2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
52 // Added more evilness needed for MSVC
54 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
55 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
59 extern float multiplier;
61 extern int environment;
62 extern Terrain terrain;
63 extern float screenwidth, screenheight;
66 extern float texdetail;
67 extern Objects objects;
69 extern float slomodelay;
70 extern bool floatjump;
73 extern float camerashake;
75 extern float blackout;
76 extern bool cellophane;
77 extern bool musictoggle;
78 extern int difficulty;
79 extern int bloodtoggle;
80 extern bool invertmouse;
82 extern float precipdelay;
83 extern XYZ viewerfacing;
84 extern bool ambientsound;
85 extern bool mousejump;
86 extern float viewdistance;
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int leveltheme;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern XYZ envsound[30];
95 extern float envsoundvol[30];
96 extern int numenvsounds;
97 extern float envsoundlife[30];
98 extern float usermousesensitivity;
99 extern bool ismotionblur;
100 extern bool showdamagebar; // (des)activate the damage bar
102 extern bool skyboxtexture;
103 extern float skyboxr;
104 extern float skyboxg;
105 extern float skyboxb;
106 extern float skyboxlightr;
107 extern float skyboxlightg;
108 extern float skyboxlightb;
109 extern float fadestart;
110 extern float slomospeed;
111 extern float slomofreq;
112 extern int tutoriallevel;
113 extern float smoketex;
114 extern float tutorialstagetime;
115 extern int tutorialstage;
116 extern float tutorialmaxtime;
117 extern float tutorialsuccess;
118 extern bool againbonus;
119 extern bool reversaltrain;
120 extern bool canattack;
121 extern bool cananger;
122 extern float damagedealt;
124 extern int editoractive;
125 extern int editorpathtype;
127 extern float hostiletime;
129 extern bool gamestarted;
131 extern int numhotspots;
132 extern int killhotspot;
133 extern XYZ hotspot[40];
134 extern int hotspottype[40];
135 extern float hotspotsize[40];
136 extern char hotspottext[40][256];
137 extern int currenthotspot;
141 extern bool stillloading;
142 extern bool winfreeze;
144 extern bool campaign;
146 extern void toggleFullscreen();
157 std::string description;
160 0 = Immediately load next level at the end of this one.
161 1 = Go back to the world map.
162 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
164 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
165 std::vector<int> nextlevel;
167 CampaignLevel() : width(10) {
173 return 30 + 120 + location.x * 400 / 512;
176 return 30 + 30 + (512 - location.y) * 400 / 512;
179 return getStartX() + width;
182 return getStartY() + width;
186 center.x = getStartX() + width / 2;
187 center.y = getStartY() + width / 2;
193 istream& operator<< (istream& is) {
200 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
201 description.replace(pos, 1, 1, ' ');
208 for (int j = 0; j < numnext; j++) {
211 nextlevel.push_back(next - 1);
219 friend istream& operator>> (istream& is, CampaignLevel& cl) {
226 vector<CampaignLevel> campaignlevels;
229 bool winhotspot = false;
230 bool windialogue = false;
233 float cameradist = 0;
234 bool oldattackkey = 0;
236 float musicvolume[4] = {};
237 float oldmusicvolume[4] = {};
238 int musicselected = 0;
240 const char *rabbitskin[] = {
241 ":Data:Textures:Fur3.jpg",
242 ":Data:Textures:Fur.jpg",
243 ":Data:Textures:Fur2.jpg",
244 ":Data:Textures:Lynx.jpg",
245 ":Data:Textures:Otter.jpg",
246 ":Data:Textures:Opal.jpg",
247 ":Data:Textures:Sable.jpg",
248 ":Data:Textures:Chocolate.jpg",
249 ":Data:Textures:BW2.jpg",
250 ":Data:Textures:WB2.jpg"
253 const char *wolfskin[] = {
254 ":Data:Textures:Wolf.jpg",
255 ":Data:Textures:Darkwolf.jpg",
256 ":Data:Textures:Snowwolf.jpg"
259 const char **creatureskin[] = {rabbitskin, wolfskin};
261 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
262 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
266 // TODO: this is slightly incorrect
267 inline float roughDirection(XYZ vec)
270 float angle = -asin(-vec.x) * 180 / M_PI;
275 inline float roughDirectionTo(XYZ start, XYZ end)
277 return roughDirection(end - start);
279 inline float pitchOf(XYZ vec)
282 return -asin(vec.y) * 180 / M_PI;
284 inline float pitchTo(XYZ start, XYZ end)
286 return pitchOf(end - start);
288 inline float sq(float n)
292 inline float stepTowardf(float from, float to, float by)
294 if (fabs(from - to) < by)
302 void Game::playdialogueboxsound()
305 temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
306 temppos = temppos - viewer;
311 switch (dialogueboxsound[whichdialogue][indialogue]) {
316 sound = consolefailsound;
319 sound = consolesuccesssound;
322 sound = firestartsound;
325 sound = fireendsound;
328 sound = rabbitchitter;
331 sound = rabbitchitter2;
334 sound = rabbitpainsound;
337 sound = rabbitpain1sound;
340 sound = rabbitattacksound;
343 sound = rabbitattack2sound;
346 sound = rabbitattack3sound;
349 sound = rabbitattack4sound;
373 sound = barkgrowlsound;
379 emit_sound_at(sound, temppos);
382 // ================================================================
384 int Game::findClosestPlayer()
387 float closestdist = std::numeric_limits<float>::max();
389 for (unsigned i = 1; i < Person::players.size(); i++) {
390 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
391 if (distance < closestdist) {
392 closestdist = distance;
399 static int findClosestObject()
402 float closestdist = std::numeric_limits<float>::max();
404 for (int i = 0; i < objects.numobjects; i++) {
405 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
406 if (distance < closestdist) {
407 closestdist = distance;
414 static void cmd_dispatch(const string cmd)
416 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
418 for (i = 0; i < n_cmds; i++)
419 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
420 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
421 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
424 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
427 /********************> Tick() <*****/
428 extern bool save_screenshot(const char * fname);
429 void Screenshot (void)
432 time_t t = time(NULL);
433 struct tm *tme = localtime(&t);
434 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
435 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
438 mkdir("Screenshots");
441 save_screenshot(filename);
444 void Game::SetUpLighting()
446 if (environment == snowyenvironment)
447 light.setColors(.65, .65, .7, .4, .4, .44);
448 if (environment == desertenvironment)
449 light.setColors(.95, .95, .95, .4, .35, .3);
450 if (environment == grassyenvironment)
451 light.setColors(.95, .95, 1, .4, .4, .44);
453 light.setColors(1, 1, 1, .4, .4, .4);
455 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
456 light.color[0] *= (skyboxlightr + average) / 2;
457 light.color[1] *= (skyboxlightg + average) / 2;
458 light.color[2] *= (skyboxlightb + average) / 2;
459 light.ambient[0] *= (skyboxlightr + average) / 2;
460 light.ambient[1] *= (skyboxlightg + average) / 2;
461 light.ambient[2] *= (skyboxlightb + average) / 2;
464 int findPathDist(int start, int end)
466 int smallestcount, count, connected;
467 int last, last2, last3, last4;
470 smallestcount = 1000;
471 for (int i = 0; i < 50; i++) {
477 while (last != end && count < 30) {
479 for (int j = 0; j < numpathpoints; j++) {
480 if (j != last && j != last2 && j != last3 && j != last4) {
482 if (numpathpointconnect[j])
483 for (int k = 0; k < numpathpointconnect[j]; k++) {
484 if (pathpointconnect[j][k] == last)connected = 1;
487 if (numpathpointconnect[last])
488 for (int k = 0; k < numpathpointconnect[last]; k++) {
489 if (pathpointconnect[last][k] == j)connected = 1;
492 if (closest == -1 || Random() % 2 == 0) {
503 if (count < smallestcount)
504 smallestcount = count;
506 return smallestcount;
509 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
511 static XYZ colpoint, colviewer, coltarget;
512 static float minx, minz, maxx, maxz, miny, maxy;
514 minx = min(startpoint.x, endpoint.x) - 1;
515 miny = min(startpoint.y, endpoint.y) - 1;
516 minz = min(startpoint.z, endpoint.z) - 1;
517 maxx = max(startpoint.x, endpoint.x) + 1;
518 maxy = max(startpoint.y, endpoint.y) + 1;
519 maxz = max(startpoint.z, endpoint.z) + 1;
521 for (int i = 0; i < objects.numobjects; i++) {
522 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
523 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
524 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
525 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
526 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
527 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
528 if ( objects.type[i] != treeleavestype &&
529 objects.type[i] != bushtype &&
530 objects.type[i] != firetype) {
531 colviewer = startpoint;
532 coltarget = endpoint;
533 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
542 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
544 static XYZ colpoint, colviewer, coltarget;
545 static float minx, minz, maxx, maxz, miny, maxy;
546 static int i; //FIXME: see below
548 minx = min(startpoint.x, endpoint.x) - 1;
549 miny = min(startpoint.y, endpoint.y) - 1;
550 minz = min(startpoint.z, endpoint.z) - 1;
551 maxx = max(startpoint.x, endpoint.x) + 1;
552 maxy = max(startpoint.y, endpoint.y) + 1;
553 maxz = max(startpoint.z, endpoint.z) + 1;
556 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
557 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
558 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
559 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
560 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
561 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
562 if ( objects.type[what] != treeleavestype &&
563 objects.type[what] != bushtype &&
564 objects.type[what] != firetype) {
565 colviewer = startpoint;
566 coltarget = endpoint;
568 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
575 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
581 void Setenvironment(int which)
585 LOG(" Setting environment...");
590 pause_sound(stream_snowtheme);
591 pause_sound(stream_grasstheme);
592 pause_sound(stream_deserttheme);
593 pause_sound(stream_wind);
594 pause_sound(stream_desertambient);
597 if (environment == snowyenvironment) {
601 emit_stream_np(stream_wind);
603 objects.treetextureptr.load(":Data:Textures:snowtree.png", 0);
604 objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0);
605 objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1);
606 objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1);
608 footstepsound = footstepsn1;
609 footstepsound2 = footstepsn2;
610 footstepsound3 = footstepst1;
611 footstepsound4 = footstepst2;
613 terraintexture.load(":Data:Textures:snow.jpg", 1);
614 terraintexture2.load(":Data:Textures:rock.jpg", 1);
617 temptexdetail = texdetail;
620 skybox->load( ":Data:Textures:Skybox(snow):Front.jpg",
621 ":Data:Textures:Skybox(snow):Left.jpg",
622 ":Data:Textures:Skybox(snow):Back.jpg",
623 ":Data:Textures:Skybox(snow):Right.jpg",
624 ":Data:Textures:Skybox(snow):Up.jpg",
625 ":Data:Textures:Skybox(snow):Down.jpg");
630 texdetail = temptexdetail;
631 } else if (environment == desertenvironment) {
634 objects.treetextureptr.load(":Data:Textures:deserttree.png", 0);
635 objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0);
636 objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1);
637 objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1);
641 emit_stream_np(stream_desertambient);
643 footstepsound = footstepsn1;
644 footstepsound2 = footstepsn2;
645 footstepsound3 = footstepsn1;
646 footstepsound4 = footstepsn2;
648 terraintexture.load(":Data:Textures:sand.jpg", 1);
649 terraintexture2.load(":Data:Textures:sandslope.jpg", 1);
652 temptexdetail = texdetail;
655 skybox->load( ":Data:Textures:Skybox(sand):Front.jpg",
656 ":Data:Textures:Skybox(sand):Left.jpg",
657 ":Data:Textures:Skybox(sand):Back.jpg",
658 ":Data:Textures:Skybox(sand):Right.jpg",
659 ":Data:Textures:Skybox(sand):Up.jpg",
660 ":Data:Textures:Skybox(sand):Down.jpg");
665 texdetail = temptexdetail;
666 } else if (environment == grassyenvironment) {
669 objects.treetextureptr.load(":Data:Textures:tree.png", 0);
670 objects.bushtextureptr.load(":Data:Textures:bush.png", 0);
671 objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1);
672 objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1);
675 emit_stream_np(stream_wind, 100.);
677 footstepsound = footstepgr1;
678 footstepsound2 = footstepgr2;
679 footstepsound3 = footstepst1;
680 footstepsound4 = footstepst2;
682 terraintexture.load(":Data:Textures:grassdirt.jpg", 1);
683 terraintexture2.load(":Data:Textures:mossrock.jpg", 1);
686 temptexdetail = texdetail;
689 skybox->load( ":Data:Textures:Skybox(grass):Front.jpg",
690 ":Data:Textures:Skybox(grass):Left.jpg",
691 ":Data:Textures:Skybox(grass):Back.jpg",
692 ":Data:Textures:Skybox(grass):Right.jpg",
693 ":Data:Textures:Skybox(grass):Up.jpg",
694 ":Data:Textures:Skybox(grass):Down.jpg");
698 texdetail = temptexdetail;
700 temptexdetail = texdetail;
702 terrain.load(":Data:Textures:heightmap.png");
704 texdetail = temptexdetail;
711 ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
712 if (!ipstream.good()) {
713 if (accountactive->getCurrentCampaign() == "main") {
714 cerr << "Could not found main campaign!" << endl;
717 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
718 accountactive->setCurrentCampaign("main");
719 return LoadCampaign();
721 ipstream.ignore(256, ':');
723 ipstream >> numlevels;
724 campaignlevels.clear();
725 for (int i = 0; i < numlevels; i++) {
728 campaignlevels.push_back(cl);
732 ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
734 Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0);
736 Mainmenuitems[7].load(":Data:Textures:World.png", 0);
739 if (accountactive->getCampaignChoicesMade() == 0) {
740 accountactive->setCampaignScore(0);
741 accountactive->resetFasttime();
745 vector<string> ListCampaigns()
747 DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
748 struct dirent *campaign = NULL;
750 perror("Problem while loading campaigns");
751 cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
754 vector<string> campaignNames;
755 while ((campaign = readdir(campaigns)) != NULL) {
756 string name(campaign->d_name);
757 if (name.length() < 5)
759 if (!name.compare(name.length() - 4, 4, ".txt")) {
760 campaignNames.push_back(name.substr(0, name.length() - 4));
764 return campaignNames;
767 void Game::Loadlevel(int which)
774 Loadlevel("tutorial");
775 } else if (which >= 0 && which <= 15) {
777 snprintf(buf, 32, "map%d", which + 1); // challenges
780 Loadlevel("mapsave");
783 void Game::Loadlevel(const char *name)
785 int indemo; // FIXME this should be removed
788 static const char *pfx = ":Data:Maps:";
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);
819 // Change the map filename into something that is os specific
820 buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
821 sprintf(buf, "%s%s", pfx, name);
822 const char *FixedFN = ConvertFileName(buf);
826 tfile = fopen( FixedFN, "rb" );
828 pause_sound(stream_firesound);
834 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
838 for (int i = 0; i < 20; i++)
839 dialoguegonethrough[i] = 0;
848 difficulty = accountactive->getDifficulty();
862 for (int i = 0; i < 100; i++)
871 numunarmedattack = 0;
882 bonustotal = startbonustotal;
887 emit_sound_np(consolesuccesssound);
892 if (!stealthloading) {
893 terrain.numdecals = 0;
894 Sprite::deleteSprites();
895 for (int i = 0; i < objects.numobjects; i++)
896 objects.model[i].numdecals = 0;
898 int j = objects.numobjects;
899 for (int i = 0; i < j; i++) {
900 objects.DeleteObject(0);
905 for (int i = 0; i < subdivision; i++)
906 for (int j = 0; j < subdivision; j++)
907 terrain.patchobjectnum[i][j] = 0;
913 Person::players.resize(1);
915 funpackf(tfile, "Bi", &mapvers);
917 funpackf(tfile, "Bi", &indemo);
921 funpackf(tfile, "Bi", &maptype);
923 maptype = mapkilleveryone;
925 funpackf(tfile, "Bi", &hostile);
929 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
935 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
943 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
945 skyboxlightr = skyboxr;
946 skyboxlightg = skyboxg;
947 skyboxlightb = skyboxb;
950 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);
952 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
953 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
954 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
955 Person::players[0]->weaponids[j] = weapons.size();
957 funpackf(tfile, "Bi", &type);
958 weapons.push_back(Weapon(type, 0));
964 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
965 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
966 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
967 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
969 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
972 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
974 Person::players[0]->whichskin = 0;
975 Person::players[0]->creature = rabbittype;
978 Person::players[0]->lastattack = -1;
979 Person::players[0]->lastattack2 = -1;
980 Person::players[0]->lastattack3 = -1;
984 funpackf(tfile, "Bi", &numdialogues);
985 for (int k = 0; k < numdialogues; k++) {
986 funpackf(tfile, "Bi", &numdialogueboxes[k]);
987 funpackf(tfile, "Bi", &dialoguetype[k]);
988 for (int l = 0; l < 10; l++) {
989 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
990 funpackf(tfile, "Bf", &participantyaw[k][l]);
992 for (int l = 0; l < numdialogueboxes[k]; l++) {
993 funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
994 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
995 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
996 funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
997 funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
999 funpackf(tfile, "Bi", &templength);
1000 if (templength > 128 || templength <= 0)
1003 for (m = 0; m < templength; m++) {
1004 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1005 if (dialoguetext[k][l][m] == '\0')
1008 dialoguetext[k][l][m] = 0;
1010 funpackf(tfile, "Bi", &templength);
1011 if (templength > 64 || templength <= 0)
1013 for (m = 0; m < templength; m++) {
1014 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1015 if (dialoguename[k][l][m] == '\0')
1018 dialoguename[k][l][m] = 0;
1019 funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1020 funpackf(tfile, "Bi", &participantfocus[k][l]);
1021 funpackf(tfile, "Bi", &participantaction[k][l]);
1023 for (m = 0; m < 10; m++)
1024 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1026 funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
1033 for (int k = 0; k < Person::players[0]->numclothes; k++) {
1034 funpackf(tfile, "Bi", &templength);
1035 for (int l = 0; l < templength; l++)
1036 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
1037 Person::players[0]->clothes[k][templength] = '\0';
1038 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
1041 funpackf(tfile, "Bi", &environment);
1043 funpackf(tfile, "Bi", &objects.numobjects);
1044 for (int i = 0; i < objects.numobjects; i++) {
1045 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]);
