.size(); j++) {
5624 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5627 //TODO: should these be KeyDown or KeyPressed?
5628 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5629 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5630 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5631 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5632 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5633 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5634 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5635 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5636 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5637 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5639 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5640 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5641 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5642 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5643 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5644 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5645 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5646 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5647 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5648 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5649 Dialog::currentScene().participantfacing[whichend] = facing;
5651 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5652 Dialog::indialogue = -1;
5653 Dialog::directing = false;
5657 if (!Dialog::directing) {
5658 pause_sound(whooshsound);
5659 viewer = Dialog::currentScene().camera;
5660 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5661 yaw = Dialog::currentScene().camerayaw;
5662 pitch = Dialog::currentScene().camerapitch;
5663 if (Dialog::dialoguetime > 0.5) {
5664 if (Input::isKeyPressed(attackkey)) {
5665 Dialog::indialogue++;
5666 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5667 if (Dialog::currentScene().sound != 0) {
5668 playdialoguescenesound();
5669 if (Dialog::currentScene().sound == -5) {
5670 hotspot[numhotspots] = Person::players[0]->coords;
5671 hotspotsize[numhotspots] = 10;
5672 hotspottype[numhotspots] = -1;
5676 if (Dialog::currentScene().sound == -6) {
5680 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5681 Dialog::indialogue = -1;
5682 Dialog::directing = false;
5689 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5690 Dialog::indialogue = -1;
5691 Dialog::directing = false;
5693 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5696 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5699 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5701 for (unsigned i = 1; i < Person::players.size(); i++) {
5702 Person::players[i]->aitype = attacktypecutoff;
5709 if (!Person::players[0]->jumpkeydown) {
5710 Person::players[0]->jumptogglekeydown = 0;
5712 if (Person::players[0]->jumpkeydown &&
5713 Person::players[0]->animTarget != jumpupanim &&
5714 Person::players[0]->animTarget != jumpdownanim &&
5715 !Person::players[0]->isFlip())
5716 Person::players[0]->jumptogglekeydown = 1;
5719 Dialog::dialoguetime += multiplier;
5720 hawkyaw += multiplier * 25;
5722 realhawkcoords.x = 25;
5723 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5724 hawkcalldelay -= multiplier / 2;
5726 if (hawkcalldelay <= 0) {
5727 emit_sound_at(hawksound, realhawkcoords);
5729 hawkcalldelay = 16 + abs(Random() % 8);
5736 doPlayerCollisions();
5740 for (unsigned k = 0; k < Person::players.size(); k++)
5741 if (k != 0 && Person::players[k]->immobile)
5742 Person::players[k]->coords = Person::players[k]->realoldcoords;
5744 for (unsigned k = 0; k < Person::players.size(); k++) {
5745 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5746 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5747 Person::players[k]->DoDamage(1000);
5753 static bool respawnkeydown;
5754 if (!editorenabled &&
5755 (whichlevel != -2 &&
5756 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5757 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5759 (Input::isKeyDown(jumpkey) &&
5762 Person::players[0]->dead))) {
5763 targetlevel = whichlevel;
5767 if (!Input::isKeyDown(jumpkey))
5769 if (Input::isKeyDown(jumpkey))
5775 static bool movekey;
5778 for (unsigned i = 0; i < Person::players.size(); i++) {
5779 static float oldtargetyaw;
5780 if (!Person::players[i]->skeleton.free) {
5781 oldtargetyaw = Person::players[i]->targetyaw;
5782 if (i == 0 && !Dialog::inDialog()) {
5783 //TODO: refactor repetitive code
5784 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5785 Person::players[0]->animTarget != staggerbackhighanim &&
5786 Person::players[0]->animTarget != staggerbackhardanim &&
5787 Person::players[0]->animTarget != crouchremoveknifeanim &&
5788 Person::players[0]->animTarget != removeknifeanim &&
5789 Person::players[0]->animTarget != backhandspringanim &&
5790 Person::players[0]->animTarget != dodgebackanim &&
5791 Person::players[0]->animTarget != walljumprightkickanim &&
5792 Person::players[0]->animTarget != walljumpleftkickanim) {
5794 Person::players[0]->targetyaw = 0;
5796 Person::players[0]->targetyaw = -yaw + 180;
5802 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5804 facing = flatfacing;
5806 facing = DoRotation(facing, -pitch, 0, 0);
5807 facing = DoRotation(facing, 0, 0 - yaw, 0);
5810 Person::players[0]->lookyaw = -yaw;
5812 Person::players[i]->targetheadyaw = yaw;
5813 Person::players[i]->targetheadpitch = pitch;
5815 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5816 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5817 Person::players[i]->animTarget != staggerbackhighanim &&
5818 Person::players[i]->animTarget != staggerbackhardanim &&
5819 Person::players[i]->animTarget != crouchremoveknifeanim &&
5820 Person::players[i]->animTarget != removeknifeanim &&
5821 Person::players[i]->animTarget != backhandspringanim &&
5822 Person::players[i]->animTarget != dodgebackanim &&
5823 Person::players[i]->animTarget != walljumprightkickanim &&
5824 Person::players[i]->animTarget != walljumpleftkickanim) {
5825 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5831 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5833 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5834 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5836 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5837 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5839 if (Dialog::inDialog()) {
5840 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5841 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5847 Person::players[i]->avoidsomething = 0;
5849 //avoid flaming things
5850 for (int j = 0; j < objects.numobjects; j++)
5851 if (objects.onfire[j])
5852 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5853 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5854 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5855 Person::players[i]->collided = 0;
5856 Person::players[i]->avoidcollided = 1;
5857 if (Person::players[i]->avoidsomething == 0 ||
5858 distsq(&Person::players[i]->coords, &objects.position[j]) <
5859 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5860 Person::players[i]->avoidwhere = objects.position[j];
5861 Person::players[i]->avoidsomething = 1;
5865 //avoid flaming players
5866 for (unsigned j = 0; j < Person::players.size(); j++)
5867 if (Person::players[j]->onfire)
5868 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5869 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5870 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5871 Person::players[i]->collided = 0;
5872 Person::players[i]->avoidcollided = 1;
5873 if (Person::players[i]->avoidsomething == 0 ||
5874 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5875 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5876 Person::players[i]->avoidwhere = Person::players[j]->coords;
5877 Person::players[i]->avoidsomething = 1;
5881 if (Person::players[i]->collided > .8)
5882 Person::players[i]->avoidcollided = 0;
5886 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5887 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5888 Person::players[i]->forwardkeydown = 0;
5889 Person::players[i]->leftkeydown = 0;
5890 Person::players[i]->backkeydown = 0;
5891 Person::players[i]->rightkeydown = 0;
5892 Person::players[i]->jumpkeydown = 0;
5893 Person::players[i]->attackkeydown = 0;
5894 //Person::players[i]->crouchkeydown=0;
5895 Person::players[i]->throwkeydown = 0;
5898 if (Dialog::inDialog()) {
5899 Person::players[i]->forwardkeydown = 0;
5900 Person::players[i]->leftkeydown = 0;
5901 Person::players[i]->backkeydown = 0;
5902 Person::players[i]->rightkeydown = 0;
5903 Person::players[i]->jumpkeydown = 0;
5904 Person::players[i]->crouchkeydown = 0;
5905 Person::players[i]->drawkeydown = 0;
5906 Person::players[i]->throwkeydown = 0;
5909 if (Person::players[i]->collided < -.3)
5910 Person::players[i]->collided = -.3;
5911 if (Person::players[i]->collided > 1)
5912 Person::players[i]->collided = 1;
5913 Person::players[i]->collided -= multiplier * 4;
5914 Person::players[i]->whichdirectiondelay -= multiplier;
5915 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5916 Person::players[i]->avoidcollided = -.3;
5917 Person::players[i]->whichdirection = abs(Random() % 2);
5918 Person::players[i]->whichdirectiondelay = .4;
5920 if (Person::players[i]->avoidcollided > 1)
5921 Person::players[i]->avoidcollided = 1;
5922 Person::players[i]->avoidcollided -= multiplier / 4;
5923 if (!Person::players[i]->skeleton.free) {
5924 Person::players[i]->stunned -= multiplier;
5925 Person::players[i]->surprised -= multiplier;
5927 if (i != 0 && Person::players[i]->surprised <= 0 &&
5928 Person::players[i]->aitype == attacktypecutoff &&
5929 !Person::players[i]->dead &&
5930 !Person::players[i]->skeleton.free &&
5931 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5934 if (!Person::players[i]->throwkeydown)
5935 Person::players[i]->throwtogglekeydown = 0;
5938 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5939 if (Person::players[i]->weaponactive == -1 &&
5940 Person::players[i]->num_weapons < 2 &&
5941 (Person::players[i]->isIdle() ||
5942 Person::players[i]->isCrouch() ||
5943 Person::players[i]->animTarget == sneakanim ||
5944 Person::players[i]->animTarget == rollanim ||
5945 Person::players[i]->animTarget == backhandspringanim ||
5946 Person::players[i]->isFlip() ||
5947 Person::players[i]->aitype != playercontrolled)) {
5948 for (unsigned j = 0; j < weapons.size(); j++) {
5949 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5950 Person::players[i]->aitype == playercontrolled) &&
5951 weapons[j].owner == -1 &&
5952 Person::players[i]->weaponactive == -1)
5953 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5954 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5955 if (Person::players[i]->isCrouch() ||
5956 Person::players[i]->animTarget == sneakanim ||
5957 Person::players[i]->isRun() ||
5958 Person::players[i]->isIdle() ||
5959 Person::players[i]->aitype != playercontrolled) {
5960 Person::players[i]->throwtogglekeydown = 1;
5961 Person::players[i]->setAnimation(crouchremoveknifeanim);
5962 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5963 Person::players[i]->hasvictim = 0;
5965 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5966 Person::players[i]->throwtogglekeydown = 1;
5967 Person::players[i]->hasvictim = 0;
5969 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5970 Person::players[i]->aitype == playercontrolled) &&