1046 if (objects.type[i] == treeleavestype)
1047 objects.scale[i] = objects.scale[i - 1];
1051 funpackf(tfile, "Bi", &numhotspots);
1052 for (int i = 0; i < numhotspots; i++) {
1053 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1054 funpackf(tfile, "Bi", &templength);
1056 for (int l = 0; l < templength; l++)
1057 funpackf(tfile, "Bb", &hotspottext[i][l]);
1058 hotspottext[i][templength] = '\0';
1059 if (hotspottype[i] == -111)
1068 if (!stealthloading) {
1070 for (int i = 0; i < objects.numobjects; i++)
1071 objects.center += objects.position[i];
1072 objects.center /= objects.numobjects;
1078 float maxdistance = 0;
1080 for (int i = 0; i < objects.numobjects; i++) {
1081 tempdist = distsq(&objects.center, &objects.position[i]);
1082 if (tempdist > maxdistance) {
1083 maxdistance = tempdist;
1086 objects.radius = fast_sqrt(maxdistance);
1093 funpackf(tfile, "Bi", &numplayers);
1094 if (numplayers > maxplayers) {
1095 cout << "Warning: this level contains more players than allowed" << endl;
1097 for (int i = 1; i < numplayers; i++) {
1100 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1102 } catch (InvalidPersonException e) {
1108 funpackf(tfile, "Bi", &numpathpoints);
1109 if (numpathpoints > 30 || numpathpoints < 0)
1111 for (int j = 0; j < numpathpoints; j++) {
1112 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1113 for (int k = 0; k < numpathpointconnect[j]; k++) {
1114 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1120 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1123 if (environment != oldenvironment)
1124 Setenvironment(environment);
1125 oldenvironment = environment;
1127 if (!stealthloading) {
1128 int j = objects.numobjects;
1129 objects.numobjects = 0;
1130 for (int i = 0; i < j; i++) {
1131 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1136 terrain.DoShadows();
1139 objects.DoShadows();
1146 for (unsigned i = 0; i < Person::players.size(); i++) {
1149 Person::players[i]->burnt = 0;
1150 Person::players[i]->bled = 0;
1151 Person::players[i]->onfire = 0;
1152 if (i == 0 || Person::players[i]->scale < 0)
1153 Person::players[i]->scale = .2;
1154 Person::players[i]->skeleton.free = 0;
1155 Person::players[i]->skeleton.id = i;
1156 if (i == 0 && mapvers < 9)
1157 Person::players[i]->creature = rabbittype;
1158 if (Person::players[i]->creature != wolftype) {
1159 Person::players[i]->skeleton.Load(
1160 (char *)":Data:Skeleton:Basic Figure",
1161 (char *)":Data:Skeleton:Basic Figurelow",
1162 (char *)":Data:Skeleton:Rabbitbelt",
1163 (char *)":Data:Models:Body.solid",
1164 (char *)":Data:Models:Body2.solid",
1165 (char *)":Data:Models:Body3.solid",
1166 (char *)":Data:Models:Body4.solid",
1167 (char *)":Data:Models:Body5.solid",
1168 (char *)":Data:Models:Body6.solid",
1169 (char *)":Data:Models:Body7.solid",
1170 (char *)":Data:Models:Bodylow.solid",
1171 (char *)":Data:Models:Belt.solid", 0);
1173 if (Person::players[i]->creature != wolftype) {
1174 Person::players[i]->skeleton.Load(
1175 (char *)":Data:Skeleton:Basic Figure",
1176 (char *)":Data:Skeleton:Basic Figurelow",
1177 (char *)":Data:Skeleton:Rabbitbelt",
1178 (char *)":Data:Models:Body.solid",
1179 (char *)":Data:Models:Body2.solid",
1180 (char *)":Data:Models:Body3.solid",
1181 (char *)":Data:Models:Body4.solid",
1182 (char *)":Data:Models:Body5.solid",
1183 (char *)":Data:Models:Body6.solid",
1184 (char *)":Data:Models:Body7.solid",
1185 (char *)":Data:Models:Bodylow.solid",
1186 (char *)":Data:Models:Belt.solid", 1);
1187 Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
1189 if (Person::players[i]->creature == wolftype) {
1190 Person::players[i]->skeleton.Load(
1191 (char *)":Data:Skeleton:Basic Figure Wolf",
1192 (char *)":Data:Skeleton:Basic Figure Wolf Low",
1193 (char *)":Data:Skeleton:Rabbitbelt",
1194 (char *)":Data:Models:Wolf.solid",
1195 (char *)":Data:Models:Wolf2.solid",
1196 (char *)":Data:Models:Wolf3.solid",
1197 (char *)":Data:Models:Wolf4.solid",
1198 (char *)":Data:Models:Wolf5.solid",
1199 (char *)":Data:Models:Wolf6.solid",
1200 (char *)":Data:Models:Wolf7.solid",
1201 (char *)":Data:Models:Wolflow.solid",
1202 (char *)":Data:Models:Belt.solid", 0);
1206 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1208 Person::players[i]->addClothes();
1210 Person::players[i]->animCurrent = bounceidleanim;
1211 Person::players[i]->animTarget = bounceidleanim;
1212 Person::players[i]->frameCurrent = 0;
1213 Person::players[i]->frameTarget = 1;
1214 Person::players[i]->target = 0;
1215 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1216 if (difficulty == 0)
1217 Person::players[i]->speed -= .2;
1218 if (difficulty == 1)
1219 Person::players[i]->speed -= .1;
1221 Person::players[i]->velocity = 0;
1222 Person::players[i]->oldcoords = Person::players[i]->coords;
1223 Person::players[i]->realoldcoords = Person::players[i]->coords;
1225 Person::players[i]->id = i;
1226 Person::players[i]->skeleton.id = i;
1227 Person::players[i]->updatedelay = 0;
1228 Person::players[i]->normalsupdatedelay = 0;
1230 Person::players[i]->aitype = passivetype;
1233 Person::players[i]->proportionhead = 1.2;
1234 Person::players[i]->proportionbody = 1.05;
1235 Person::players[i]->proportionarms = 1.00;
1236 Person::players[i]->proportionlegs = 1.1;
1237 Person::players[i]->proportionlegs.y = 1.05;
1239 Person::players[i]->headless = 0;
1240 Person::players[i]->currentoffset = 0;
1241 Person::players[i]->targetoffset = 0;
1243 Person::players[i]->damagetolerance = 200;
1245 if (Person::players[i]->creature == wolftype) {
1246 if (i == 0 || Person::players[i]->scale < 0)
1247 Person::players[i]->scale = .23;
1248 Person::players[i]->damagetolerance = 300;
1254 Person::players[i]->proportionhead.z = 0;
1255 Person::players[i]->proportionbody.z = 0;
1256 Person::players[i]->proportionarms.z = 0;
1257 Person::players[i]->proportionlegs.z = 0;
1260 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1262 Person::players[i]->headmorphness = 0;
1263 Person::players[i]->targetheadmorphness = 1;
1264 Person::players[i]->headmorphstart = 0;
1265 Person::players[i]->headmorphend = 0;
1267 Person::players[i]->pausetime = 0;
1269 Person::players[i]->dead = 0;
1270 Person::players[i]->jumppower = 5;
1271 Person::players[i]->damage = 0;
1272 Person::players[i]->permanentdamage = 0;
1273 Person::players[i]->superpermanentdamage = 0;
1275 Person::players[i]->forwardkeydown = 0;
1276 Person::players[i]->leftkeydown = 0;
1277 Person::players[i]->backkeydown = 0;
1278 Person::players[i]->rightkeydown = 0;
1279 Person::players[i]->jumpkeydown = 0;
1280 Person::players[i]->crouchkeydown = 0;
1281 Person::players[i]->throwkeydown = 0;
1283 Person::players[i]->collided = -10;
1284 Person::players[i]->loaded = 1;
1285 Person::players[i]->bloodloss = 0;
1286 Person::players[i]->weaponactive = -1;
1287 Person::players[i]->weaponstuck = -1;
1288 Person::players[i]->bleeding = 0;
1289 Person::players[i]->deathbleeding = 0;
1290 Person::players[i]->stunned = 0;
1291 Person::players[i]->hasvictim = 0;
1292 Person::players[i]->wentforweapon = 0;
1295 Person::players[0]->aitype = playercontrolled;
1296 Person::players[0]->weaponactive = -1;
1298 if (difficulty == 1) {
1299 Person::players[0]->power = 1 / .9;
1300 Person::players[0]->damagetolerance = 250;
1301 } else if (difficulty == 0) {
1302 Person::players[0]->power = 1 / .8;
1303 Person::players[0]->damagetolerance = 300;
1304 Person::players[0]->armorhead *= 1.5;
1305 Person::players[0]->armorhigh *= 1.5;
1306 Person::players[0]->armorlow *= 1.5;
1309 cameraloc = Person::players[0]->coords;
1311 yaw = Person::players[0]->yaw;
1313 hawkcoords = Person::players[0]->coords;
1319 LOG("Starting background music...");
1321 OPENAL_StopSound(OPENAL_ALL);
1323 if (environment == snowyenvironment) {
1324 emit_stream_np(stream_wind);
1325 } else if (environment == desertenvironment) {
1326 emit_stream_np(stream_desertambient);
1327 } else if (environment == grassyenvironment) {
1328 emit_stream_np(stream_wind, 100.);
1331 oldmusicvolume[0] = 0;
1332 oldmusicvolume[1] = 0;
1333 oldmusicvolume[2] = 0;
1334 oldmusicvolume[3] = 0;
1347 if (tutorialstagetime > tutorialmaxtime) {
1349 tutorialsuccess = 0;
1350 if (tutorialstage <= 1) {
1355 switch (tutorialstage) {
1357 tutorialmaxtime = 5;
1360 tutorialmaxtime = 2;
1363 tutorialmaxtime = 600;
1366 tutorialmaxtime = 1000;
1369 tutorialmaxtime = 600;
1372 tutorialmaxtime = 600;
1375 tutorialmaxtime = 600;
1378 tutorialmaxtime = 600;
1381 tutorialmaxtime = 600;
1384 tutorialmaxtime = 2;
1387 tutorialmaxtime = 1000;
1390 tutorialmaxtime = 1000;
1393 tutorialmaxtime = 2;
1396 tutorialmaxtime = 3;
1407 Person::players[1]->coords = (temp + temp2) / 2;
1409 emit_sound_at(fireendsound, Person::players[1]->coords);
1411 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1412 if (Random() % 2 == 0) {
1413 if (!Person::players[1]->skeleton.free)
1414 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1415 if (Person::players[1]->skeleton.free)
1416 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1417 if (!Person::players[1]->skeleton.free)
1418 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;
1419 if (Person::players[1]->skeleton.free)
1420 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1421 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1427 tutorialmaxtime = 500;
1430 tutorialmaxtime = 500;
1433 tutorialmaxtime = 500;
1436 tutorialmaxtime = 500;
1442 tutorialmaxtime = 500;
1445 tutorialmaxtime = 500;
1446 if (bonus == cannon) {
1453 tutorialmaxtime = 500;
1456 tutorialmaxtime = 500;
1459 tutorialmaxtime = 500;
1462 tutorialmaxtime = 500;
1465 tutorialmaxtime = 2;
1468 tutorialmaxtime = 4;
1471 Person::players[1]->aitype = attacktypecutoff;
1474 tutorialmaxtime = 400;
1477 tutorialmaxtime = 400;
1478 Person::players[0]->escapednum = 0;
1481 tutorialmaxtime = 4;
1484 Person::players[1]->aitype = passivetype;
1487 tutorialmaxtime = 13;
1490 tutorialmaxtime = 8;
1493 tutorialmaxtime = 400;
1496 Person::players[1]->aitype = attacktypecutoff;
1499 tutorialmaxtime = 400;
1502 tutorialmaxtime = 400;
1505 tutorialmaxtime = 2;
1508 Person::players[1]->aitype = passivetype;
1513 tutorialmaxtime = 50;
1516 Person::players[1]->aitype = attacktypecutoff;
1519 tutorialmaxtime = 4;
1522 Person::players[1]->aitype = passivetype;
1534 Weapon w(knife, -1);
1535 w.position = (temp + temp2) / 2;
1536 w.tippoint = (temp + temp2) / 2;
1539 w.tipvelocity = 0.1;
1546 weapons.push_back(w);
1550 tutorialmaxtime = 300;
1553 tutorialmaxtime = 300;
1556 tutorialmaxtime = 8;
1559 tutorialmaxtime = 300;
1562 weapons[0].owner = 1;
1563 Person::players[0]->weaponactive = -1;
1564 Person::players[0]->num_weapons = 0;
1565 Person::players[1]->weaponactive = 0;
1566 Person::players[1]->num_weapons = 1;
1567 Person::players[1]->weaponids[0] = 0;
1571 Person::players[1]->aitype = attacktypecutoff;
1573 tutorialmaxtime = 300;
1576 weapons[0].owner = 1;
1577 Person::players[0]->weaponactive = -1;
1578 Person::players[0]->num_weapons = 0;
1579 Person::players[1]->weaponactive = 0;
1580 Person::players[1]->num_weapons = 1;
1581 Person::players[1]->weaponids[0] = 0;
1583 tutorialmaxtime = 300;
1586 weapons[0].owner = 1;
1587 Person::players[0]->weaponactive = -1;
1588 Person::players[0]->num_weapons = 0;
1589 Person::players[1]->weaponactive = 0;
1590 Person::players[1]->num_weapons = 1;
1591 Person::players[1]->weaponids[0] = 0;
1593 weapons[0].setType(sword);
1595 tutorialmaxtime = 300;
1598 tutorialmaxtime = 10;
1609 Weapon w(sword, -1);
1610 w.position = (temp + temp2) / 2;
1611 w.tippoint = (temp + temp2) / 2;
1614 w.tipvelocity = 0.1;
1621 weapons.push_back(w);
1623 weapons[0].owner = 1;
1624 weapons[1].owner = 0;
1625 Person::players[0]->weaponactive = 0;
1626 Person::players[0]->num_weapons = 1;
1627 Person::players[0]->weaponids[0] = 1;
1628 Person::players[1]->weaponactive = 0;
1629 Person::players[1]->num_weapons = 1;
1630 Person::players[1]->weaponids[0] = 0;
1637 Person::players[1]->aitype = passivetype;
1639 tutorialmaxtime = 15;
1641 weapons[0].owner = 1;
1642 weapons[1].owner = 0;
1643 Person::players[0]->weaponactive = 0;
1644 Person::players[0]->num_weapons = 1;
1645 Person::players[0]->weaponids[0] = 1;
1646 Person::players[1]->weaponactive = 0;
1647 Person::players[1]->num_weapons = 1;
1648 Person::players[1]->weaponids[0] = 0;
1650 if (Person::players[0]->weaponactive != -1)
1651 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1653 weapons[0].setType(staff);
1658 Person::players[1]->aitype = passivetype;
1660 tutorialmaxtime = 200;
1662 weapons[1].position = 1000;
1663 weapons[1].tippoint = 1000;
1665 weapons[0].setType(knife);
1667 weapons[0].owner = 0;
1668 Person::players[1]->weaponactive = -1;
1669 Person::players[1]->num_weapons = 0;
1670 Person::players[0]->weaponactive = 0;
1671 Person::players[0]->num_weapons = 1;
1672 Person::players[0]->weaponids[0] = 0;
1676 tutorialmaxtime = 8;
1679 emit_sound_at(fireendsound, Person::players[1]->coords);
1681 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1682 if (Random() % 2 == 0) {
1683 if (!Person::players[1]->skeleton.free)
1684 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1685 if (Person::players[1]->skeleton.free)
1686 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1687 if (!Person::players[1]->skeleton.free)
1688 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;
1689 if (Person::players[1]->skeleton.free)
1690 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1691 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1695 Person::players[1]->num_weapons = 0;
1696 Person::players[1]->weaponstuck = -1;
1697 Person::players[1]->weaponactive = -1;
1703 tutorialmaxtime = 80000;
1708 if (tutorialstage <= 51)
1709 tutorialstagetime = 0;
1713 if (tutorialstagetime < tutorialmaxtime - 3) {
1714 switch (tutorialstage) {
1716 if (deltah || deltav)
1717 tutorialsuccess += multiplier;
1720 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1721 tutorialsuccess += multiplier;
1724 if (Person::players[0]->jumpkeydown)
1725 tutorialsuccess = 1;
1728 if (Person::players[0]->isCrouch())
1729 tutorialsuccess = 1;
1732 if (Person::players[0]->animTarget == rollanim)
1733 tutorialsuccess = 1;
1736 if (Person::players[0]->animTarget == sneakanim)
1737 tutorialsuccess += multiplier;
1740 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1741 tutorialsuccess += multiplier;
1744 if (Person::players[0]->isWallJump())
1745 tutorialsuccess = 1;
1748 if (Person::players[0]->animTarget == flipanim)
1749 tutorialsuccess = 1;
1752 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1753 tutorialsuccess = 1;
1756 if (Person::players[0]->animTarget == winduppunchanim)
1757 tutorialsuccess = 1;
1760 if (Person::players[0]->animTarget == spinkickanim)
1761 tutorialsuccess = 1;
1764 if (Person::players[0]->animTarget == sweepanim)
1765 tutorialsuccess = 1;
1768 if (Person::players[0]->animTarget == dropkickanim)
1769 tutorialsuccess = 1;
1772 if (Person::players[0]->animTarget == rabbitkickanim)
1773 tutorialsuccess = 1;
1776 if (bonus == cannon)
1777 tutorialsuccess = 1;
1780 if (bonus == spinecrusher)
1781 tutorialsuccess = 1;
1784 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1785 tutorialsuccess = 1;
1788 if (Person::players[0]->animTarget == rabbittacklinganim)
1789 tutorialsuccess = 1;
1792 if (Person::players[0]->animTarget == backhandspringanim)
1793 tutorialsuccess = 1;
1796 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1797 tutorialsuccess = 1;
1800 if (Person::players[0]->escapednum == 2) {
1801 tutorialsuccess = 1;
1804 Person::players[1]->aitype = passivetype;
1808 if (animation[Person::players[0]->animTarget].attack == reversal)
1809 tutorialsuccess = 1;
1812 if (animation[Person::players[0]->animTarget].attack == reversal)
1813 tutorialsuccess = 1;
1816 if (animation[Person::players[0]->animTarget].attack == reversal) {
1817 tutorialsuccess = 1;
1820 Person::players[1]->aitype = passivetype;
1824 if (Person::players[0]->num_weapons > 0)
1825 tutorialsuccess = 1;
1828 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1829 tutorialsuccess = 1;
1832 if (Person::players[0]->animTarget == knifeslashstartanim)
1833 tutorialsuccess = 1;
1836 if (animation[Person::players[0]->animTarget].attack == reversal)
1837 tutorialsuccess = 1;
1840 if (animation[Person::players[0]->animTarget].attack == reversal)
1841 tutorialsuccess = 1;
1844 if (animation[Person::players[0]->animTarget].attack == reversal)
1845 tutorialsuccess = 1;
1848 if (Person::players[1]->weaponstuck != -1)
1849 tutorialsuccess = 1;
1854 if (tutorialsuccess >= 1)
1855 tutorialstagetime = tutorialmaxtime - 3;
1858 if (tutorialstagetime == tutorialmaxtime - 3) {
1859 emit_sound_np(consolesuccesssound);
1862 if (tutorialsuccess >= 1) {
1863 if (tutorialstage == 34 || tutorialstage == 35)
1864 tutorialstagetime = tutorialmaxtime - 1;
1868 if (tutorialstage < 14 || tutorialstage >= 50) {
1869 Person::players[1]->coords.y = 300;
1870 Person::players[1]->velocity = 0;
1876 float headprop, bodyprop, armprop, legprop;
1878 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1879 Person::players[0]->damagetolerance = 200000;
1880 Person::players[0]->damage = 0;
1881 Person::players[0]->burnt = 0;
1882 Person::players[0]->permanentdamage = 0;
1883 Person::players[0]->superpermanentdamage = 0;
1886 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1888 if (environment > 2)
1890 Setenvironment(environment);
1893 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1894 cameramode = !cameramode;
1897 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1898 if (Person::players[0]->num_weapons > 0) {
1899 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1900 weapons[Person::players[0]->weaponids[0]].setType(staff);
1901 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1902 weapons[Person::players[0]->weaponids[0]].setType(knife);
1904 weapons[Person::players[0]->weaponids[0]].setType(sword);
1908 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1909 int closest = findClosestPlayer();
1911 if (Person::players[closest]->num_weapons) {
1912 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1913 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1914 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1915 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1917 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1919 if (!Person::players[closest]->num_weapons) {
1920 Person::players[closest]->weaponids[0] = weapons.size();
1922 weapons.push_back(Weapon(knife, closest));
1924 Person::players[closest]->num_weapons = 1;
1929 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1930 int closest = findClosestPlayer();
1932 Person::players[closest]->yaw += multiplier * 50;
1933 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1938 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1939 int closest = findClosestPlayer();
1940 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1944 Person::players[closest]->whichskin++;
1945 if (Person::players[closest]->whichskin > 9)
1946 Person::players[closest]->whichskin = 0;
1947 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1948 Person::players[closest]->whichskin = 0;
1950 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1951 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1954 Person::players[closest]->addClothes();