5971 weapons[j].owner == -1 ||
5972 Person::players[i]->victim &&
5973 weapons[j].owner == int(Person::players[i]->victim->id))
5974 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5975 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5976 if (weapons[j].getType() != staff)
5977 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5979 Person::players[i]->takeWeapon(j);
5982 } else if ((Person::players[i]->isIdle() ||
5983 Person::players[i]->isFlip() ||
5984 Person::players[i]->aitype != playercontrolled) &&
5985 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5986 Person::players[i]->coords.y < weapons[j].position.y) {
5987 if (!Person::players[i]->isFlip()) {
5988 Person::players[i]->throwtogglekeydown = 1;
5989 Person::players[i]->setAnimation(removeknifeanim);
5990 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5992 if (Person::players[i]->isFlip()) {
5993 Person::players[i]->throwtogglekeydown = 1;
5994 Person::players[i]->hasvictim = 0;
5996 for (unsigned k = 0; k < weapons.size(); k++) {
5997 if (Person::players[i]->weaponactive == -1)
5998 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5999 Person::players[i]->aitype == playercontrolled) &&
6000 weapons[k].owner == -1 ||
6001 Person::players[i]->victim &&
6002 weapons[k].owner == int(Person::players[i]->victim->id))
6003 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6004 Person::players[i]->weaponactive == -1) {
6005 if (weapons[k].getType() != staff)
6006 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6008 Person::players[i]->takeWeapon(k);
6015 if (Person::players[i]->isCrouch() ||
6016 Person::players[i]->animTarget == sneakanim ||
6017 Person::players[i]->isRun() ||
6018 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6019 Person::players[i]->animTarget == backhandspringanim) {
6020 if (Person::players.size() > 1)
6021 for (unsigned j = 0; j < Person::players.size(); j++) {
6022 if (Person::players[i]->weaponactive == -1)
6024 if (Person::players[j]->num_weapons &&
6025 Person::players[j]->skeleton.free &&
6026 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6027 (((Person::players[j]->skeleton.forward.y < 0 &&
6028 Person::players[j]->weaponstuckwhere == 0) ||
6029 (Person::players[j]->skeleton.forward.y > 0 &&
6030 Person::players[j]->weaponstuckwhere == 1)) ||
6031 Person::players[j]->weaponstuck == -1 ||
6032 Person::players[j]->num_weapons > 1)) {
6033 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6034 Person::players[i]->throwtogglekeydown = 1;
6035 Person::players[i]->victim = Person::players[j];
6036 Person::players[i]->hasvictim = 1;
6037 Person::players[i]->setAnimation(crouchremoveknifeanim);
6038 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6040 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6041 Person::players[i]->throwtogglekeydown = 1;
6042 Person::players[i]->victim = Person::players[j];
6043 Person::players[i]->hasvictim = 1;
6044 int k = Person::players[j]->weaponids[0];
6045 if (Person::players[i]->hasvictim) {
6048 if (Person::players[i]->victim->weaponstuck != -1) {
6049 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6054 if (weapons[k].getType() != staff)
6055 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6058 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6060 if (weapons[k].owner != -1) {
6061 if (Person::players[i]->victim->num_weapons == 1)
6062 Person::players[i]->victim->num_weapons = 0;
6064 Person::players[i]->victim->num_weapons = 1;
6066 Person::players[i]->victim->skeleton.longdead = 0;
6067 Person::players[i]->victim->skeleton.free = 1;
6068 Person::players[i]->victim->skeleton.broken = 0;
6070 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6071 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6072 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6078 Normalise(&relative);
6079 XYZ footvel, footpoint;
6081 footpoint = weapons[k].position;
6082 if (Person::players[i]->victim->weaponstuck != -1) {
6083 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6085 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6086 weapons[k].bloody = 2;
6087 weapons[k].blooddrip = 5;
6088 Person::players[i]->victim->weaponstuck = -1;
6089 Person::players[i]->victim->bloodloss += 2000;
6090 Person::players[i]->victim->DoDamage(2000);
6093 if (Person::players[i]->victim->num_weapons > 0) {
6094 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6095 Person::players[i]->victim->weaponstuck = 0;
6096 if (Person::players[i]->victim->weaponids[0] == k)
6097 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6100 Person::players[i]->victim->weaponactive = -1;
6102 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6103 Person::players[i]->victim->jointVel(neck) += relative * 6;
6104 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6105 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6107 Person::players[i]->takeWeapon(k);
6114 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6115 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6116 if (Person::players[i]->isIdle() ||
6117 Person::players[i]->isRun() ||
6118 Person::players[i]->isCrouch() ||
6119 Person::players[i]->animTarget == sneakanim ||
6120 Person::players[i]->isFlip())
6121 if (Person::players.size() > 1)
6122 for (unsigned j = 0; j < Person::players.size(); j++) {
6124 if (tutoriallevel != 1 || tutorialstage == 49)
6126 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6127 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6128 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6129 !Person::players[j]->skeleton.free &&
6130 -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)) {
6131 if (!Person::players[i]->isFlip()) {
6132 Person::players[i]->throwtogglekeydown = 1;
6133 Person::players[i]->victim = Person::players[j];
6134 Person::players[i]->setAnimation(knifethrowanim);
6135 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6136 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6138 if (Person::players[i]->isFlip()) {
6139 if (Person::players[i]->weaponactive != -1) {
6140 Person::players[i]->throwtogglekeydown = 1;
6141 Person::players[i]->victim = Person::players[j];
6143 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);
6146 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6148 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6149 Person::players[i]->num_weapons--;
6150 if (Person::players[i]->num_weapons) {
6151 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6153 Person::players[i]->weaponactive = -1;
6160 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6161 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6162 Person::players[i]->throwtogglekeydown = 1;
6163 XYZ tempVelocity = Person::players[i]->velocity * .2;
6164 if (tempVelocity.x == 0)
6165 tempVelocity.x = .1;
6166 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6167 Person::players[i]->num_weapons--;
6168 if (Person::players[i]->num_weapons) {
6169 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6170 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6171 Person::players[i]->weaponstuck = 0;
6174 Person::players[i]->weaponactive = -1;
6175 for (unsigned j = 0; j < Person::players.size(); j++) {
6176 Person::players[j]->wentforweapon = 0;
6184 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6185 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6186 (Person::players[i]->num_weapons == 2) &&
6187 (Person::players[i]->weaponactive == -1) &&
6188 Person::players[i]->isIdle() ||
6189 Person::players[0]->dead &&
6190 (Person::players[i]->weaponactive != -1) &&
6193 if (Person::players[i]->weaponactive != -1)
6194 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6196 if (isgood && Person::players[i]->creature != wolftype) {
6197 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6198 Person::players[i]->setAnimation(drawrightanim);
6199 Person::players[i]->drawtogglekeydown = 1;
6201 if ((Person::players[i]->isIdle() ||
6202 (Person::players[i]->aitype != playercontrolled &&
6203 Person::players[0]->weaponactive != -1 &&
6204 Person::players[i]->isRun())) &&
6205 Person::players[i]->num_weapons &&
6206 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6207 Person::players[i]->setAnimation(drawleftanim);
6208 Person::players[i]->drawtogglekeydown = 1;
6210 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6211 Person::players[i]->setAnimation(crouchdrawrightanim);
6212 Person::players[i]->drawtogglekeydown = 1;
6219 if (Person::players[i]->weaponactive != -1) {
6220 if (Person::players[i]->isCrouch() &&
6221 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6223 Person::players[i]->onterrain &&
6224 Person::players[i]->num_weapons &&
6225 Person::players[i]->attackkeydown &&
6226 musictype != stream_fighttheme) {
6227 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6228 Person::players[i]->setAnimation(crouchstabanim);
6229 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6230 Person::players[i]->setAnimation(swordgroundstabanim);
6231 Person::players[i]->hasvictim = 0;
6235 if (!Person::players[i]->drawkeydown)
6236 Person::players[i]->drawtogglekeydown = 0;
6241 absflatfacing.z = -1;
6243 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6245 absflatfacing = flatfacing;
6247 if (Dialog::inDialog()) {
6248 Person::players[i]->forwardkeydown = 0;
6249 Person::players[i]->leftkeydown = 0;
6250 Person::players[i]->backkeydown = 0;
6251 Person::players[i]->rightkeydown = 0;
6252 Person::players[i]->jumpkeydown = 0;
6253 Person::players[i]->crouchkeydown = 0;
6254 Person::players[i]->drawkeydown = 0;
6255 Person::players[i]->throwkeydown = 0;
6259 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6260 Person::players[i]->animTarget != staggerbackhighanim &&
6261 Person::players[i]->animTarget != staggerbackhardanim &&
6262 Person::players[i]->animTarget != backhandspringanim &&
6263 Person::players[i]->animTarget != dodgebackanim) {
6264 if (!Person::players[i]->forwardkeydown)
6265 Person::players[i]->forwardstogglekeydown = 0;
6266 if (Person::players[i]->crouchkeydown) {
6270 Person::players[i]->superruntoggle = 1;
6271 if (Person::players.size() > 1)
6272 for (unsigned j = 0; j < Person::players.size(); j++)
6273 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6274 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6275 Person::players[i]->superruntoggle = 0;
6278 if (Person::players.size() > 1)
6279 for (unsigned j = 0; j < Person::players.size(); j++) {
6280 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6281 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6282 Person::players[j]->victim == Person::players[i] &&
6283 (Person::players[j]->animTarget == sweepanim ||
6284 Person::players[j]->animTarget == upunchanim ||
6285 Person::players[j]->animTarget == wolfslapanim ||
6286 ((Person::players[j]->animTarget == swordslashanim ||
6287 Person::players[j]->animTarget == knifeslashstartanim ||
6288 Person::players[j]->animTarget == staffhitanim ||
6289 Person::players[j]->animTarget == staffspinhitanim) &&
6290 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6299 Person::players[target]->Reverse();
6300 Person::players[i]->lowreversaldelay = .5;
6302 if (Person::players[i]->isIdle()) {
6303 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6304 Person::players[i]->transspeed = 10;
6306 if (Person::players[i]->isRun() ||
6307 (Person::players[i]->isStop() &&
6308 (Person::players[i]->leftkeydown ||
6309 Person::players[i]->rightkeydown ||