1957 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1958 int closest = findClosestPlayer();
1960 if (Person::players[closest]->creature == wolftype) {
1961 headprop = Person::players[closest]->proportionhead.x / 1.1;
1962 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1963 armprop = Person::players[closest]->proportionarms.x / 1.1;
1964 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1967 if (Person::players[closest]->creature == rabbittype) {
1968 headprop = Person::players[closest]->proportionhead.x / 1.2;
1969 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1970 armprop = Person::players[closest]->proportionarms.x / 1.00;
1971 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1975 if (Person::players[closest]->creature == rabbittype) {
1976 Person::players[closest]->skeleton.id = closest;
1977 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf", (char *)":Data:Skeleton:Basic Figure Wolf Low", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Wolf.solid", (char *)":Data:Models:Wolf2.solid", (char *)":Data:Models:Wolf3.solid", (char *)":Data:Models:Wolf4.solid", (char *)":Data:Models:Wolf5.solid", (char *)":Data:Models:Wolf6.solid", (char *)":Data:Models:Wolf7.solid", (char *)":Data:Models:Wolflow.solid", (char *)":Data:Models:Belt.solid", 0);
1978 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1979 Person::players[closest]->whichskin = 0;
1980 Person::players[closest]->creature = wolftype;
1982 Person::players[closest]->proportionhead = 1.1;
1983 Person::players[closest]->proportionbody = 1.1;
1984 Person::players[closest]->proportionarms = 1.1;
1985 Person::players[closest]->proportionlegs = 1.1;
1986 Person::players[closest]->proportionlegs.y = 1.1;
1987 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1989 Person::players[closest]->damagetolerance = 300;
1991 Person::players[closest]->skeleton.id = closest;
1992 Person::players[closest]->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
1993 Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1994 Person::players[closest]->whichskin = 0;
1995 Person::players[closest]->creature = rabbittype;
1997 Person::players[closest]->proportionhead = 1.2;
1998 Person::players[closest]->proportionbody = 1.05;
1999 Person::players[closest]->proportionarms = 1.00;
2000 Person::players[closest]->proportionlegs = 1.1;
2001 Person::players[closest]->proportionlegs.y = 1.05;
2002 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
2004 Person::players[closest]->damagetolerance = 200;
2007 if (Person::players[closest]->creature == wolftype) {
2008 Person::players[closest]->proportionhead = 1.1 * headprop;
2009 Person::players[closest]->proportionbody = 1.1 * bodyprop;
2010 Person::players[closest]->proportionarms = 1.1 * armprop;
2011 Person::players[closest]->proportionlegs = 1.1 * legprop;
2014 if (Person::players[closest]->creature == rabbittype) {
2015 Person::players[closest]->proportionhead = 1.2 * headprop;
2016 Person::players[closest]->proportionbody = 1.05 * bodyprop;
2017 Person::players[closest]->proportionarms = 1.00 * armprop;
2018 Person::players[closest]->proportionlegs = 1.1 * legprop;
2019 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
2025 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2031 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2033 float closestdist = std::numeric_limits<float>::max();
2035 for (unsigned i = 1; i < Person::players.size(); i++) {
2036 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
2037 if (!Person::players[i]->headless)
2038 if (distance < closestdist) {
2039 closestdist = distance;
2044 XYZ flatfacing2, flatvelocity2;
2046 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2047 blah = Person::players[closest]->coords;
2048 XYZ headspurtdirection;
2049 //int i = Person::players[closest]->skeleton.jointlabels[head];
2050 Joint& headjoint = Person::players[closest]->joint(head);
2051 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
2052 if (!Person::players[closest]->skeleton.free)
2053 flatvelocity2 = Person::players[closest]->velocity;
2054 if (Person::players[closest]->skeleton.free)
2055 flatvelocity2 = headjoint.velocity;
2056 if (!Person::players[closest]->skeleton.free)
2057 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;
2058 if (Person::players[closest]->skeleton.free)
2059 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2060 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2061 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2062 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2063 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2064 Normalise(&headspurtdirection);
2065 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2066 flatvelocity2 += headspurtdirection * 8;
2067 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2069 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2071 emit_sound_at(splattersound, blah);
2072 emit_sound_at(breaksound2, blah, 100.);
2074 if (Person::players[closest]->skeleton.free == 2)
2075 Person::players[closest]->skeleton.free = 0;
2076 Person::players[closest]->RagDoll(0);
2077 Person::players[closest]->dead = 2;
2078 Person::players[closest]->headless = 1;
2079 Person::players[closest]->DoBloodBig(3, 165);
2085 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2086 int closest = findClosestPlayer();
2087 XYZ flatfacing2, flatvelocity2;
2089 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2090 blah = Person::players[closest]->coords;
2091 emit_sound_at(splattersound, blah);
2092 emit_sound_at(breaksound2, blah);
2094 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2095 if (!Person::players[closest]->skeleton.free)
2096 flatvelocity2 = Person::players[closest]->velocity;
2097 if (Person::players[closest]->skeleton.free)
2098 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2099 if (!Person::players[closest]->skeleton.free)
2100 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;
2101 if (Person::players[closest]->skeleton.free)
2102 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2103 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2104 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2105 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2106 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2107 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2108 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2111 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2112 if (!Person::players[closest]->skeleton.free)
2113 flatvelocity2 = Person::players[closest]->velocity;
2114 if (Person::players[closest]->skeleton.free)
2115 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2116 if (!Person::players[closest]->skeleton.free)
2117 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;
2118 if (Person::players[closest]->skeleton.free)
2119 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2120 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2121 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2122 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2123 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2124 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2127 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2128 if (!Person::players[closest]->skeleton.free)
2129 flatvelocity2 = Person::players[closest]->velocity;
2130 if (Person::players[closest]->skeleton.free)
2131 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2132 if (!Person::players[closest]->skeleton.free)
2133 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;
2134 if (Person::players[closest]->skeleton.free)
2135 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2136 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2137 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2138 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2139 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2140 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2143 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2144 if (!Person::players[closest]->skeleton.free)
2145 flatvelocity2 = Person::players[closest]->velocity;
2146 if (Person::players[closest]->skeleton.free)
2147 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2148 if (!Person::players[closest]->skeleton.free)
2149 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;
2150 if (Person::players[closest]->skeleton.free)
2151 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2152 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2153 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2154 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2155 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2156 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2160 for (unsigned j = 0; j < Person::players.size(); j++) {
2161 if (int(j) != closest) {
2162 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2163 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2164 if (Person::players[j]->skeleton.free == 2)
2165 Person::players[j]->skeleton.free = 1;
2166 Person::players[j]->skeleton.longdead = 0;
2167 Person::players[j]->RagDoll(0);
2168 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2169 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2170 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2171 flatvelocity2 = temppos - Person::players[closest]->coords;
2172 Normalise(&flatvelocity2);
2173 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2180 Person::players[closest]->DoDamage(10000);
2181 Person::players[closest]->RagDoll(0);
2182 Person::players[closest]->dead = 2;
2183 Person::players[closest]->coords = 20;
2184 Person::players[closest]->skeleton.free = 2;
2191 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2192 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2193 if (Person::players[0]->onfire) {
2194 Person::players[0]->CatchFire();
2196 if (!Person::players[0]->onfire) {
2197 emit_sound_at(fireendsound, Person::players[0]->coords);
2198 pause_sound(stream_firesound);
2202 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2203 Person::players[0]->RagDoll(0);
2205 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2208 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2209 for (int i = 0; i < objects.numobjects; i++) {
2210 if (objects.type[i] == treeleavestype) {
2211 objects.scale[i] *= .9;
2216 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2217 editorenabled = !editorenabled;
2218 if (editorenabled) {
2219 Person::players[0]->damagetolerance = 100000;
2221 Person::players[0]->damagetolerance = 200;
2223 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2224 Person::players[0]->permanentdamage = 0;
2225 Person::players[0]->superpermanentdamage = 0;
2226 Person::players[0]->bloodloss = 0;
2227 Person::players[0]->deathbleeding = 0;
2231 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2233 if (targetlevel > numchallengelevels - 1)
2239 if (editorenabled) {
2240 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2241 int closest = findClosestPlayer();
2243 Person::players.erase(Person::players.begin()+closest);
2247 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2248 int closest = findClosestObject();
2250 objects.position[closest].y -= 500;
2253 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2254 if (objects.numobjects < max_objects - 1) {
2256 boxcoords.x = Person::players[0]->coords.x;
2257 boxcoords.z = Person::players[0]->coords.z;
2258 boxcoords.y = Person::players[0]->coords.y - 3;
2259 if (editortype == bushtype)
2260 boxcoords.y = Person::players[0]->coords.y - .5;
2261 if (editortype == firetype)
2262 boxcoords.y = Person::players[0]->coords.y - .5;
2263 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
2264 float temprotat, temprotat2;
2265 temprotat = editoryaw;
2266 temprotat2 = editorpitch;
2267 if (temprotat < 0 || editortype == bushtype)
2268 temprotat = Random() % 360;
2270 temprotat2 = Random() % 360;
2272 objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2273 if (editortype == treetrunktype)
2274 objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2278 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2279 Person::players.push_back(shared_ptr<Person>(new Person()));
2281 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2282 Person::players.back()->creature = rabbittype;
2283 Person::players.back()->howactive = editoractive;
2284 Person::players.back()->skeleton.id = Person::players.size()-1;
2285 Person::players.back()->skeleton.Load((char *)":Data:Skeleton:Basic Figure", (char *)":Data:Skeleton:Basic Figurelow", (char *)":Data:Skeleton:Rabbitbelt", (char *)":Data:Models:Body.solid", (char *)":Data:Models:Body2.solid", (char *)":Data:Models:Body3.solid", (char *)":Data:Models:Body4.solid", (char *)":Data:Models:Body5.solid", (char *)":Data:Models:Body6.solid", (char *)":Data:Models:Body7.solid", (char *)":Data:Models:Bodylow.solid", (char *)":Data:Models:Belt.solid", 1);
2287 int k = abs(Random() % 2) + 1;
2289 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2290 Person::players.back()->whichskin = 0;
2291 } else if (k == 1) {
2292 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2293 Person::players.back()->whichskin = 1;
2295 Person::players.back()->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2296 Person::players.back()->whichskin = 2;
2299 Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1);
2300 Person::players.back()->power = 1;
2301 Person::players.back()->speedmult = 1;
2302 Person::players.back()->animCurrent = bounceidleanim;
2303 Person::players.back()->animTarget = bounceidleanim;
2304 Person::players.back()->frameCurrent = 0;
2305 Person::players.back()->frameTarget = 1;
2306 Person::players.back()->target = 0;
2307 Person::players.back()->bled = 0;
2308 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2310 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2311 Person::players.back()->yaw = Person::players[0]->yaw;
2313 Person::players.back()->velocity = 0;
2314 Person::players.back()->coords = Person::players[0]->coords;
2315 Person::players.back()->oldcoords = Person::players.back()->coords;
2316 Person::players.back()->realoldcoords = Person::players.back()->coords;
2318 Person::players.back()->id = Person::players.size()-1;
2319 Person::players.back()->updatedelay = 0;
2320 Person::players.back()->normalsupdatedelay = 0;
2322 Person::players.back()->aitype = passivetype;
2324 if (Person::players[0]->creature == wolftype) {
2325 headprop = Person::players[0]->proportionhead.x / 1.1;
2326 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2327 armprop = Person::players[0]->proportionarms.x / 1.1;
2328 legprop = Person::players[0]->proportionlegs.x / 1.1;
2331 if (Person::players[0]->creature == rabbittype) {
2332 headprop = Person::players[0]->proportionhead.x / 1.2;
2333 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2334 armprop = Person::players[0]->proportionarms.x / 1.00;
2335 legprop = Person::players[0]->proportionlegs.x / 1.1;
2338 if (Person::players.back()->creature == wolftype) {
2339 Person::players.back()->proportionhead = 1.1 * headprop;
2340 Person::players.back()->proportionbody = 1.1 * bodyprop;
2341 Person::players.back()->proportionarms = 1.1 * armprop;
2342 Person::players.back()->proportionlegs = 1.1 * legprop;
2345 if (Person::players.back()->creature == rabbittype) {
2346 Person::players.back()->proportionhead = 1.2 * headprop;
2347 Person::players.back()->proportionbody = 1.05 * bodyprop;
2348 Person::players.back()->proportionarms = 1.00 * armprop;
2349 Person::players.back()->proportionlegs = 1.1 * legprop;
2350 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2353 Person::players.back()->headless = 0;
2354 Person::players.back()->onfire = 0;
2357 Person::players.back()->proportionhead.z = 0;
2358 Person::players.back()->proportionbody.z = 0;
2359 Person::players.back()->proportionarms.z = 0;
2360 Person::players.back()->proportionlegs.z = 0;
2363 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2365 Person::players.back()->damagetolerance = 200;
2367 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2368 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2369 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2370 Person::players.back()->armorhead = Person::players[0]->armorhead;
2371 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2372 Person::players.back()->armorlow = Person::players[0]->armorlow;
2373 Person::players.back()->metalhead = Person::players[0]->metalhead;
2374 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2375 Person::players.back()->metallow = Person::players[0]->metallow;
2377 Person::players.back()->immobile = Person::players[0]->immobile;
2379 Person::players.back()->numclothes = Person::players[0]->numclothes;
2380 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2381 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2382 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2383 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2384 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2386 Person::players.back()->addClothes();
2388 Person::players.back()->power = Person::players[0]->power;
2389 Person::players.back()->speedmult = Person::players[0]->speedmult;
2391 Person::players.back()->damage = 0;
2392 Person::players.back()->permanentdamage = 0;
2393 Person::players.back()->superpermanentdamage = 0;
2394 Person::players.back()->deathbleeding = 0;
2395 Person::players.back()->bleeding = 0;
2396 Person::players.back()->numwaypoints = 0;
2397 Person::players.back()->waypoint = 0;
2398 Person::players.back()->weaponstuck = -1;
2399 Person::players.back()->weaponactive = -1;
2400 Person::players.back()->num_weapons = 0;
2401 Person::players.back()->bloodloss = 0;
2402 Person::players.back()->dead = 0;
2404 Person::players.back()->loaded = 1;
2407 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2408 if (Person::players.back()->numwaypoints < 90) {
2409 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2410 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2411 Person::players.back()->numwaypoints++;
2415 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2416 if (numpathpoints < 30) {
2417 bool connected, alreadyconnected;
2419 if (numpathpoints > 1)
2420 for (int i = 0; i < numpathpoints; i++) {
2421 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2422 alreadyconnected = 0;
2423 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2424 if (pathpointconnect[pathpointselected][j] == i)
2425 alreadyconnected = 1;
2427 if (!alreadyconnected) {
2428 numpathpointconnect[pathpointselected]++;
2430 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2436 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2437 numpathpointconnect[numpathpoints - 1] = 0;
2438 if (numpathpoints > 1 && pathpointselected != -1) {
2439 numpathpointconnect[pathpointselected]++;
2440 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2442 pathpointselected = numpathpoints - 1;
2447 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2448 pathpointselected++;
2449 if (pathpointselected >= numpathpoints)
2450 pathpointselected = -1;
2452 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2453 pathpointselected--;
2454 if (pathpointselected <= -2)