6310 Person::players[i]->forwardkeydown ||
6311 Person::players[i]->backkeydown))) {
6312 Person::players[i]->setAnimation(rollanim);
6313 Person::players[i]->transspeed = 20;
6316 if (!Person::players[i]->crouchkeydown) {
6318 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6319 Person::players[i]->superruntoggle = 0;
6321 if (Person::players[i]->isCrouch()) {
6322 if (Person::players.size() > 1)
6323 for (unsigned j = 0; j < Person::players.size(); j++) {
6325 !Person::players[j]->skeleton.free &&
6326 Person::players[j]->victim &&
6327 Person::players[i]->highreversaldelay <= 0) {
6328 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6329 Person::players[j]->victim == Person::players[i] &&
6330 (Person::players[j]->animTarget == spinkickanim) &&
6331 Person::players[i]->isCrouch()) {
6340 Person::players[target]->Reverse();
6341 Person::players[i]->highreversaldelay = .5;
6343 if (Person::players[i]->isCrouch()) {
6344 if (!Person::players[i]->wasCrouch()) {
6345 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6346 Person::players[i]->frameCurrent = 0;
6348 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6349 Person::players[i]->transspeed = 10;
6352 if (Person::players[i]->animTarget == sneakanim) {
6353 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6354 Person::players[i]->transspeed = 10;
6357 if (Person::players[i]->forwardkeydown) {
6358 if (Person::players[i]->isIdle() ||
6359 (Person::players[i]->isStop() &&
6360 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6361 (Person::players[i]->isLanding() &&
6362 Person::players[i]->frameTarget > 0 &&
6363 !Person::players[i]->jumpkeydown) ||
6364 (Person::players[i]->isLandhard() &&
6365 Person::players[i]->frameTarget > 0 &&
6366 !Person::players[i]->jumpkeydown &&
6367 Person::players[i]->crouchkeydown)) {
6368 if (Person::players[i]->aitype == passivetype)
6369 Person::players[i]->setAnimation(walkanim);
6371 Person::players[i]->setAnimation(Person::players[i]->getRun());
6373 if (Person::players[i]->isCrouch()) {
6374 Person::players[i]->animTarget = sneakanim;
6375 if (Person::players[i]->wasCrouch())
6376 Person::players[i]->target = 0;
6377 Person::players[i]->frameTarget = 0;
6379 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6380 Person::players[i]->setAnimation(climbanim);
6381 Person::players[i]->frameTarget = 1;
6382 Person::players[i]->jumpclimb = 1;
6384 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6385 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6387 Person::players[i]->forwardstogglekeydown = 1;
6390 if (Person::players[i]->rightkeydown) {
6391 if (Person::players[i]->isIdle() ||
6392 (Person::players[i]->isStop() &&
6393 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6394 (Person::players[i]->isLanding() &&
6395 Person::players[i]->frameTarget > 0 &&
6396 !Person::players[i]->jumpkeydown) ||
6397 (Person::players[i]->isLandhard() &&
6398 Person::players[i]->frameTarget > 0 &&
6399 !Person::players[i]->jumpkeydown &&
6400 Person::players[i]->crouchkeydown)) {
6401 Person::players[i]->setAnimation(Person::players[i]->getRun());
6403 if (Person::players[i]->isCrouch()) {
6404 Person::players[i]->animTarget = sneakanim;
6405 if (Person::players[i]->wasCrouch())
6406 Person::players[i]->target = 0;
6407 Person::players[i]->frameTarget = 0;
6409 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6410 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6412 Person::players[i]->targetyaw -= 90;
6413 if (Person::players[i]->forwardkeydown)
6414 Person::players[i]->targetyaw += 45;
6415 if (Person::players[i]->backkeydown)
6416 Person::players[i]->targetyaw -= 45;
6419 if ( Person::players[i]->leftkeydown) {
6420 if (Person::players[i]->isIdle() ||
6421 (Person::players[i]->isStop() &&
6422 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6423 (Person::players[i]->isLanding() &&
6424 Person::players[i]->frameTarget > 0 &&
6425 !Person::players[i]->jumpkeydown) ||
6426 (Person::players[i]->isLandhard() &&
6427 Person::players[i]->frameTarget > 0 &&
6428 !Person::players[i]->jumpkeydown &&
6429 Person::players[i]->crouchkeydown)) {
6430 Person::players[i]->setAnimation(Person::players[i]->getRun());
6432 if (Person::players[i]->isCrouch()) {
6433 Person::players[i]->animTarget = sneakanim;
6434 if (Person::players[i]->wasCrouch())
6435 Person::players[i]->target = 0;
6436 Person::players[i]->frameTarget = 0;
6438 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6439 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6441 Person::players[i]->targetyaw += 90;
6442 if (Person::players[i]->forwardkeydown)
6443 Person::players[i]->targetyaw -= 45;
6444 if (Person::players[i]->backkeydown)
6445 Person::players[i]->targetyaw += 45;
6448 if (Person::players[i]->backkeydown) {
6449 if (Person::players[i]->isIdle() ||
6450 (Person::players[i]->isStop() &&
6451 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6452 (Person::players[i]->isLanding() &&
6453 Person::players[i]->frameTarget > 0 &&
6454 !Person::players[i]->jumpkeydown) ||
6455 (Person::players[i]->isLandhard() &&
6456 Person::players[i]->frameTarget > 0 &&
6457 !Person::players[i]->jumpkeydown &&
6458 Person::players[i]->crouchkeydown)) {
6459 Person::players[i]->setAnimation(Person::players[i]->getRun());
6461 if (Person::players[i]->isCrouch()) {
6462 Person::players[i]->animTarget = sneakanim;
6463 if (Person::players[i]->wasCrouch())
6464 Person::players[i]->target = 0;
6465 Person::players[i]->frameTarget = 0;
6467 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6468 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6470 if (Person::players[i]->animTarget == hanganim) {
6471 Person::players[i]->animCurrent = jumpdownanim;
6472 Person::players[i]->animTarget = jumpdownanim;
6473 Person::players[i]->target = 0;
6474 Person::players[i]->frameCurrent = 0;
6475 Person::players[i]->frameTarget = 1;
6476 Person::players[i]->velocity = 0;
6477 Person::players[i]->velocity.y += gravity;
6478 Person::players[i]->coords.y -= 1.4;
6479 Person::players[i]->grabdelay = 1;
6481 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6482 Person::players[i]->targetyaw += 180;
6485 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6486 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6487 Person::players[i]->isRun() ||
6488 Person::players[i]->animTarget == walkanim ||
6489 Person::players[i]->isCrouch() ||
6490 Person::players[i]->animTarget == sneakanim) &&
6491 Person::players[i]->jumppower > 1) &&
6492 ((Person::players[i]->animTarget != rabbitrunninganim &&
6493 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6494 Person::players[i]->jumpstart = 0;
6495 Person::players[i]->setAnimation(jumpupanim);
6496 Person::players[i]->yaw = Person::players[i]->targetyaw;
6497 Person::players[i]->transspeed = 20;
6498 Person::players[i]->FootLand(leftfoot, 1);
6499 Person::players[i]->FootLand(rightfoot, 1);
6503 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6506 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6508 Person::players[i]->velocity = 0;
6512 if (Person::players.size() > 1)
6513 for (unsigned j = 0; j < Person::players.size(); j++) {
6514 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6515 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6516 (Person::players[j]->victim == Person::players[i]) &&
6517 (Person::players[j]->animTarget == sweepanim)) {
6526 Person::players[i]->velocity.y = 1;
6528 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6529 Person::players[i]->velocity.y = 7;
6530 Person::players[i]->crouchtogglekeydown = 1;
6531 } else Person::players[i]->velocity.y = 5;
6533 if (mousejump && i == 0 && debugmode) {
6534 if (!Person::players[i]->isLanding())
6535 Person::players[i]->tempdeltav = deltav;
6536 if (Person::players[i]->tempdeltav < 0)
6537 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6540 Person::players[i]->coords.y += .2;
6541 Person::players[i]->jumppower -= 1;
6544 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6546 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6548 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6549 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6550 Person::players[i]->frameTarget = 2;
6551 Person::players[i]->landhard = 0;
6552 Person::players[i]->jumpstart = 1;
6553 Person::players[i]->tempdeltav = deltav;
6555 if (Person::players[i]->animTarget == jumpupanim &&
6559 Person::players[i]->aitype != playercontrolled)) {
6560 if (Person::players[i]->jumppower > multiplier * 6) {
6561 Person::players[i]->velocity.y += multiplier * 6;
6562 Person::players[i]->jumppower -= multiplier * 6;
6564 if (Person::players[i]->jumppower <= multiplier * 6) {
6565 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6566 Person::players[i]->jumppower = 0;
6569 if (((floatjump || editorenabled) && debugmode) && i == 0)
6570 Person::players[i]->velocity.y += multiplier * 30;
6574 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6575 Person::players[i]->setAnimation(Person::players[i]->getStop());
6576 if (Person::players[i]->animTarget == sneakanim) {
6577 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6578 if (Person::players[i]->animCurrent == sneakanim)
6579 Person::players[i]->target = 0;
6580 Person::players[i]->frameTarget = 0;
6583 if (Person::players[i]->animTarget == walkanim &&
6584 (Person::players[i]->aitype == attacktypecutoff ||
6585 Person::players[i]->aitype == searchtype ||
6586 (Person::players[i]->aitype == passivetype &&
6587 Person::players[i]->numwaypoints <= 1)))
6588 Person::players[i]->setAnimation(Person::players[i]->getStop());
6589 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6590 Person::players[i]->setAnimation(Person::players[i]->getStop());
6593 if (Person::players[i]->animTarget == rollanim)
6594 Person::players[i]->targetyaw = oldtargetyaw;
6598 for (unsigned k = 0; k < Person::players.size(); k++) {
6599 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6600 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6601 Person::players[k]->yaw -= 360;
6603 Person::players[k]->yaw += 360;
6606 //stop to turn in right direction
6607 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6608 Person::players[k]->setAnimation(Person::players[k]->getStop());
6610 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6611 Person::players[k]->targettilt = 0;
6613 if (Person::players[k]->animTarget != jumpupanim &&
6614 Person::players[k]->animTarget != backhandspringanim &&
6615 Person::players[k]->animTarget != jumpdownanim &&
6616 !Person::players[k]->isFlip()) {
6617 Person::players[k]->targettilt = 0;
6618 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6619 Person::players[k]->jumppower = 0;
6620 Person::players[k]->jumppower += multiplier * 7;
6621 if (Person::players[k]->isCrouch())
6622 Person::players[k]->jumppower += multiplier * 7;
6623 if (Person::players[k]->jumppower > 5)
6624 Person::players[k]->jumppower = 5;
6627 if (Person::players[k]->isRun())
6628 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6630 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6631 Person::players[k]->grabdelay -= multiplier;
6635 for (unsigned k = 0; k < Person::players.size(); k++) {
6636 Person::players[k]->DoAnimations();
6637 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6638 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6644 for (int j = numenvsounds - 1; j >= 0; j--) {
6645 envsoundlife[j] -= multiplier;
6646 if (envsoundlife[j] < 0) {