2455 pathpointselected = numpathpoints - 1;
2457 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2458 if (pathpointselected != -1) {
2460 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2461 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2462 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2463 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2465 for (int i = 0; i < numpathpoints; i++) {
2466 for (int j = 0; j < numpathpointconnect[i]; j++) {
2467 if (pathpointconnect[i][j] == pathpointselected) {
2468 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2469 numpathpointconnect[i]--;
2471 if (pathpointconnect[i][j] == numpathpoints) {
2472 pathpointconnect[i][j] = pathpointselected;
2476 pathpointselected = numpathpoints - 1;
2480 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2482 if (editortype == treeleavestype || editortype == 10)
2485 editortype = firetype;
2488 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2490 if (editortype == treeleavestype || editortype == 10)
2492 if (editortype > firetype)
2496 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2497 editoryaw -= multiplier * 100;
2498 if (editoryaw < -.01)
2502 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2503 editoryaw += multiplier * 100;
2506 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2507 editorsize += multiplier;
2510 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2511 editorsize -= multiplier;
2512 if (editorsize < .1)
2517 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2518 mapradius -= multiplier * 10;
2521 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2522 mapradius += multiplier * 10;
2524 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2525 editorpitch += multiplier * 100;
2528 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2529 editorpitch -= multiplier * 100;
2530 if (editorpitch < -.01)
2533 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2534 int closest = findClosestObject();
2536 objects.DeleteObject(closest);
2542 void doJumpReversals()
2544 for (unsigned k = 0; k < Person::players.size(); k++)
2545 for (unsigned i = k; i < Person::players.size(); i++) {
2548 if ( Person::players[k]->skeleton.free == 0 &&
2549 Person::players[i]->skeleton.oldfree == 0 &&
2550 (Person::players[i]->animTarget == jumpupanim ||
2551 Person::players[k]->animTarget == jumpupanim) &&
2552 (Person::players[i]->aitype == playercontrolled ||
2553 Person::players[k]->aitype == playercontrolled) &&
2554 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2555 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2556 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2557 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2558 //TODO: refactor two huge similar ifs
2559 if (Person::players[i]->animTarget == jumpupanim &&
2560 Person::players[k]->animTarget != getupfrombackanim &&
2561 Person::players[k]->animTarget != getupfromfrontanim &&
2562 animation[Person::players[k]->animTarget].height == middleheight &&
2563 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2564 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2565 Person::players[k]->aitype != playercontrolled)) {
2566 Person::players[i]->victim = Person::players[k];
2567 Person::players[i]->velocity = 0;
2568 Person::players[i]->animCurrent = jumpreversedanim;
2569 Person::players[i]->animTarget = jumpreversedanim;
2570 Person::players[i]->frameCurrent = 0;
2571 Person::players[i]->frameTarget = 1;
2572 Person::players[i]->targettilt2 = 0;
2573 Person::players[k]->victim = Person::players[i];
2574 Person::players[k]->velocity = 0;
2575 Person::players[k]->animCurrent = jumpreversalanim;
2576 Person::players[k]->animTarget = jumpreversalanim;
2577 Person::players[k]->frameCurrent = 0;
2578 Person::players[k]->frameTarget = 1;
2579 Person::players[k]->targettilt2 = 0;
2580 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2581 Person::players[i]->animCurrent = rabbitkickreversedanim;
2582 Person::players[i]->animTarget = rabbitkickreversedanim;
2583 Person::players[i]->frameCurrent = 1;
2584 Person::players[i]->frameTarget = 2;
2585 Person::players[k]->animCurrent = rabbitkickreversalanim;
2586 Person::players[k]->animTarget = rabbitkickreversalanim;
2587 Person::players[k]->frameCurrent = 1;
2588 Person::players[k]->frameTarget = 2;
2590 Person::players[i]->target = 0;
2591 Person::players[k]->oldcoords = Person::players[k]->coords;
2592 Person::players[i]->coords = Person::players[k]->coords;
2593 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2594 Person::players[k]->yaw = Person::players[i]->targetyaw;
2595 if (Person::players[k]->aitype == attacktypecutoff)
2596 Person::players[k]->stunned = .5;
2598 if (Person::players[k]->animTarget == jumpupanim &&
2599 Person::players[i]->animTarget != getupfrombackanim &&
2600 Person::players[i]->animTarget != getupfromfrontanim &&
2601 animation[Person::players[i]->animTarget].height == middleheight &&
2602 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2603 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2604 Person::players[i]->aitype != playercontrolled)) {
2605 Person::players[k]->victim = Person::players[i];
2606 Person::players[k]->velocity = 0;
2607 Person::players[k]->animCurrent = jumpreversedanim;
2608 Person::players[k]->animTarget = jumpreversedanim;
2609 Person::players[k]->frameCurrent = 0;
2610 Person::players[k]->frameTarget = 1;
2611 Person::players[k]->targettilt2 = 0;
2612 Person::players[i]->victim = Person::players[k];
2613 Person::players[i]->velocity = 0;
2614 Person::players[i]->animCurrent = jumpreversalanim;
2615 Person::players[i]->animTarget = jumpreversalanim;
2616 Person::players[i]->frameCurrent = 0;
2617 Person::players[i]->frameTarget = 1;
2618 Person::players[i]->targettilt2 = 0;
2619 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2620 Person::players[k]->animTarget = rabbitkickreversedanim;
2621 Person::players[k]->animCurrent = rabbitkickreversedanim;
2622 Person::players[i]->animCurrent = rabbitkickreversalanim;
2623 Person::players[i]->animTarget = rabbitkickreversalanim;
2624 Person::players[k]->frameCurrent = 1;
2625 Person::players[k]->frameTarget = 2;
2626 Person::players[i]->frameCurrent = 1;
2627 Person::players[i]->frameTarget = 2;
2629 Person::players[k]->target = 0;
2630 Person::players[i]->oldcoords = Person::players[i]->coords;
2631 Person::players[k]->coords = Person::players[i]->coords;
2632 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2633 Person::players[i]->yaw = Person::players[k]->targetyaw;
2634 if (Person::players[i]->aitype == attacktypecutoff)
2635 Person::players[i]->stunned = .5;
2642 void doAerialAcrobatics()
2644 static XYZ facing, flatfacing;
2645 for (unsigned k = 0; k < Person::players.size(); k++) {
2646 Person::players[k]->turnspeed = 500;
2648 if ((Person::players[k]->isRun() &&
2649 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2650 Person::players[k]->targetyaw != wolfrunninganim) ||
2651 Person::players[k]->frameTarget == 4)) ||
2652 Person::players[k]->animTarget == removeknifeanim ||
2653 Person::players[k]->animTarget == crouchremoveknifeanim ||
2654 Person::players[k]->animTarget == flipanim ||
2655 Person::players[k]->animTarget == fightsidestep ||
2656 Person::players[k]->animTarget == walkanim) {
2657 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2661 if (Person::players[k]->isStop() ||
2662 Person::players[k]->isLanding() ||
2663 Person::players[k]->animTarget == staggerbackhighanim ||
2664 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2665 Person::players[k]->animTarget == staggerbackhardanim ||
2666 Person::players[k]->animTarget == backhandspringanim ||
2667 Person::players[k]->animTarget == dodgebackanim ||
2668 Person::players[k]->animTarget == rollanim ||
2669 (animation[Person::players[k]->animTarget].attack &&
2670 Person::players[k]->animTarget != rabbitkickanim &&
2671 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2672 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2673 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2676 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2677 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2680 Person::players[k]->DoStuff();
2681 if (Person::players[k]->immobile && k != 0)
2682 Person::players[k]->coords = Person::players[k]->realoldcoords;
2684 //if player's position has changed (?)
2685 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2686 !Person::players[k]->skeleton.free &&
2687 Person::players[k]->animTarget != climbanim &&
2688 Person::players[k]->animTarget != hanganim) {
2689 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2691 bool tempcollide = 0;
2693 if (Person::players[k]->collide < -.3)
2694 Person::players[k]->collide = -.3;
2695 if (Person::players[k]->collide > 1)
2696 Person::players[k]->collide = 1;
2697 Person::players[k]->collide -= multiplier * 30;
2700 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2702 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2703 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2704 if (objects.type[i] != rocktype ||
2705 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2706 objects.position[i].y > Person::players[k]->coords.y) {
2707 lowpoint = Person::players[k]->coords;
2708 if (Person::players[k]->animTarget != jumpupanim &&
2709 Person::players[k]->animTarget != jumpdownanim &&
2710 !Person::players[k]->isFlip())
2714 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2715 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2716 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2717 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2718 flatfacing = lowpoint - Person::players[k]->coords;
2719 Person::players[k]->coords = lowpoint;
2720 Person::players[k]->coords.y -= 1.3;
2721 Person::players[k]->collide = 1;
2724 //TODO: refactor four similar blocks
2725 if (Person::players[k]->aitype == playercontrolled &&
2726 (Person::players[k]->animTarget == jumpupanim ||
2727 Person::players[k]->animTarget == jumpdownanim ||
2728 Person::players[k]->isFlip()) &&
2729 !Person::players[k]->jumptogglekeydown &&
2730 Person::players[k]->jumpkeydown) {
2731 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2732 XYZ tempcoords1 = lowpoint;
2733 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2734 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2735 Person::players[k]->setAnimation(walljumpleftanim);
2736 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2738 pause_sound(whooshsound);
2740 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2741 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2742 if (lowpointtarget.z < 0)
2743 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2744 Person::players[k]->targetyaw = Person::players[k]->yaw;
2745 Person::players[k]->lowyaw = Person::players[k]->yaw;
2749 lowpoint = tempcoords1;
2750 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2751 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2752 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2753 Person::players[k]->setAnimation(walljumprightanim);
2754 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2756 pause_sound(whooshsound);
2758 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2759 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2760 if (lowpointtarget.z < 0)
2761 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2762 Person::players[k]->targetyaw = Person::players[k]->yaw;
2763 Person::players[k]->lowyaw = Person::players[k]->yaw;
2767 lowpoint = tempcoords1;
2768 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2769 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2770 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2771 Person::players[k]->setAnimation(walljumpbackanim);
2772 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2774 pause_sound(whooshsound);
2776 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2777 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2778 if (lowpointtarget.z < 0)
2779 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2780 Person::players[k]->targetyaw = Person::players[k]->yaw;
2781 Person::players[k]->lowyaw = Person::players[k]->yaw;
2785 lowpoint = tempcoords1;
2786 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2787 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2788 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2789 Person::players[k]->setAnimation(walljumpfrontanim);
2790 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2792 pause_sound(whooshsound);
2794 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2795 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2796 if (lowpointtarget.z < 0)
2797 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2798 Person::players[k]->yaw += 180;
2799 Person::players[k]->targetyaw = Person::players[k]->yaw;
2800 Person::players[k]->lowyaw = Person::players[k]->yaw;
2809 } else if (objects.type[i] == rocktype) {
2810 lowpoint2 = Person::players[k]->coords;
2811 lowpoint = Person::players[k]->coords;
2813 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2814 Person::players[k]->coords = colpoint;
2815 Person::players[k]->collide = 1;
2818 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2819 //flipped into a rock
2820 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2821 Person::players[k]->RagDoll(0);
2823 if (Person::players[k]->animTarget == jumpupanim) {
2824 Person::players[k]->jumppower = -4;
2825 Person::players[k]->animTarget = Person::players[k]->getIdle();
2827 Person::players[k]->target = 0;
2828 Person::players[k]->frameTarget = 0;
2829 Person::players[k]->onterrain = 1;
2831 if (Person::players[k]->id == 0) {
2832 pause_sound(whooshsound);
2833 OPENAL_SetVolume(channels[whooshsound], 0);
2837 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2838 if (Person::players[k]->isFlip())
2839 Person::players[k]->jumppower = -4;
2840 Person::players[k]->animTarget = Person::players[k]->getLanding();
2841 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2843 addEnvSound(Person::players[k]->coords);
2852 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2853 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2854 lowpoint = Person::players[k]->coords;
2856 if (objects.type[i] != rocktype)
2857 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2858 if (Person::players[k]->animTarget != jumpupanim &&
2859 Person::players[k]->animTarget != jumpdownanim &&
2860 Person::players[k]->onterrain)
2861 Person::players[k]->avoidcollided = 1;
2862 Person::players[k]->coords = lowpoint;
2863 Person::players[k]->coords.y -= 1.35;
2864 Person::players[k]->collide = 1;
2866 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2867 (Person::players[k]->animCurrent != climbanim &&
2868 Person::players[k]->animCurrent != hanganim &&
2869 !Person::players[k]->isWallJump() ||
2870 Person::players[k]->animTarget == jumpupanim ||
2871 Person::players[k]->animTarget == jumpdownanim)) {
2872 lowpoint = Person::players[k]->coords;
2873 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2874 lowpoint = Person::players[k]->coords;
2878 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2879 lowpointtarget = lowpoint + facing * 1.4;
2880 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2881 if (whichhit != -1) {
2882 lowpoint = Person::players[k]->coords;
2884 lowpointtarget = lowpoint + facing * 1.4;
2885 lowpoint2 = lowpoint;
2886 lowpointtarget2 = lowpointtarget;
2887 lowpoint3 = lowpoint;
2888 lowpointtarget3 = lowpointtarget;
2889 lowpoint4 = lowpoint;
2890 lowpointtarget4 = lowpointtarget;
2891 lowpoint5 = lowpoint;
2892 lowpointtarget5 = lowpointtarget;
2893 lowpoint6 = lowpoint;
2894 lowpointtarget6 = lowpointtarget;
2895 lowpoint7 = lowpoint;
2896 lowpointtarget7 = lowpoint;
2898 lowpointtarget2.x += .1;
2900 lowpointtarget3.z += .1;
2902 lowpointtarget4.x -= .1;
2904 lowpointtarget5.z -= .1;
2905 lowpoint6.y += 45 / 13;
2906 lowpointtarget6.y += 45 / 13;
2907 lowpointtarget6 += facing * .6;
2908 lowpointtarget7.y += 90 / 13;
2909 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2910 if (objects.friction[i] > .5)
2911 if (whichhit != -1) {
2912 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2913 Person::players[k]->collided = 1;
2914 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2915 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2916 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2917 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2918 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2919 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2920 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2921 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2922 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2923 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2924 for (int j = 0; j < 45; j++) {
2925 lowpoint = Person::players[k]->coords;
2926 lowpoint.y += (float)j / 13;
2927 lowpointtarget = lowpoint + facing * 1.4;
2928 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2929 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2930 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2932 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2933 lowpoint = Person::players[k]->coords;
2934 lowpoint.y += (float)j / 13;
2935 lowpointtarget = lowpoint + facing * 1.3;
2936 flatfacing = Person::players[k]->coords;
2937 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2938 Person::players[k]->coords.y = lowpointtarget.y - .07;
2939 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2941 if (j > 10 || !Person::players[k]->isRun()) {
2942 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2944 pause_sound(whooshsound);
2946 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2948 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2949 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2950 if (lowpointtarget.z < 0)
2951 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2952 Person::players[k]->targetyaw = Person::players[k]->yaw;
2953 Person::players[k]->lowyaw = Person::players[k]->yaw;
2955 //Person::players[k]->velocity=lowpointtarget*.03;
2956 Person::players[k]->velocity = 0;
2959 if (Person::players[k]->animTarget == jumpupanim) {
2960 Person::players[k]->animTarget = climbanim;
2961 Person::players[k]->jumppower = 0;
2962 Person::players[k]->jumpclimb = 1;
2964 Person::players[k]->transspeed = 6;
2965 Person::players[k]->target = 0;
2966 Person::players[k]->frameTarget = 1;
2969 Person::players[k]->setAnimation(hanganim);
2970 Person::players[k]->jumppower = 0;
2982 if (Person::players[k]->collide <= 0) {
2984 if (!Person::players[k]->onterrain &&
2985 Person::players[k]->animTarget != jumpupanim &&
2986 Person::players[k]->animTarget != jumpdownanim &&
2987 Person::players[k]->animTarget != climbanim &&
2988 Person::players[k]->animTarget != hanganim &&
2989 !Person::players[k]->isWallJump() &&
2990 !Person::players[k]->isFlip()) {
2991 if (Person::players[k]->animCurrent != climbanim &&
2992 Person::players[k]->animCurrent != tempanim &&
2993 Person::players[k]->animTarget != backhandspringanim &&
2994 (Person::players[k]->animTarget != rollanim ||
2995 Person::players[k]->frameTarget < 2 ||
2996 Person::players[k]->frameTarget > 6)) {
2997 //stagger off ledge (?)