6648 envsoundlife[j] = envsoundlife[numenvsounds];
6649 envsound[j] = envsound[numenvsounds];
6652 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6654 if (tutoriallevel == 1) {
6671 if (tutorialstage >= 51)
6672 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6673 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6674 OPENAL_SetFrequency(OPENAL_ALL);
6676 emit_stream_np(stream_menutheme);
6685 if (tutorialstage < 51)
6686 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6687 emit_sound_at(fireendsound, Person::players[0]->coords);
6689 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6693 if (tutorialstage >= 14 && tutorialstage < 50)
6694 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6695 emit_sound_at(fireendsound, Person::players[1]->coords);
6697 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6698 if (Random() % 2 == 0) {
6699 if (!Person::players[1]->skeleton.free)
6700 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6701 if (Person::players[1]->skeleton.free)
6702 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6703 if (!Person::players[1]->skeleton.free)
6704 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;
6705 if (Person::players[1]->skeleton.free)
6706 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6707 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6711 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6712 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6713 Person::players[1]->skeleton.joints[i].velocity = 0;
6714 if (Random() % 2 == 0) {
6715 if (!Person::players[1]->skeleton.free)
6716 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6717 if (Person::players[1]->skeleton.free)
6718 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6719 if (!Person::players[1]->skeleton.free)
6720 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;
6721 if (Person::players[1]->skeleton.free)
6722 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6723 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6731 static float gLoc[3];
6735 static float vel[3];
6736 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6737 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6738 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6740 //Set orientation with forward and up vectors
6741 static XYZ upvector;
6745 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6746 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6751 facing = DoRotation(facing, -pitch, 0, 0);
6752 facing = DoRotation(facing, 0, 0 - yaw, 0);
6755 static float ori[6];
6759 ori[3] = -upvector.x;
6760 ori[4] = upvector.y;
6761 ori[5] = -upvector.z;
6763 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6770 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6774 void Game::TickOnce()
6777 yaw += multiplier * 5;
6778 } else if (Dialog::directing || !Dialog::inDialog()) {
6781 pitch -= deltav * .7;
6783 pitch += deltav * .7;
6792 void Game::TickOnceAfter()
6794 static XYZ colviewer;
6795 static XYZ coltarget;
6799 static float changedelay;
6800 static bool alldead;
6801 static float unseendelay;
6802 static float cameraspeed;
6805 static int oldmusictype = musictype;
6807 if (environment == snowyenvironment)
6808 leveltheme = stream_snowtheme;
6809 if (environment == grassyenvironment)
6810 leveltheme = stream_grasstheme;
6811 if (environment == desertenvironment)
6812 leveltheme = stream_deserttheme;
6816 musictype = leveltheme;
6817 for (unsigned i = 0; i < Person::players.size(); i++) {
6818 if ((Person::players[i]->aitype == attacktypecutoff ||
6819 Person::players[i]->aitype == getweapontype ||
6820 Person::players[i]->aitype == gethelptype ||
6821 Person::players[i]->aitype == searchtype) &&
6822 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6823 (Person::players[i]->animTarget != sneakattackedanim &&
6824 Person::players[i]->animTarget != knifesneakattackedanim &&
6825 Person::players[i]->animTarget != swordsneakattackedanim)) {
6826 musictype = stream_fighttheme;
6830 if (Person::players[0]->dead)
6831 musictype = stream_menutheme;
6834 if (musictype == stream_fighttheme)
6837 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6838 unseendelay -= multiplier;
6839 if (unseendelay > 0)
6840 musictype = stream_fighttheme;
6845 musictype = stream_menutheme;
6846 musicvolume[2] = 512;
6853 if (musictype != oldmusictype && musictype == stream_fighttheme)
6854 emit_sound_np(alarmsound);
6855 musicselected = musictype;
6857 if (musicselected == leveltheme)
6858 musicvolume[0] += multiplier * 450;
6860 musicvolume[0] -= multiplier * 450;
6861 if (musicselected == stream_fighttheme)
6862 musicvolume[1] += multiplier * 450;
6864 musicvolume[1] -= multiplier * 450;
6865 if (musicselected == stream_menutheme)
6866 musicvolume[2] += multiplier * 450;
6868 musicvolume[2] -= multiplier * 450;
6870 for (int i = 0; i < 3; i++) {
6871 if (musicvolume[i] < 0)
6873 if (musicvolume[i] > 512)
6874 musicvolume[i] = 512;
6877 if (musicvolume[2] > 128 && !loading && !mainmenu)
6878 musicvolume[2] = 128;
6881 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6882 emit_stream_np(leveltheme, musicvolume[0]);
6883 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6884 emit_stream_np(stream_fighttheme, musicvolume[1]);
6885 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6886 emit_stream_np(stream_menutheme, musicvolume[2]);
6887 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6888 pause_sound(leveltheme);
6889 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6890 pause_sound(stream_fighttheme);
6891 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6892 pause_sound(stream_menutheme);
6894 if (musicvolume[0] != oldmusicvolume[0])
6895 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6896 if (musicvolume[1] != oldmusicvolume[1])
6897 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6898 if (musicvolume[2] != oldmusicvolume[2])
6899 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6901 for (int i = 0; i < 3; i++)
6902 oldmusicvolume[i] = musicvolume[i];
6904 pause_sound(leveltheme);
6905 pause_sound(stream_fighttheme);
6906 pause_sound(stream_menutheme);
6908 for (int i = 0; i < 4; i++) {
6909 oldmusicvolume[i] = 0;
6915 for (int i = 0; i < numhotspots; i++) {
6916 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6917 if (Person::players[hotspottype[i] - 10]->dead == 0)
6919 else if (killhotspot == 2)
6923 if (killhotspot == 2)
6928 for (int i = 0; i < numhotspots; i++)
6929 if (hotspottype[i] == -1)
6930 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
6934 for (unsigned i = 1; i < Person::players.size(); i++)
6935 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6937 if (numalarmed > maxalarmed)
6938 maxalarmed = numalarmed;
6940 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6941 if (Person::players[0]->dead && changedelay <= 0) {
6943 targetlevel = whichlevel;
6946 for (unsigned i = 1; i < Person::players.size(); i++) {
6947 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6954 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6956 targetlevel = whichlevel + 1;
6957 if (targetlevel > numchallengelevels - 1)
6960 if (winhotspot || windialogue) {
6962 targetlevel = whichlevel + 1;
6963 if (targetlevel > numchallengelevels - 1)
6970 targetlevel = whichlevel + 1;
6971 if (targetlevel > numchallengelevels - 1)
6975 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6976 //high scores, awards, win
6978 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6981 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6989 if (leveltime < 1) {
6997 if (!editorenabled && gameon && !mainmenu) {
6998 if (changedelay != -999)
6999 changedelay -= multiplier / 7;
7000 if (Person::players[0]->dead)
7001 targetlevel = whichlevel;
7002 if (loading == 2 && !campaign) {
7005 fireSound(firestartsound);
7007 if (!Person::players[0]->dead && targetlevel != whichlevel)
7008 startbonustotal = bonustotal;
7009 if (Person::players[0]->dead)
7010 Loadlevel(whichlevel);
7012 Loadlevel(targetlevel);
7018 if (loading == 2 && targetlevel == whichlevel) {
7022 fireSound(firestartsound);
7024 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7030 if (changedelay <= -999 &&
7033 (Person::players[0]->dead ||
7034 (alldead && maptype == mapkilleveryone) ||
7038 if ((Person::players[0]->dead ||
7039 (alldead && maptype == mapkilleveryone) ||
7044 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7048 if (Person::players[0]->dead)
7054 // campaignchoosenext determines what to do when the level is complete:
7055 // 0 = load next level
7056 // 1 = go back to level select screen
7057 // 2 = stealthload next level
7058 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7059 if (campaignlevels[actuallevel].nextlevel.empty())
7061 } else if (mainmenu == 0 && winfreeze) {
7062 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7064 if (!stealthloading) {
7065 fireSound(firestartsound);
7070 startbonustotal = 0;
7080 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7083 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7087 pause_sound(stream_menutheme);
7098 oldmusictype = musictype;
7104 facing = DoRotation(facing, -pitch, 0, 0);
7105 facing = DoRotation(facing, 0, 0 - yaw, 0);
7106 viewerfacing = facing;
7109 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7110 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;
7112 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;
7114 if (Person::players[0]->skeleton.free) {
7115 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7116 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7117 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7121 if (Person::players[0]->skeleton.free != 2) {
7123 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7124 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7126 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7128 coltarget = target - cameraloc;
7129 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7132 Normalise(&coltarget);
7133 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7134 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7136 cameraloc = cameraloc + coltarget * multiplier * 8;
7140 cameradist += multiplier * 5;
7141 if (cameradist > 2.3)
7143 viewer = cameraloc - facing * cameradist;
7145 coltarget = cameraloc;
7146 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7147 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7148 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7149 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7151 coltarget = cameraloc;
7152 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7155 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7156 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7157 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7159 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7163 cameradist = findDistance(&viewer, &target);
7164 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7165 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7166 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7169 if (camerashake > .8)
7171 woozy += multiplier;
7172 if (Person::players[0]->dead)
7174 if (Person::players[0]->dead)
7176 camerashake -= multiplier * 2;
7177 blackout -= multiplier * 2;
7178 if (camerashake < 0)
7183 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7184 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7185 viewer.z += (float)(Random() % 100) * .0005 * camerashake;