2998 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2999 Person::players[k]->RagDoll(0);
3000 Person::players[k]->setAnimation(jumpdownanim);
3003 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
3006 Person::players[k]->velocity.y += gravity;
3010 Person::players[k]->realoldcoords = Person::players[k]->coords;
3016 static int randattack;
3017 static bool playerrealattackkeydown = 0;
3019 if (!Input::isKeyDown(attackkey))
3022 Person::players[0]->attackkeydown = 0;
3024 playerrealattackkeydown = 0;
3026 playerrealattackkeydown = Input::isKeyDown(attackkey);
3027 if ((Person::players[0]->parriedrecently <= 0 ||
3028 Person::players[0]->weaponactive == -1) &&
3031 Person::players[0]->lastattack != swordslashanim &&
3032 Person::players[0]->lastattack != knifeslashstartanim &&
3033 Person::players[0]->lastattack != staffhitanim &&
3034 Person::players[0]->lastattack != staffspinhitanim)))
3035 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
3036 if (Input::isKeyDown(attackkey) &&
3038 !Person::players[0]->backkeydown) {
3039 for (unsigned k = 0; k < Person::players.size(); k++) {
3040 if ((Person::players[k]->animTarget == swordslashanim ||
3041 Person::players[k]->animTarget == staffhitanim ||
3042 Person::players[k]->animTarget == staffspinhitanim) &&
3043 Person::players[0]->animCurrent != dodgebackanim &&
3044 !Person::players[k]->skeleton.free)
3045 Person::players[k]->Reverse();
3049 if (!hostile || indialogue != -1)
3050 Person::players[0]->attackkeydown = 0;
3052 for (unsigned k = 0; k < Person::players.size(); k++) {
3053 if (indialogue != -1)
3054 Person::players[k]->attackkeydown = 0;
3055 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3056 if (Person::players[k]->aitype != playercontrolled)
3057 Person::players[k]->victim = Person::players[0];
3058 //attack key pressed
3059 if (Person::players[k]->attackkeydown) {
3061 if (Person::players[k]->backkeydown &&
3062 Person::players[k]->animTarget != backhandspringanim &&
3063 (Person::players[k]->isIdle() ||
3064 Person::players[k]->isStop() ||
3065 Person::players[k]->isRun() ||
3066 Person::players[k]->animTarget == walkanim)) {
3067 if (Person::players[k]->jumppower <= 1) {
3068 Person::players[k]->jumppower -= 2;
3070 for (unsigned i = 0; i < Person::players.size(); i++) {
3073 if (Person::players[i]->animTarget == swordslashanim ||
3074 Person::players[i]->animTarget == knifeslashstartanim ||
3075 Person::players[i]->animTarget == staffhitanim ||
3076 Person::players[i]->animTarget == staffspinhitanim)
3077 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3078 Person::players[k]->setAnimation(dodgebackanim);
3079 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3080 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3083 if (Person::players[k]->animTarget != dodgebackanim) {
3086 Person::players[k]->setAnimation(backhandspringanim);
3087 Person::players[k]->targetyaw = -yaw + 180;
3088 if (Person::players[k]->leftkeydown)
3089 Person::players[k]->targetyaw -= 45;
3090 if (Person::players[k]->rightkeydown)
3091 Person::players[k]->targetyaw += 45;
3092 Person::players[k]->yaw = Person::players[k]->targetyaw;
3093 Person::players[k]->jumppower -= 2;
3098 if (!animation[Person::players[k]->animTarget].attack &&
3099 !Person::players[k]->backkeydown &&
3100 (Person::players[k]->isIdle() ||
3101 Person::players[k]->isRun() ||
3102 Person::players[k]->animTarget == walkanim ||
3103 Person::players[k]->animTarget == sneakanim ||
3104 Person::players[k]->isCrouch())) {
3105 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3106 //normal attacks (?)
3107 Person::players[k]->hasvictim = 0;
3108 if (Person::players.size() > 1)
3109 for (unsigned i = 0; i < Person::players.size(); i++) {
3110 if (i == k || !(k == 0 || i == 0))
3112 if (!Person::players[k]->hasvictim)
3113 if (animation[Person::players[k]->animTarget].attack != reversal) {
3115 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3116 if (distance < 4.5 &&
3117 !Person::players[i]->skeleton.free &&
3118 Person::players[i]->howactive < typedead1 &&
3119 Person::players[i]->animTarget != jumpreversedanim &&
3120 Person::players[i]->animTarget != rabbitkickreversedanim &&
3121 Person::players[i]->animTarget != rabbitkickanim &&
3122 Person::players[k]->animTarget != rabbitkickanim &&
3123 Person::players[i]->animTarget != getupfrombackanim &&
3124 (Person::players[i]->animTarget != staggerbackhighanim &&
3125 (Person::players[i]->animTarget != staggerbackhardanim ||
3126 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3127 Person::players[i]->animTarget != jumpdownanim &&
3128 Person::players[i]->animTarget != jumpupanim &&
3129 Person::players[i]->animTarget != getupfromfrontanim) {
3130 Person::players[k]->victim = Person::players[i];
3131 Person::players[k]->hasvictim = 1;
3132 if (Person::players[k]->aitype == playercontrolled) { //human player
3134 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3135 Person::players[k]->crouchkeydown &&
3136 animation[Person::players[i]->animTarget].height != lowheight)
3137 Person::players[k]->animTarget = sweepanim;
3139 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3140 animation[Person::players[i]->animTarget].height != lowheight &&
3141 !Person::players[k]->forwardkeydown &&
3142 !Person::players[k]->leftkeydown &&
3143 !Person::players[k]->rightkeydown &&
3144 !Person::players[k]->crouchkeydown &&
3147 Person::players[k]->animTarget = winduppunchanim;
3149 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3150 animation[Person::players[i]->animTarget].height != lowheight &&
3151 !Person::players[k]->forwardkeydown &&
3152 !Person::players[k]->leftkeydown &&
3153 !Person::players[k]->rightkeydown &&
3154 !Person::players[k]->crouchkeydown &&
3156 Person::players[k]->animTarget = upunchanim;
3158 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3159 Person::players[i]->staggerdelay > 0 &&
3160 attackweapon == knife &&
3161 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3162 Person::players[k]->animTarget = knifefollowanim;
3164 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3165 animation[Person::players[i]->animTarget].height != lowheight &&
3166 !Person::players[k]->forwardkeydown &&
3167 !Person::players[k]->leftkeydown &&
3168 !Person::players[k]->rightkeydown &&
3169 !Person::players[k]->crouchkeydown &&
3170 attackweapon == knife &&
3171 Person::players[k]->weaponmissdelay <= 0)
3172 Person::players[k]->animTarget = knifeslashstartanim;
3174 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3175 animation[Person::players[i]->animTarget].height != lowheight &&
3176 !Person::players[k]->crouchkeydown &&
3177 attackweapon == sword &&
3178 Person::players[k]->weaponmissdelay <= 0)
3179 Person::players[k]->animTarget = swordslashanim;
3181 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3182 animation[Person::players[i]->animTarget].height != lowheight &&
3183 !Person::players[k]->crouchkeydown &&
3184 attackweapon == staff &&
3185 Person::players[k]->weaponmissdelay <= 0 &&
3186 !Person::players[k]->leftkeydown &&
3187 !Person::players[k]->rightkeydown &&
3188 !Person::players[k]->forwardkeydown)
3189 Person::players[k]->animTarget = staffhitanim;
3191 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3192 animation[Person::players[i]->animTarget].height != lowheight &&
3193 !Person::players[k]->crouchkeydown &&
3194 attackweapon == staff &&
3195 Person::players[k]->weaponmissdelay <= 0)
3196 Person::players[k]->animTarget = staffspinhitanim;
3198 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3199 animation[Person::players[i]->animTarget].height != lowheight)
3200 Person::players[k]->animTarget = spinkickanim;
3202 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3203 animation[Person::players[i]->animTarget].height == lowheight &&
3204 animation[Person::players[k]->animTarget].attack != normalattack)
3205 Person::players[k]->animTarget = lowkickanim;
3206 } else { //AI player
3207 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3208 randattack = abs(Random() % 5);
3209 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3211 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3212 Person::players[k]->animTarget = sweepanim;
3214 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3216 Person::players[k]->animTarget = upunchanim;
3218 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3219 Person::players[k]->animTarget = spinkickanim;
3221 else if (animation[Person::players[i]->animTarget].height == lowheight)
3222 Person::players[k]->animTarget = lowkickanim;
3226 if ((tutoriallevel != 1 || !attackweapon) &&
3227 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3229 animation[Person::players[i]->animTarget].height != lowheight)
3230 Person::players[k]->animTarget = sweepanim;
3232 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3233 attackweapon == knife &&
3234 Person::players[k]->weaponmissdelay <= 0)
3235 Person::players[k]->animTarget = knifeslashstartanim;
3237 else if (!(Person::players[0]->victim == Person::players[i] &&
3238 Person::players[0]->hasvictim &&
3239 Person::players[0]->animTarget == swordslashanim) &&
3240 attackweapon == sword &&
3241 Person::players[k]->weaponmissdelay <= 0)
3242 Person::players[k]->animTarget = swordslashanim;
3244 else if (!(Person::players[0]->victim == Person::players[i] &&
3245 Person::players[0]->hasvictim &&
3246 Person::players[0]->animTarget == swordslashanim) &&
3247 attackweapon == staff &&
3248 Person::players[k]->weaponmissdelay <= 0 &&
3250 Person::players[k]->animTarget = staffhitanim;
3252 else if (!(Person::players[0]->victim == Person::players[i] &&
3253 Person::players[0]->hasvictim &&
3254 Person::players[0]->animTarget == swordslashanim) &&
3255 attackweapon == staff &&
3256 Person::players[k]->weaponmissdelay <= 0 &&
3258 Person::players[k]->animTarget = staffspinhitanim;
3260 else if ((tutoriallevel != 1 || !attackweapon) &&
3261 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3263 animation[Person::players[i]->animTarget].height != lowheight)
3264 Person::players[k]->animTarget = spinkickanim;
3266 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3267 animation[Person::players[i]->animTarget].height == lowheight &&
3268 animation[Person::players[k]->animTarget].attack != normalattack)
3269 Person::players[k]->animTarget = lowkickanim;
3273 //upunch becomes wolfslap
3274 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3275 Person::players[k]->animTarget = wolfslapanim;
3278 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3279 Person::players[i]->howactive < typedead1 &&
3280 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3281 !Person::players[i]->skeleton.free &&
3282 Person::players[i]->animTarget != getupfrombackanim &&
3283 Person::players[i]->animTarget != getupfromfrontanim &&
3284 (Person::players[i]->surprised > 0 ||
3285 Person::players[i]->aitype == passivetype ||
3286 attackweapon && Person::players[i]->stunned > 0) &&
3287 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3289 if (!attackweapon) {
3290 Person::players[k]->animCurrent = sneakattackanim;
3291 Person::players[k]->animTarget = sneakattackanim;
3292 Person::players[i]->animCurrent = sneakattackedanim;
3293 Person::players[i]->animTarget = sneakattackedanim;
3294 Person::players[k]->oldcoords = Person::players[k]->coords;
3295 Person::players[k]->coords = Person::players[i]->coords;
3298 if (attackweapon == knife) {
3299 Person::players[k]->animCurrent = knifesneakattackanim;
3300 Person::players[k]->animTarget = knifesneakattackanim;
3301 Person::players[i]->animCurrent = knifesneakattackedanim;
3302 Person::players[i]->animTarget = knifesneakattackedanim;
3303 Person::players[i]->oldcoords = Person::players[i]->coords;
3304 Person::players[i]->coords = Person::players[k]->coords;
3307 if (attackweapon == sword) {
3308 Person::players[k]->animCurrent = swordsneakattackanim;
3309 Person::players[k]->animTarget = swordsneakattackanim;
3310 Person::players[i]->animCurrent = swordsneakattackedanim;
3311 Person::players[i]->animTarget = swordsneakattackedanim;
3312 Person::players[i]->oldcoords = Person::players[i]->coords;
3313 Person::players[i]->coords = Person::players[k]->coords;
3315 if (attackweapon != staff) {
3316 Person::players[k]->victim = Person::players[i];
3317 Person::players[k]->hasvictim = 1;
3318 Person::players[i]->targettilt2 = 0;
3319 Person::players[i]->frameTarget = 1;
3320 Person::players[i]->frameCurrent = 0;
3321 Person::players[i]->target = 0;
3322 Person::players[i]->velocity = 0;
3323 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3324 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3325 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3326 Person::players[k]->target = Person::players[i]->target;
3327 Person::players[k]->velocity = 0;
3328 Person::players[k]->targetyaw = Person::players[i]->yaw;
3329 Person::players[k]->yaw = Person::players[i]->yaw;
3330 Person::players[i]->targetyaw = Person::players[i]->yaw;
3333 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3334 Person::players[k]->victim == Person::players[i] &&
3335 (!Person::players[i]->skeleton.free)) {
3337 Person::players[k]->frameTarget = 0;
3338 Person::players[k]->target = 0;
3340 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3341 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3342 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3343 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3344 Person::players[k]->lastattack = Person::players[k]->animTarget;
3346 if (Person::players[k]->animTarget == knifefollowanim &&
3347 Person::players[k]->victim == Person::players[i]) {
3349 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3350 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3351 Person::players[k]->victim = Person::players[i];
3352 Person::players[k]->hasvictim = 1;
3353 Person::players[i]->animTarget = knifefollowedanim;
3354 Person::players[i]->animCurrent = knifefollowedanim;
3355 Person::players[i]->targettilt2 = 0;
3356 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3357 Person::players[i]->frameTarget = 1;
3358 Person::players[i]->frameCurrent = 0;
3359 Person::players[i]->target = 0;
3360 Person::players[i]->velocity = 0;
3361 Person::players[k]->animCurrent = knifefollowanim;
3362 Person::players[k]->animTarget = knifefollowanim;
3363 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3364 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3365 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3366 Person::players[k]->target = Person::players[i]->target;
3367 Person::players[k]->velocity = 0;
3368 Person::players[k]->oldcoords = Person::players[k]->coords;
3369 Person::players[i]->coords = Person::players[k]->coords;
3370 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3371 Person::players[i]->yaw = Person::players[k]->targetyaw;
3372 Person::players[k]->yaw = Person::players[k]->targetyaw;
3373 Person::players[i]->yaw = Person::players[k]->targetyaw;
3377 const bool hasstaff = attackweapon == staff;
3378 if (k == 0 && Person::players.size() > 1)
3379 for (unsigned i = 0; i < Person::players.size(); i++) {
3382 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3383 animation[Person::players[k]->animTarget].attack == neutral) {
3384 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3385 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3386 if (Person::players[i]->skeleton.free)
3387 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3388 (Person::players[i]->dead ||
3389 Person::players[i]->skeleton.longdead > 1000 ||
3390 Person::players[k]->isRun() ||
3393 (Person::players[i]->skeleton.longdead > 2000 ||
3394 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3395 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3396 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3397 Person::players[k]->victim = Person::players[i];
3398 Person::players[k]->hasvictim = 1;
3399 if (attackweapon && tutoriallevel != 1) {
3401 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3402 Person::players[k]->animTarget = crouchstabanim;
3404 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3405 Person::players[k]->animTarget = swordgroundstabanim;
3407 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3408 Person::players[k]->animTarget = staffgroundsmashanim;
3410 if (distance < 2.5 &&
3411 Person::players[k]->crouchkeydown &&
3412 Person::players[k]->animTarget != crouchstabanim &&
3414 Person::players[i]->dead &&
3415 Person::players[i]->skeleton.free &&
3416 Person::players[i]->skeleton.longdead > 1000) {
3417 Person::players[k]->animTarget = killanim;
3418 //TODO: refactor this out, what does it do?
3419 for (int j = 0; j < terrain.numdecals; j++) {
3420 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3421 terrain.decalalivetime[j] < 2)
3422 terrain.DeleteDecal(j);
3424 for (int l = 0; l < objects.numobjects; l++) {
3425 if (objects.model[l].type == decalstype)
3426 for (int j = 0; j < objects.model[l].numdecals; j++) {
3427 if ((objects.model[l].decaltype[j] == blooddecal ||
3428 objects.model[l].decaltype[j] == blooddecalslow) &&
3429 objects.model[l].decalalivetime[j] < 2)
3430 objects.model[l].DeleteDecal(j);
3434 if (!Person::players[i]->dead || musictype != 2)
3435 if (distance < 3.5 &&
3436 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3437 Person::players[k]->staggerdelay <= 0 &&
3438 (Person::players[i]->dead ||
3439 Person::players[i]->skeleton.longdead < 300 &&
3440 Person::players[k]->lastattack != spinkickanim &&
3441 Person::players[i]->skeleton.free) &&
3442 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3443 Person::players[k]->animTarget = dropkickanim;
3444 for (int j = 0; j < terrain.numdecals; j++) {
3445 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3446 terrain.decalalivetime[j] < 2) {
3447 terrain.DeleteDecal(j);
3450 for (int l = 0; l < objects.numobjects; l++) {
3451 if (objects.model[l].type == decalstype)
3452 for (int j = 0; j < objects.model[l].numdecals; j++) {
3453 if ((objects.model[l].decaltype[j] == blooddecal ||
3454 objects.model[l].decaltype[j] == blooddecalslow) &&
3455 objects.model[l].decalalivetime[j] < 2) {
3456 objects.model[l].DeleteDecal(j);
3462 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3463 Person::players[k]->victim == Person::players[i] &&
3464 (!Person::players[i]->skeleton.free ||
3465 Person::players[k]->animTarget == killanim ||
3466 Person::players[k]->animTarget == crouchstabanim ||
3467 Person::players[k]->animTarget == swordgroundstabanim ||
3468 Person::players[k]->animTarget == staffgroundsmashanim ||
3469 Person::players[k]->animTarget == dropkickanim)) {
3471 Person::players[k]->frameTarget = 0;
3472 Person::players[k]->target = 0;
3474 XYZ targetpoint = Person::players[i]->coords;
3475 if (Person::players[k]->animTarget == crouchstabanim ||
3476 Person::players[k]->animTarget == swordgroundstabanim ||
3477 Person::players[k]->animTarget == staffgroundsmashanim) {
3478 targetpoint += (Person::players[i]->jointPos(abdomen) +
3479 Person::players[i]->jointPos(neck)) / 2 *
3480 Person::players[i]->scale;
3482 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3483 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3485 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3486 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3489 if (Person::players[k]->animTarget == staffgroundsmashanim)
3490 Person::players[k]->targettilt2 += 10;
3492 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3493 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3494 Person::players[k]->lastattack = Person::players[k]->animTarget;
3496 if (Person::players[k]->animTarget == swordgroundstabanim) {
3497 Person::players[k]->targetyaw += 30;
3502 if (!Person::players[k]->hasvictim) {
3504 for (unsigned i = 0; i < Person::players.size(); i++) {
3505 if (i == k || !(i == 0 || k == 0))
3507 if (!Person::players[i]->skeleton.free) {
3508 if (Person::players[k]->hasvictim) {
3509 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3510 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3511 Person::players[k]->victim = Person::players[i];
3513 Person::players[k]->victim = Person::players[i];
3514 Person::players[k]->hasvictim = 1;
3519 if (Person::players[k]->aitype == playercontrolled)
3521 if (Person::players[k]->attackkeydown &&
3522 Person::players[k]->isRun() &&
3523 Person::players[k]->wasRun() &&
3524 ((Person::players[k]->hasvictim &&
3525 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3526 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3527 !Person::players[k]->victim->skeleton.free &&
3528 Person::players[k]->victim->animTarget != getupfrombackanim &&
3529 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3530 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3531 Person::players[k]->aitype != playercontrolled && //wat???
3532 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3533 Person::players[k]->rabbitkickenabled) ||
3534 Person::players[k]->jumpkeydown)) {
3536 Person::players[k]->setAnimation(rabbitkickanim);
3539 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3541 switch (attackweapon) {
3562 void doPlayerCollisions()
3564 static XYZ rotatetarget;
3565 static float collisionradius;
3566 if (Person::players.size() > 1)
3567 for (unsigned k = 0; k < Person::players.size(); k++)
3568 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3569 //neither player is part of a reversal
3570 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3571 animation[Person::players[i]->animTarget].attack != reversal &&
3572 animation[Person::players[k]->animTarget].attack != reversed &&
3573 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3574 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3575 animation[Person::players[i]->animCurrent].attack != reversal &&
3576 animation[Person::players[k]->animCurrent].attack != reversed &&
3577 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3578 //neither is sleeping
3579 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3580 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3581 //in same patch, neither is climbing
3582 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3583 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3584 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3585 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3586 Person::players[i]->animTarget != climbanim &&
3587 Person::players[i]->animTarget != hanganim &&
3588 Person::players[k]->animTarget != climbanim &&
3589 Person::players[k]->animTarget != hanganim)
3590 //players are close (bounding box test)
3591 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3592 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3593 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3594 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3595 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3596 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3597 //spread fire from player to player
3598 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3599 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3600 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3601 if (!Person::players[i]->onfire)
3602 Person::players[i]->CatchFire();
3603 if (!Person::players[k]->onfire)
3604 Person::players[k]->CatchFire();
3608 XYZ tempcoords1 = Person::players[i]->coords;
3609 XYZ tempcoords2 = Person::players[k]->coords;
3610 if (!Person::players[i]->skeleton.oldfree)
3611 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3612 if (!Person::players[k]->skeleton.oldfree)
3613 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3614 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3615 if (Person::players[0]->hasvictim)
3616 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3617 collisionradius = 3;
3618 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3619 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3620 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3621 //jump down on a dead body
3622 if (k == 0 || i == 0) {
3624 if (Person::players[0]->animTarget == jumpdownanim &&
3625 !Person::players[0]->skeleton.oldfree &&
3626 !Person::players[0]->skeleton.free &&
3627 Person::players[l]->skeleton.oldfree &&
3628 Person::players[l]->skeleton.free &&
3629 Person::players[l]->dead &&
3630 Person::players[0]->lastcollide <= 0 &&
3631 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3632 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3633 Person::players[0]->coords.y = Person::players[l]->coords.y;
3634 Person::players[l]->velocity = Person::players[0]->velocity;
3635 Person::players[l]->skeleton.free = 0;
3636 Person::players[l]->yaw = 0;
3637 Person::players[l]->RagDoll(0);
3638 Person::players[l]->DoDamage(20);
3640 Person::players[l]->skeleton.longdead = 0;
3641 Person::players[0]->lastcollide = 1;
3645 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3646 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3647 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3648 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3649 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3650 Person::players[i]->skeleton.free) &&
3651 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3652 Person::players[k]->skeleton.free))
3653 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3654 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3655 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3657 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3658 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3659 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3660 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3661 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3663 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3664 (k != 0 || Person::players[k]->skeleton.free) ||
3665 (animation[Person::players[i]->animTarget].height == highheight &&
3666 animation[Person::players[k]->animTarget].height == highheight)) {
3667 if (tutoriallevel != 1) {
3668 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3671 Person::players[i]->RagDoll(0);
3672 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3673 award_bonus(0, aimbonus);
3675 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3676 Person::players[k]->RagDoll(0);
3677 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3678 award_bonus(0, aimbonus); // Huh, again?
3680 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3682 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3683 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3685 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3686 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3691 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3692 animation[Person::players[i]->animTarget].attack == normalattack) &&
3693 (animation[Person::players[k]->animTarget].attack == neutral ||
3694 animation[Person::players[k]->animTarget].attack == normalattack)) {
3696 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3697 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3698 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3699 Normalise(&rotatetarget);
3700 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3701 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3702 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3703 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3704 if (Person::players[k]->howactive == typeactive || hostile)
3705 if (Person::players[k]->isIdle()) {
3706 if (Person::players[k]->howactive < typesleeping)
3707 Person::players[k]->setAnimation(Person::players[k]->getStop());
3708 else if (Person::players[k]->howactive == typesleeping)
3709 Person::players[k]->setAnimation(getupfromfrontanim);
3711 Person::players[k]->howactive = typeactive;
3713 if (Person::players[i]->howactive == typeactive || hostile)
3714 if (Person::players[i]->isIdle()) {
3715 if (Person::players[i]->howactive < typesleeping)
3716 Person::players[i]->setAnimation(Person::players[k]->getStop());
3718 Person::players[i]->setAnimation(getupfromfrontanim);
3720 Person::players[i]->howactive = typeactive;
3723 //jump down on player
3725 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3726 !Person::players[i]->isCrouch() &&
3727 Person::players[i]->animTarget != rollanim &&
3728 !Person::players[k]->skeleton.oldfree && !
3729 Person::players[k]->skeleton.free &&
3730 Person::players[k]->lastcollide <= 0 &&
3731 Person::players[k]->velocity.y < -10) {
3732 Person::players[i]->velocity = Person::players[k]->velocity;
3733 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3734 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3735 Person::players[i]->DoDamage(20);
3736 Person::players[i]->RagDoll(0);
3737 Person::players[k]->lastcollide = 1;
3738 award_bonus(k, AboveBonus);
3740 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3741 !Person::players[k]->isCrouch() &&
3742 Person::players[k]->animTarget != rollanim &&
3743 !Person::players[i]->skeleton.oldfree &&
3744 !Person::players[i]->skeleton.free &&
3745 Person::players[i]->lastcollide <= 0 &&
3746 Person::players[i]->velocity.y < -10) {
3747 Person::players[k]->velocity = Person::players[i]->velocity;
3748 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3749 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3750 Person::players[k]->DoDamage(20);
3751 Person::players[k]->RagDoll(0);
3752 Person::players[i]->lastcollide = 1;
3753 award_bonus(i, AboveBonus);
3759 Person::players[i]->CheckKick();
3760 Person::players[k]->CheckKick();
3766 void doAI(unsigned i)
3768 static bool connected;
3769 if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
3770 Person::players[i]->jumpclimb = 0;
3771 //disable movement in editor
3773 Person::players[i]->stunned = 1;
3775 Person::players[i]->pause = 0;
3776 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3777 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3778 !Person::players[0]->onterrain)
3779 Person::players[i]->pause = 1;
3782 if (Person::players[i]->aitype == pathfindtype) {
3783 if (Person::players[i]->finalpathfindpoint == -1) {
3784 float closestdistance;
3789 closestdistance = -1;
3790 for (int j = 0; j < numpathpoints; j++)
3791 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3792 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3794 Person::players[i]->finaltarget = pathpoint[j];
3796 Person::players[i]->finalpathfindpoint = closest;
3797 for (int j = 0; j < numpathpoints; j++)
3798 for (int k = 0; k < numpathpointconnect[j]; k++) {
3799 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3800 if (sq(tempdist) < closestdistance)
3801 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3802 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3803 closestdistance = sq(tempdist);
3805 Person::players[i]->finaltarget = colpoint;
3808 Person::players[i]->finalpathfindpoint = closest;
3811 if (Person::players[i]->targetpathfindpoint == -1) {
3812 float closestdistance;
3817 closestdistance = -1;
3818 if (Person::players[i]->lastpathfindpoint == -1) {
3819 for (int j = 0; j < numpathpoints; j++) {
3820 if (j != Person::players[i]->lastpathfindpoint)
3821 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3822 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3826 Person::players[i]->targetpathfindpoint = closest;
3827 for (int j = 0; j < numpathpoints; j++)
3828 if (j != Person::players[i]->lastpathfindpoint)
3829 for (int k = 0; k < numpathpointconnect[j]; k++) {
3830 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3831 if (sq(tempdist) < closestdistance) {
3832 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3833 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3834 closestdistance = sq(tempdist);
3839 Person::players[i]->targetpathfindpoint = closest;
3841 for (int j = 0; j < numpathpoints; j++)
3842 if (j != Person::players[i]->lastpathfindpoint &&
3843 j != Person::players[i]->lastpathfindpoint2 &&
3844 j != Person::players[i]->lastpathfindpoint3 &&
3845 j != Person::players[i]->lastpathfindpoint4) {
3847 if (numpathpointconnect[j])
3848 for (int k = 0; k < numpathpointconnect[j]; k++)
3849 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3852 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3853 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3854 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3857 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3858 if (closest == -1 || tempdist < closestdistance) {
3859 closestdistance = tempdist;
3864 Person::players[i]->targetpathfindpoint = closest;
3867 Person::players[i]->losupdatedelay -= multiplier;
3869 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3870 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3872 //reached target point
3873 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3874 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3875 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3876 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3877 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3878 if (Person::players[i]->lastpathfindpoint2 == -1)
3879 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3880 if (Person::players[i]->lastpathfindpoint3 == -1)
3881 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3882 if (Person::players[i]->lastpathfindpoint4 == -1)
3883 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3884 Person::players[i]->targetpathfindpoint = -1;
3886 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3887 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3888 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3889 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3890 Person::players[i]->aitype = passivetype;
3893 Person::players[i]->forwardkeydown = 1;
3894 Person::players[i]->leftkeydown = 0;
3895 Person::players[i]->backkeydown = 0;
3896 Person::players[i]->rightkeydown = 0;
3897 Person::players[i]->crouchkeydown = 0;
3898 Person::players[i]->attackkeydown = 0;
3899 Person::players[i]->throwkeydown = 0;
3901 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3902 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3904 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3905 Person::players[i]->jumpkeydown = 0;
3906 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3907 Person::players[i]->jumpkeydown = 1;
3909 if ((tutoriallevel != 1 || cananger) &&
3911 !Person::players[0]->dead &&
3912 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3913 Person::players[i]->occluded < 25) {
3914 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3915 animation[Person::players[0]->animTarget].height != lowheight &&
3917 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3918 Person::players[i]->aitype = attacktypecutoff;
3919 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3920 animation[Person::players[0]->animTarget].height == highheight &&
3922 Person::players[i]->aitype = attacktypecutoff;
3924 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3925 Person::players[i]->losupdatedelay = .2;
3926 for (unsigned j = 0; j < Person::players.size(); j++)
3927 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3928 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3929 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3930 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3931 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3932 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3933 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3934 *Person::players[i]->scale + Person::players[i]->coords,
3935 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3936 *Person::players[j]->scale + Person::players[j]->coords) ||
3937 (Person::players[j]->animTarget == hanganim &&
3938 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3939 Person::players[i]->aitype = searchtype;
3940 Person::players[i]->lastchecktime = 12;
3941 Person::players[i]->lastseen = Person::players[j]->coords;
3942 Person::players[i]->lastseentime = 12;
3946 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3947 if (Person::players[i]->creature != wolftype) {
3948 Person::players[i]->stunned = .6;
3949 Person::players[i]->surprised = .6;
3953 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3954 Person::players[i]->howactive = typeactive;
3956 if (Person::players[i]->aitype == passivetype) {
3957 Person::players[i]->aiupdatedelay -= multiplier;
3958 Person::players[i]->losupdatedelay -= multiplier;
3959 Person::players[i]->lastseentime += multiplier;
3960 Person::players[i]->pausetime -= multiplier;
3961 if (Person::players[i]->lastseentime > 1)
3962 Person::players[i]->lastseentime = 1;
3964 if (Person::players[i]->aiupdatedelay < 0) {
3965 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3966 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3967 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3968 Person::players[i]->aiupdatedelay = .05;
3970 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3971 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3972 Person::players[i]->pausetime = 4;
3973 Person::players[i]->waypoint++;
3974 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3975 Person::players[i]->waypoint = 0;
3980 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3981 Person::players[i]->forwardkeydown = 1;
3983 Person::players[i]->forwardkeydown = 0;
3984 Person::players[i]->leftkeydown = 0;
3985 Person::players[i]->backkeydown = 0;
3986 Person::players[i]->rightkeydown = 0;
3987 Person::players[i]->crouchkeydown = 0;
3988 Person::players[i]->attackkeydown = 0;
3989 Person::players[i]->throwkeydown = 0;
3991 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3992 if (!Person::players[i]->avoidsomething)
3993 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3995 XYZ leftpos, rightpos;
3996 float leftdist, rightdist;
3997 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3998 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3999 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4000 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4001 if (leftdist < rightdist)
4002 Person::players[i]->targetyaw += 90;
4004 Person::players[i]->targetyaw -= 90;
4008 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4009 Person::players[i]->jumpkeydown = 0;
4010 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4011 Person::players[i]->jumpkeydown = 1;
4015 if (!editorenabled) {
4016 if (Person::players[i]->howactive <= typesleeping)
4017 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
4018 for (int j = 0; j < numenvsounds; j++) {
4019 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
4020 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
4021 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
4022 Person::players[i]->aitype = attacktypecutoff;
4025 if (Person::players[i]->aitype != passivetype) {
4026 if (Person::players[i]->howactive == typesleeping)
4027 Person::players[i]->setAnimation(getupfromfrontanim);
4028 Person::players[i]->howactive = typeactive;
4032 if (Person::players[i]->howactive < typesleeping &&
4033 ((tutoriallevel != 1 || cananger) && hostile) &&
4034 !Person::players[0]->dead &&
4035 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
4036 Person::players[i]->occluded < 25) {
4037 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
4038 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
4039 Person::players[i]->aitype = attacktypecutoff;
4040 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
4041 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
4042 Person::players[i]->aitype = attacktypecutoff;
4045 if (Person::players[i]->creature == wolftype) {
4047 for (unsigned j = 0; j < Person::players.size(); j++) {
4048 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
4049 float smelldistance = 50;
4050 if (j == 0 && Person::players[j]->num_weapons > 0) {
4051 if (weapons[Person::players[j]->weaponids[0]].bloody)
4052 smelldistance = 100;
4053 if (Person::players[j]->num_weapons == 2)
4054 if (weapons[Person::players[j]->weaponids[1]].bloody)
4055 smelldistance = 100;
4058 smelldistance = 100;
4059 windsmell = windvector;
4060 Normalise(&windsmell);
4061 windsmell = windsmell * 2 + Person::players[j]->coords;
4062 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4063 Person::players[i]->aitype = attacktypecutoff;
4068 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4069 Person::players[i]->losupdatedelay = .2;
4070 for (unsigned j = 0; j < Person::players.size(); j++) {
4071 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4072 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4073 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4074 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4075 if ((-1 == checkcollide(
4076 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4077 Person::players[i]->scale + Person::players[i]->coords,
4078 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4079 Person::players[j]->scale + Person::players[j]->coords) &&
4080 !Person::players[j]->isWallJump()) ||
4081 (Person::players[j]->animTarget == hanganim &&
4082 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4083 Person::players[i]->lastseentime -= .2;
4084 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4085 Person::players[i]->lastseentime -= .4;
4087 Person::players[i]->lastseentime -= .6;
4089 if (Person::players[i]->lastseentime <= 0) {
4090 Person::players[i]->aitype = searchtype;
4091 Person::players[i]->lastchecktime = 12;
4092 Person::players[i]->lastseen = Person::players[j]->coords;
4093 Person::players[i]->lastseentime = 12;
4100 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4101 if (Person::players[i]->creature != wolftype) {
4102 Person::players[i]->stunned = .6;
4103 Person::players[i]->surprised = .6;
4105 if (Person::players[i]->creature == wolftype) {
4106 Person::players[i]->stunned = .47;
4107 Person::players[i]->surprised = .47;
4115 if (Person::players[i]->aitype == searchtype) {
4116 Person::players[i]->aiupdatedelay -= multiplier;
4117 Person::players[i]->losupdatedelay -= multiplier;
4118 if (!Person::players[i]->pause)
4119 Person::players[i]->lastseentime -= multiplier;
4120 Person::players[i]->lastchecktime -= multiplier;
4122 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4123 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4124 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4126 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4128 j = checkcollide(test2, test, Person::players[i]->laststanding);
4130 j = checkcollide(test2, test);
4132 Person::players[i]->velocity = 0;
4133 Person::players[i]->setAnimation(Person::players[i]->getStop());
4134 Person::players[i]->targetyaw += 180;
4135 Person::players[i]->stunned = .5;
4136 //Person::players[i]->aitype=passivetype;
4137 Person::players[i]->aitype = pathfindtype;
4138 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4139 Person::players[i]->finalpathfindpoint = -1;
4140 Person::players[i]->targetpathfindpoint = -1;
4141 Person::players[i]->lastpathfindpoint = -1;
4142 Person::players[i]->lastpathfindpoint2 = -1;
4143 Person::players[i]->lastpathfindpoint3 = -1;
4144 Person::players[i]->lastpathfindpoint4 = -1;
4146 Person::players[i]->laststanding = j;
4149 //check out last seen location
4150 if (Person::players[i]->aiupdatedelay < 0) {
4151 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4152 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4153 Person::players[i]->aiupdatedelay = .05;
4154 Person::players[i]->forwardkeydown = 1;
4156 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4157 Person::players[i]->forwardkeydown = 0;
4158 Person::players[i]->aiupdatedelay = 1;
4159 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4160 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4161 Person::players[i]->lastchecktime = 3;
4164 Person::players[i]->leftkeydown = 0;
4165 Person::players[i]->backkeydown = 0;
4166 Person::players[i]->rightkeydown = 0;
4167 Person::players[i]->crouchkeydown = 0;
4168 Person::players[i]->attackkeydown = 0;
4169 Person::players[i]->throwkeydown = 0;
4171 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4172 if (!Person::players[i]->avoidsomething)
4173 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4175 XYZ leftpos, rightpos;
4176 float leftdist, rightdist;
4177 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4178 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4179 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4180 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4181 if (leftdist < rightdist)
4182 Person::players[i]->targetyaw += 90;
4184 Person::players[i]->targetyaw -= 90;
4188 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4189 Person::players[i]->jumpkeydown = 0;
4190 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4191 Person::players[i]->jumpkeydown = 1;
4193 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4194 for (int k = 0; k < numenvsounds; k++) {
4195 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4196 Person::players[i]->aitype = attacktypecutoff;
4200 if (!Person::players[0]->dead &&
4201 Person::players[i]->losupdatedelay < 0 &&
4203 Person::players[i]->occluded < 2 &&
4204 ((tutoriallevel != 1 || cananger) && hostile)) {
4205 Person::players[i]->losupdatedelay = .2;
4206 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4207 Person::players[i]->aitype = attacktypecutoff;
4208 Person::players[i]->lastseentime = 1;
4210 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4211 //TODO: factor out canSeePlayer()
4212 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4213 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4215 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4216 Person::players[i]->scale + Person::players[i]->coords,
4217 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4218 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4219 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4220 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4221 /* //TODO: changed j to 0 on a whim, make sure this is correct
4222 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4223 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4225 Person::players[i]->aitype = attacktypecutoff;
4226 Person::players[i]->lastseentime = 1;
4230 if (Person::players[i]->lastseentime < 0) {
4231 //Person::players[i]->aitype=passivetype;
4233 Person::players[i]->aitype = pathfindtype;
4234 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4235 Person::players[i]->finalpathfindpoint = -1;
4236 Person::players[i]->targetpathfindpoint = -1;
4237 Person::players[i]->lastpathfindpoint = -1;
4238 Person::players[i]->lastpathfindpoint2 = -1;
4239 Person::players[i]->lastpathfindpoint3 = -1;
4240 Person::players[i]->lastpathfindpoint4 = -1;
4244 if (Person::players[i]->aitype != gethelptype)
4245 Person::players[i]->runninghowlong = 0;
4247 //get help from buddies
4248 if (Person::players[i]->aitype == gethelptype) {
4249 Person::players[i]->runninghowlong += multiplier;
4250 Person::players[i]->aiupdatedelay -= multiplier;
4252 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4253 Person::players[i]->aiupdatedelay = .2;
4256 //TODO: factor out closest search somehow
4257 if (!Person::players[i]->ally) {
4259 float closestdist = -1;
4260 for (unsigned k = 0; k < Person::players.size(); k++) {
4261 if (k != i && k != 0 && !Person::players[k]->dead &&
4262 Person::players[k]->howactive < typedead1 &&
4263 !Person::players[k]->skeleton.free &&
4264 Person::players[k]->aitype == passivetype) {
4265 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4266 if (closestdist == -1 || distance < closestdist) {
4267 closestdist = distance;
4274 Person::players[i]->ally = closest;
4276 Person::players[i]->ally = 0;
4277 Person::players[i]->lastseen = Person::players[0]->coords;
4278 Person::players[i]->lastseentime = 12;
4282 Person::players[i]->lastchecktime = 12;
4284 XYZ facing = Person::players[i]->coords;
4285 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4286 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4287 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4288 if (-1 != checkcollide(facing, flatfacing))
4289 Person::players[i]->lastseentime -= .1;
4291 //no available ally, run back to player
4292 if (Person::players[i]->ally <= 0 ||
4293 Person::players[Person::players[i]->ally]->skeleton.free ||
4294 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4295 Person::players[i]->lastseentime <= 0) {
4296 Person::players[i]->aitype = searchtype;
4297 Person::players[i]->lastseentime = 12;
4301 if (Person::players[i]->ally > 0) {
4302 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4303 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4304 Person::players[i]->aiupdatedelay = .05;
4305 Person::players[i]->forwardkeydown = 1;
4307 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4308 Person::players[i]->aitype = searchtype;
4309 Person::players[i]->lastseentime = 12;
4310 Person::players[Person::players[i]->ally]->aitype = searchtype;
4311 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4312 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4313 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4314 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4318 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4319 if (!Person::players[i]->avoidsomething)
4320 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4322 XYZ leftpos, rightpos;
4323 float leftdist, rightdist;
4324 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4325 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4326 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4327 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4328 if (leftdist < rightdist)
4329 Person::players[i]->targetyaw += 90;
4331 Person::players[i]->targetyaw -= 90;
4336 Person::players[i]->leftkeydown = 0;
4337 Person::players[i]->backkeydown = 0;
4338 Person::players[i]->rightkeydown = 0;
4339 Person::players[i]->crouchkeydown = 0;
4340 Person::players[i]->attackkeydown = 0;
4342 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4343 Person::players[i]->jumpkeydown = 0;
4344 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4345 Person::players[i]->jumpkeydown = 1;
4348 //retreiving a weapon on the ground
4349 if (Person::players[i]->aitype == getweapontype) {
4350 Person::players[i]->aiupdatedelay -= multiplier;
4351 Person::players[i]->lastchecktime -= multiplier;
4353 if (Person::players[i]->aiupdatedelay < 0) {
4354 Person::players[i]->aiupdatedelay = .2;
4357 if (Person::players[i]->ally < 0) {
4359 float closestdist = -1;
4360 for (unsigned k = 0; k < weapons.size(); k++)
4361 if (weapons[k].owner == -1) {
4362 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4363 if (closestdist == -1 || distance < closestdist) {
4364 closestdist = distance;
4370 Person::players[i]->ally = closest;
4372 Person::players[i]->ally = -1;
4375 Person::players[i]->lastseentime = 12;
4377 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4378 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4379 Person::players[i]->aitype = attacktypecutoff;
4380 Person::players[i]->lastseentime = 1;
4382 if (!Person::players[0]->dead)
4383 if (Person::players[i]->ally >= 0) {
4384 if (weapons[Person::players[i]->ally].owner != -1 ||
4385 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4386 Person::players[i]->aitype = attacktypecutoff;
4387 Person::players[i]->lastseentime = 1;
4389 //TODO: factor these out as moveToward()
4390 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4391 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4392 Person::players[i]->aiupdatedelay = .05;
4393 Person::players[i]->forwardkeydown = 1;
4396 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4397 if (!Person::players[i]->avoidsomething)
4398 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4400 XYZ leftpos, rightpos;
4401 float leftdist, rightdist;
4402 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4403 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4404 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4405 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4406 if (leftdist < rightdist)
4407 Person::players[i]->targetyaw += 90;
4409 Person::players[i]->targetyaw -= 90;
4414 Person::players[i]->leftkeydown = 0;
4415 Person::players[i]->backkeydown = 0;
4416 Person::players[i]->rightkeydown = 0;
4417 Person::players[i]->attackkeydown = 0;
4418 Person::players[i]->throwkeydown = 1;
4419 Person::players[i]->crouchkeydown = 0;
4420 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4421 Person::players[i]->animTarget != removeknifeanim)
4422 Person::players[i]->throwtogglekeydown = 0;
4423 Person::players[i]->drawkeydown = 0;
4425 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4426 Person::players[i]->jumpkeydown = 0;
4427 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4428 Person::players[i]->jumpkeydown = 1;
4431 if (Person::players[i]->aitype == attacktypecutoff) {
4432 Person::players[i]->aiupdatedelay -= multiplier;
4433 //dodge or reverse rabbit kicks, knife throws, flips
4434 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4435 if ((Person::players[0]->animTarget == rabbitkickanim ||
4436 Person::players[0]->animTarget == knifethrowanim ||
4437 (Person::players[0]->isFlip() &&
4438 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4439 !Person::players[0]->skeleton.free &&
4440 (Person::players[i]->aiupdatedelay < .1)) {
4441 Person::players[i]->attackkeydown = 0;
4442 if (Person::players[i]->isIdle())
4443 Person::players[i]->crouchkeydown = 1;
4444 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4445 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4446 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4447 if (abs(Random() % 2) == 0)
4448 Person::players[i]->setAnimation(backhandspringanim);
4450 Person::players[i]->setAnimation(rollanim);
4451 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4452 Person::players[i]->wentforweapon = 0;
4454 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4455 Person::players[i]->setAnimation(flipanim);
4458 Person::players[i]->forwardkeydown = 0;
4459 Person::players[i]->aiupdatedelay = .02;
4461 //get confused by flips
4462 if (Person::players[0]->isFlip() &&
4463 !Person::players[0]->skeleton.free &&
4464 Person::players[0]->animTarget != walljumprightkickanim &&
4465 Person::players[0]->animTarget != walljumpleftkickanim) {
4466 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4467 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4468 Person::players[i]->stunned = 1;
4470 //go for weapon on the ground
4471 if (Person::players[i]->wentforweapon < 3)
4472 for (unsigned k = 0; k < weapons.size(); k++)
4473 if (Person::players[i]->creature != wolftype)
4474 if (Person::players[i]->num_weapons == 0 &&
4475 weapons[k].owner == -1 &&
4476 weapons[i].velocity.x == 0 &&
4477 weapons[i].velocity.z == 0 &&
4478 weapons[i].velocity.y == 0) {
4479 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4480 Person::players[i]->wentforweapon++;
4481 Person::players[i]->lastchecktime = 6;
4482 Person::players[i]->aitype = getweapontype;
4483 Person::players[i]->ally = -1;
4486 //dodge/reverse walljump kicks
4487 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4488 if (animation[Person::players[i]->animTarget].height != highheight)
4489 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4490 ((Person::players[0]->animTarget == walljumprightkickanim ||
4491 Person::players[0]->animTarget == walljumpleftkickanim) &&
4492 ((Person::players[i]->aiupdatedelay < .15 &&
4494 (Person::players[i]->aiupdatedelay < .08 &&
4495 difficulty != 2)))) {
4496 Person::players[i]->crouchkeydown = 1;
4498 //walked off a ledge (?)
4499 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4500 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4501 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4503 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4505 j = checkcollide(test2, test, Person::players[i]->laststanding);
4507 j = checkcollide(test2, test);
4509 Person::players[i]->velocity = 0;
4510 Person::players[i]->setAnimation(Person::players[i]->getStop());
4511 Person::players[i]->targetyaw += 180;
4512 Person::players[i]->stunned = .5;
4513 Person::players[i]->aitype = pathfindtype;
4514 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4515 Person::players[i]->finalpathfindpoint = -1;
4516 Person::players[i]->targetpathfindpoint = -1;
4517 Person::players[i]->lastpathfindpoint = -1;
4518 Person::players[i]->lastpathfindpoint2 = -1;
4519 Person::players[i]->lastpathfindpoint3 = -1;
4520 Person::players[i]->lastpathfindpoint4 = -1;
4522 Person::players[i]->laststanding = j;
4524 //lose sight of player in the air (?)
4525 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4526 animation[Person::players[0]->animTarget].height != highheight &&
4527 !Person::players[0]->onterrain) {
4528 Person::players[i]->aitype = pathfindtype;
4529 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4530 Person::players[i]->finalpathfindpoint = -1;
4531 Person::players[i]->targetpathfindpoint = -1;
4532 Person::players[i]->lastpathfindpoint = -1;
4533 Person::players[i]->lastpathfindpoint2 = -1;
4534 Person::players[i]->lastpathfindpoint3 = -1;
4535 Person::players[i]->lastpathfindpoint4 = -1;
4537 //it's time to think (?)
4538 if (Person::players[i]->aiupdatedelay < 0 &&
4539 !animation[Person::players[i]->animTarget].attack &&
4540 Person::players[i]->animTarget != staggerbackhighanim &&
4541 Person::players[i]->animTarget != staggerbackhardanim &&
4542 Person::players[i]->animTarget != backhandspringanim &&
4543 Person::players[i]->animTarget != dodgebackanim) {
4545 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4546 Person::players[i]->drawkeydown = Random() % 2;
4548 Person::players[i]->drawkeydown = 0;
4549 Person::players[i]->rabbitkickenabled = Random() % 2;
4551 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4552 XYZ targetpoint = Person::players[0]->coords;
4553 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4554 distsq(&rotatetarget, &Person::players[i]->coords))
4555 targetpoint += Person::players[0]->velocity *
4556 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4557 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4558 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4559 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4561 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4562 Person::players[i]->forwardkeydown = 1;
4563 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4564 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4565 Person::players[0]->weaponactive != -1)
4566 Person::players[i]->forwardkeydown = 1;
4567 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4568 Person::players[i]->forwardkeydown = 1;
4570 Person::players[i]->forwardkeydown = 0;
4571 //chill out around the corpse
4572 if (Person::players[0]->dead) {
4573 Person::players[i]->forwardkeydown = 0;
4574 if (Random() % 10 == 0)
4575 Person::players[i]->forwardkeydown = 1;
4576 if (Random() % 100 == 0) {
4577 Person::players[i]->aitype = pathfindtype;
4578 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4579 Person::players[i]->finalpathfindpoint = -1;
4580 Person::players[i]->targetpathfindpoint = -1;
4581 Person::players[i]->lastpathfindpoint = -1;
4582 Person::players[i]->lastpathfindpoint2 = -1;
4583 Person::players[i]->lastpathfindpoint3 = -1;
4584 Person::players[i]->lastpathfindpoint4 = -1;
4587 Person::players[i]->leftkeydown = 0;
4588 Person::players[i]->backkeydown = 0;
4589 Person::players[i]->rightkeydown = 0;
4590 Person::players[i]->crouchkeydown = 0;
4591 Person::players[i]->throwkeydown = 0;
4593 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4594 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4596 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4597 Person::players[i]->attackkeydown = 1;
4599 Person::players[i]->attackkeydown = 0;
4600 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4601 Person::players[i]->attackkeydown = 0;
4604 if (Person::players[i]->aitype != playercontrolled &&
4605 (Person::players[i]->isIdle() ||
4606 Person::players[i]->isCrouch() ||
4607 Person::players[i]->isRun())) {
4609 for (unsigned j = 0; j < Person::players.size(); j++)
4610 if (j != i && !Person::players[j]->skeleton.free &&
4611 Person::players[j]->hasvictim &&
4612 (tutoriallevel == 1 && reversaltrain ||
4613 Random() % 2 == 0 && difficulty == 2 ||
4614 Random() % 4 == 0 && difficulty == 1 ||
4615 Random() % 8 == 0 && difficulty == 0 ||
4616 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4617 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4618 (Random() % 2 == 0 || difficulty == 2) ||
4619 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4620 Person::players[j]->weaponactive != -1 ||
4621 Person::players[j]->animTarget == swordslashanim &&
4622 Person::players[i]->weaponactive != -1 ||
4623 Person::players[j]->animTarget == staffhitanim ||
4624 Person::players[j]->animTarget == staffspinhitanim))
4625 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4626 Person::players[j]->victim == Person::players[i] &&
4627 (Person::players[j]->animTarget == sweepanim ||
4628 Person::players[j]->animTarget == spinkickanim ||
4629 Person::players[j]->animTarget == staffhitanim ||
4630 Person::players[j]->animTarget == staffspinhitanim ||
4631 Person::players[j]->animTarget == winduppunchanim ||
4632 Person::players[j]->animTarget == upunchanim ||
4633 Person::players[j]->animTarget == wolfslapanim ||
4634 Person::players[j]->animTarget == knifeslashstartanim ||
4635 Person::players[j]->animTarget == swordslashanim &&
4636 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4637 Person::players[i]->weaponactive != -1))) {
4644 Person::players[target]->Reverse();
4647 if (Person::players[i]->collided < 1)
4648 Person::players[i]->jumpkeydown = 0;
4649 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4650 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4651 Person::players[i]->onterrain &&
4652 Person::players[i]->creature == rabbittype)
4653 Person::players[i]->jumpkeydown = 1;
4654 //TODO: why are we controlling the human?
4655 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4656 Person::players[0]->jumpkeydown = 0;
4657 if (Person::players[0]->animTarget == jumpdownanim &&
4658 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4659 Person::players[i]->crouchkeydown = 1;
4660 if (Person::players[i]->jumpkeydown)
4661 Person::players[i]->attackkeydown = 0;
4663 if (tutoriallevel == 1)
4665 Person::players[i]->attackkeydown = 0;
4668 XYZ facing = Person::players[i]->coords;
4669 XYZ flatfacing = Person::players[0]->coords;
4670 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4671 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4672 if (Person::players[i]->occluded >= 2)
4673 if (-1 != checkcollide(facing, flatfacing)) {
4674 if (!Person::players[i]->pause)
4675 Person::players[i]->lastseentime -= .2;
4676 if (Person::players[i]->lastseentime <= 0 &&
4677 (Person::players[i]->creature != wolftype ||
4678 Person::players[i]->weaponstuck == -1)) {
4679 Person::players[i]->aitype = searchtype;
4680 Person::players[i]->lastchecktime = 12;
4681 Person::players[i]->lastseen = Person::players[0]->coords;
4682 Person::players[i]->lastseentime = 12;
4685 Person::players[i]->lastseentime = 1;
4688 if (animation[Person::players[0]->animTarget].height == highheight &&
4689 (Person::players[i]->aitype == attacktypecutoff ||
4690 Person::players[i]->aitype == searchtype))
4691 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4692 XYZ test = Person::players[0]->coords;
4694 if (-1 == checkcollide(Person::players[0]->coords, test))
4695 Person::players[i]->stunned = 1;
4698 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4699 Person::players[i]->stunned > 0 ||
4700 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4701 if (Person::players[i]->pause)
4702 Person::players[i]->lastseentime = 1;
4703 Person::players[i]->targetyaw = Person::players[i]->yaw;
4704 Person::players[i]->forwardkeydown = 0;
4705 Person::players[i]->leftkeydown = 0;
4706 Person::players[i]->backkeydown = 0;
4707 Person::players[i]->rightkeydown = 0;
4708 Person::players[i]->jumpkeydown = 0;
4709 Person::players[i]->attackkeydown = 0;
4710 Person::players[i]->crouchkeydown = 0;
4711 Person::players[i]->throwkeydown = 0;
4719 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4720 facing = flatfacing;
4722 if (Person::players[i]->aitype == attacktypecutoff) {
4723 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4724 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4725 } else if (Person::players[i]->howactive >= typesleeping) {
4726 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4727 Person::players[i]->targetheadpitch = 0;
4729 if (Person::players[i]->interestdelay <= 0) {
4730 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4731 Person::players[i]->headtarget = Person::players[i]->coords;
4732 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4733 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4734 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4735 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4737 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4738 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4745 void updateSettingsMenu()
4748 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4749 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4751 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4752 Menu::setText(0, sbuf);
4753 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4754 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4755 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4756 if (newdetail == 2) Menu::setText(1, "Detail: High");
4757 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4758 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4759 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4760 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4761 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4762 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4763 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4764 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4765 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4766 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4767 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4768 Menu::setText(10, sbuf);
4769 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4770 Menu::setText(11, sbuf);
4771 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4772 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4773 sprintf (sbuf, "Back");
4775 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4776 Menu::setText(8, sbuf);
4779 void updateStereoConfigMenu()
4782 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4783 Menu::setText(0, sbuf);
4784 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4785 Menu::setText(1, sbuf);
4786 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4787 Menu::setText(2, sbuf);
4790 void updateControlsMenu()
4792 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4793 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4794 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4795 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4796 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4797 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4798 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4799 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4800 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4802 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4806 Values of mainmenu :
4808 2 Menu pause (resume/end game)
4810 4 Controls configuration menu
4811 5 Main game menu (choose level or challenge)
4812 6 Deleting user menu
4813 7 User managment menu (select/add)
4814 8 Choose difficulty menu
4815 9 Challenge level selection menu
4816 10 End of the campaign congratulation (is that really a menu?)
4817 11 Same that 9 ??? => unused
4818 18 stereo configuration
4821 void Game::LoadMenu()
4827 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4828 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4829 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4830 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4833 Menu::addButton( 0, "", 10 + 20, 440);
4834 Menu::addButton(14, "", 10 + 400, 440);
4835 Menu::addButton( 1, "", 10 + 60, 405);
4836 Menu::addButton( 2, "", 10 + 70, 370);
4837 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4838 Menu::addButton( 4, "", 10 , 335);
4839 Menu::addButton( 5, "", 10 + 60, 300);
4840 Menu::addButton( 6, "", 10 + 70, 265);
4841 Menu::addButton( 9, "", 10 , 230);
4842 Menu::addButton(10, "", 20 , 195);
4843 Menu::addButton(11, "", 10 + 60, 160);
4844 Menu::addButton(13, "", 30 , 125);
4845 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4846 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4847 Menu::addButton(8, "Back", 10, 10);
4848 updateSettingsMenu();
4851 Menu::addButton(0, "", 10 , 400);
4852 Menu::addButton(1, "", 10 + 40, 360);
4853 Menu::addButton(2, "", 10 + 40, 320);
4854 Menu::addButton(3, "", 10 + 30, 280);
4855 Menu::addButton(4, "", 10 + 20, 240);
4856 Menu::addButton(5, "", 10 + 40, 200);
4857 Menu::addButton(6, "", 10 + 40, 160);
4858 Menu::addButton(7, "", 10 + 30, 120);
4859 Menu::addButton(8, "", 10 + 20, 80);
4861 Menu::addButton(9, "", 10 + 10, 40);
4862 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4863 updateControlsMenu();
4867 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4868 Menu::addButton(1, "Tutorial", 5, 300);
4869 Menu::addButton(2, "Challenge", 5, 240);
4870 Menu::addButton(3, "Delete User", 400, 10);
4871 Menu::addButton(4, "Main Menu", 5, 10);
4872 Menu::addButton(5, "Change User", 5, 180);
4873 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4876 //with (2,-5) offset from old code
4877 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4879 int numlevels = accountactive->getCampaignChoicesMade();
4880 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4881 for (int i = 0; i < numlevels; i++) {
4882 XYZ midpoint = campaignlevels[i].getCenter();
4883 float itemsize = campaignlevels[i].getWidth();
4884 const bool active = i >= accountactive->getCampaignChoicesMade();
4889 XYZ start = campaignlevels[i - 1].getCenter();
4890 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);
4892 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4893 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4896 Menu::addMapLabel(-2, campaignlevels[i].description,
4897 campaignlevels[i].getStartX() + 10,
4898 campaignlevels[i].getStartY() - 4);
4904 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4905 Menu::addButton(1, "Yes", 10, 360);
4906 Menu::addButton(2, "No", 10, 320);
4909 if (Account::getNbAccounts() < 8)
4910 Menu::addButton(0, "New User", 10, 400);
4912 Menu::addLabel(0, "No More Users", 10, 400);
4913 Menu::addLabel(-2, "", 20, 400);
4914 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4915 for (int i = 0; i < Account::getNbAccounts(); i++)
4916 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4919 Menu::addButton(0, "Easier", 10, 400);
4920 Menu::addButton(1, "Difficult", 10, 360);
4921 Menu::addButton(2, "Insane", 10, 320);
4924 for (int i = 0; i < numchallengelevels; i++) {
4927 sprintf (temp, "Level %d", i + 1);
4928 for (int j = strlen(temp); j < 17; j++)
4931 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4932 for (int j = strlen(temp); j < (32 - 17); j++)
4935 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4936 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4939 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4942 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4945 Menu::addButton(-1, " High Score Best Time", 10, 440);
4946 Menu::addButton(numchallengelevels, "Back", 10, 10);
4949 Menu::addLabel(0, "Congratulations!", 220, 330);
4950 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4951 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4952 Menu::addButton(3, "Back", 10, 10);
4954 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4955 Menu::addLabel(4, sbuf, 190, 200);
4956 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4957 Menu::addLabel(5, sbuf, 190, 180);
4961 Menu::addButton(0, "", 70, 400);
4962 Menu::addButton(1, "", 10, 360);
4963 Menu::addButton(2, "", 40, 320);
4964 Menu::addButton(3, "Back", 10, 10);
4965 updateStereoConfigMenu();
4970 extern set<pair<int,int>> resolutions;
4975 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4977 // some specific case where we do something even if the left mouse button is not pressed.
4978 if ((mainmenu == 5) && (endgame == 2)) {
4979 accountactive->endGame();
4984 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4985 stereoseparation -= 0.001;
4986 updateStereoConfigMenu();
4989 static int oldmainmenu = mainmenu;
4991 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4992 set<pair<int,int>>::iterator newscreenresolution;
4998 if (gameon) { //resume
5000 pause_sound(stream_menutheme);
5001 resume_stream(leveltheme);
5003 fireSound(firestartsound);
5005 mainmenu = (accountactive ? 5 : 7);
5017 if (newscreenwidth > 3000)
5018 newscreenwidth = screenwidth;
5019 if (newscreenwidth < 0)
5020 newscreenwidth = screenwidth;
5021 if (newscreenheight > 3000)
5022 newscreenheight = screenheight;
5023 if (newscreenheight < 0)
5024 newscreenheight = screenheight;
5029 if (gameon) { //end game
5034 pause_sound(stream_menutheme);
5043 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
5044 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
5045 newscreenresolution++;
5046 if (newscreenresolution == resolutions.end()) {
5047 /* It was the last one (or not found), go back to the beginning */
5048 newscreenresolution = resolutions.begin();
5050 newscreenwidth = newscreenresolution->first;
5051 newscreenheight = newscreenresolution->second;
5060 if (bloodtoggle > 2)
5069 ismotionblur = !ismotionblur;
5075 musictoggle = !musictoggle;
5077 emit_stream_np(stream_menutheme);
5079 pause_sound(leveltheme);
5080 pause_sound(stream_fighttheme);
5081 pause_sound(stream_menutheme);
5083 for (int i = 0; i < 4; i++) {
5084 oldmusicvolume[i] = 0;
5098 mainmenu = gameon ? 2 : 1;
5101 invertmouse = !invertmouse;
5104 usermousesensitivity += .2;
5105 if (usermousesensitivity > 2)
5106 usermousesensitivity = .2;
5110 if (volume > 1.0001f)
5112 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5116 newstereomode = stereomode;
5121 showdamagebar = !showdamagebar;
5127 updateSettingsMenu();
5132 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5133 keyselect = selected;
5134 if (keyselect != -1)
5136 if (selected == (debugmode ? 10 : 9)) {
5141 updateControlsMenu();
5146 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5147 startbonustotal = 0;
5156 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5157 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5160 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5164 pause_sound(stream_menutheme);
5168 startbonustotal = 0;
5181 pause_sound(stream_menutheme);
5190 mainmenu = (gameon ? 2 : 1);
5196 vector<string> campaigns = ListCampaigns();
5197 vector<string>::iterator c;
5198 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5199 if (!campaigns.empty())
5200 accountactive->setCurrentCampaign(campaigns.front());
5203 if (c == campaigns.end())
5204 c = campaigns.begin();
5205 accountactive->setCurrentCampaign(*c);
5213 if (selected == 1) {
5215 accountactive = Account::destroy(accountactive);
5217 } else if (selected == 2) {
5224 if (selected == 0 && Account::getNbAccounts() < 8) {
5226 } else if (selected < Account::getNbAccounts() + 1) {
5229 accountactive = Account::get(selected - 1);
5230 } else if (selected == Account::getNbAccounts() + 1) {
5236 displaytext[0].clear();
5237 displayselected = 0;
5245 accountactive->setDifficulty(selected);
5249 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5253 startbonustotal = 0;
5257 targetlevel = selected;
5262 Loadlevel(selected);
5267 pause_sound(stream_menutheme);
5269 if (selected == numchallengelevels) {
5276 if (selected == 3) {
5284 stereoseparation += 0.001;
5287 if (selected == 0) {
5288 newstereomode = (StereoMode)(newstereomode + 1);
5289 while (!CanInitStereo(newstereomode)) {
5290 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5291 newstereomode = (StereoMode)(newstereomode + 1);
5292 if (newstereomode >= stereoCount)
5293 newstereomode = stereoNone;
5295 } else if (selected == 2) {
5296 stereoreverse = !stereoreverse;
5297 } else if (selected == 3) {
5301 stereomode = newstereomode;
5302 InitStereo(stereomode);
5305 updateStereoConfigMenu();
5310 OPENAL_SetFrequency(channels[stream_menutheme], 22050);
5313 inputText(displaytext[0], &displayselected);
5314 if (!waiting) { // the input as finished
5315 if (!displaytext[0].empty()) { // with enter
5316 accountactive = Account::add(string(displaytext[0]));
5322 fireSound(firestartsound);
5324 displaytext[0].clear();
5326 displayselected = 0;
5332 displayblinkdelay -= multiplier;
5333 if (displayblinkdelay <= 0) {
5334 displayblinkdelay = .3;
5335 displayblink = !displayblink;
5340 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5341 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5344 if (oldmainmenu != mainmenu)
5346 oldmainmenu = mainmenu;
5352 static XYZ facing, flatfacing;
5355 for (int i = 0; i < 15; i++) {
5356 displaytime[i] += multiplier;
5361 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5362 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5363 stereoreverse = true;
5365 stereoreverse = false;
5368 printf("Stereo reversed\n");
5370 printf("Stereo unreversed\n");
5373 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5374 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5375 stereoseparation -= 0.001;
5377 stereoseparation -= 0.010;
5378 printf("Stereo decreased increased to %f\n", stereoseparation);
5381 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5382 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5383 stereoseparation += 0.001;
5385 stereoseparation += 0.010;
5386 printf("Stereo separation increased to %f\n", stereoseparation);
5390 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5391 if (tutorialstage != 51)
5392 tutorialstagetime = tutorialmaxtime;
5393 emit_sound_np(consolefailsound, 128.);
5397 Values of mainmenu :
5399 2 Menu pause (resume/end game)
5401 4 Controls configuration menu
5402 5 Main game menu (choose level or challenge)
5403 6 Deleting user menu
5404 7 User managment menu (select/add)
5405 8 Choose difficulty menu
5406 9 Challenge level selection menu
5407 10 End of the campaign congratulation (is that really a menu?)
5408 11 Same that 9 ??? => unused
5409 18 stereo configuration
5414 if (mainmenu && endgame == 1)
5416 //go to level select after completing a campaign level
5417 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5424 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5425 emit_stream_np(stream_menutheme);
5426 pause_sound(leveltheme);
5430 //escape key pressed
5431 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5432 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5434 if (mainmenu == 0 && !winfreeze)
5435 mainmenu = 2; //pause
5436 else if (mainmenu == 1 || mainmenu == 2) {
5437 mainmenu = 0; //unpause
5440 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5441 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5442 emit_stream_np(stream_menutheme);
5443 pause_sound(leveltheme);
5445 //on resume, play level music
5447 pause_sound(stream_menutheme);
5448 resume_stream(leveltheme);
5450 //finished with settings menu
5451 if (mainmenu == 3) {
5455 if (mainmenu >= 3 && mainmenu != 8) {
5463 mainmenu = gameon ? 2 : 1;
5485 hostiletime += multiplier;
5489 leveltime += multiplier;
5492 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5495 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5499 if (Input::isKeyPressed(consolekey) && debugmode) {
5502 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5511 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5512 inputText(consoletext[0], &consoleselected);
5514 if (!consoletext[0].empty()) {
5515 cmd_dispatch(consoletext[0]);
5516 for (int k = 14; k >= 1; k--) {
5517 consoletext[k] = consoletext[k - 1];
5519 consoletext[0].clear();
5520 consoleselected = 0;
5524 consoleblinkdelay -= multiplier;
5525 if (consoleblinkdelay <= 0) {
5526 consoleblinkdelay = .3;
5527 consoleblink = !consoleblink;
5531 static int oldwinfreeze;
5532 if (winfreeze && !oldwinfreeze) {
5533 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
5534 emit_sound_np(consolesuccesssound);
5537 oldwinfreeze = winfreeze;
5541 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5544 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5548 } else if (winfreeze) {
5556 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5559 static float talkdelay = 0;
5561 if (indialogue != -1)
5563 talkdelay -= multiplier;
5565 if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].height != highheight)
5566 for (int i = 0; i < numdialogues; i++) {
5567 unsigned realdialoguetype;
5569 /* FIXME - Seems like modulo done with ifs */
5570 if (dialoguetype[i] > 49) {
5571 realdialoguetype = dialoguetype[i] - 50;
5573 } else if (dialoguetype[i] > 39) {
5574 realdialoguetype = dialoguetype[i] - 40;
5576 } else if (dialoguetype[i] > 29) {
5577 realdialoguetype = dialoguetype[i] - 30;
5579 } else if (dialoguetype[i] > 19) {
5580 realdialoguetype = dialoguetype[i] - 20;
5582 } else if (dialoguetype[i] > 9) {
5583 realdialoguetype = dialoguetype[i] - 10;
5586 realdialoguetype = dialoguetype[i];
5589 if ((!hostile || dialoguetype[i] > 40 && dialoguetype[i] < 50) &&
5590 realdialoguetype < Person::players.size() &&
5591 realdialoguetype > 0 &&
5592 (dialoguegonethrough[i] == 0 || !special) &&
5593 (special || Input::isKeyPressed(attackkey))) {
5594 if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
5595 Person::players[realdialoguetype]->howactive >= typedead1 ||
5596 dialoguetype[i] > 40 && dialoguetype[i] < 50) {
5598 for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
5599 Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
5600 Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5601 Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
5602 Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
5603 Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
5604 Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
5609 dialoguegonethrough[i]++;
5610 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5611 playdialogueboxsound();
5617 windvar += multiplier;
5618 smoketex += multiplier;
5619 tutorialstagetime += multiplier;
5622 static float hotspotvisual[40];
5626 for (int i = 0; i < numhotspots; i++)
5627 hotspotvisual[i] -= multiplier / 320;
5629 for (int i = 0; i < numhotspots; i++) {
5630 while (hotspotvisual[i] < 0) {
5632 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5633 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5634 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5635 hotspotsprite += hotspot[i];
5636 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5637 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5641 for (int i = 0; i < numhotspots; i++) {
5642 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5643 hotspot[i] = Person::players[hotspottype[i]]->coords;
5649 if (tutoriallevel) {
5654 if (tutoriallevel != 1) {
5655 if (bonustime == 0 &&
5656 bonus != solidhit &&
5657 bonus != spinecrusher &&
5658 bonus != tracheotomy &&
5659 bonus != backstab &&
5661 emit_sound_np(consolesuccesssound);
5663 } else if (bonustime == 0) {
5664 emit_sound_np(fireendsound);
5666 if (bonustime == 0) {
5667 if (bonus != solidhit &&
5668 bonus != twoxcombo &&
5669 bonus != threexcombo &&
5670 bonus != fourxcombo &&
5674 bonusnum[bonus] += 0.15;
5677 bonusvalue /= bonusnum[bonus];
5678 bonustotal += bonusvalue;
5680 bonustime += multiplier;
5683 if (environment == snowyenvironment) {
5684 precipdelay -= multiplier;
5685 while (precipdelay < 0) {
5689 XYZ footvel, footpoint;
5692 footpoint = viewer + viewerfacing * 6;
5693 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5694 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5695 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5696 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5701 doAerialAcrobatics();
5704 static XYZ oldviewer;
5707 if (indialogue == -1) {
5708 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5709 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5710 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5711 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5712 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5713 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5714 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5715 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5717 Person::players[0]->forwardkeydown = 0;
5718 Person::players[0]->leftkeydown = 0;
5719 Person::players[0]->backkeydown = 0;
5720 Person::players[0]->rightkeydown = 0;
5721 Person::players[0]->jumpkeydown = 0;
5722 Person::players[0]->crouchkeydown = 0;
5723 Person::players[0]->drawkeydown = 0;
5724 Person::players[0]->throwkeydown = 0;
5727 if (!Person::players[0]->jumpkeydown)
5728 Person::players[0]->jumpclimb = 0;
5731 if (indialogue != -1) {
5737 facing = DoRotation(facing, -pitch, 0, 0);
5738 facing = DoRotation(facing, 0, 0 - yaw, 0);
5743 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5745 if (Input::isKeyDown(forwardkey))
5746 viewer += facing * multiplier * 4;
5747 if (Input::isKeyDown(backkey))
5748 viewer -= facing * multiplier * 4;
5749 if (Input::isKeyDown(leftkey))
5750 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5751 if (Input::isKeyDown(rightkey))
5752 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5753 if (Input::isKeyDown(jumpkey))
5754 viewer.y += multiplier * 4;
5755 if (Input::isKeyDown(crouchkey))
5756 viewer.y -= multiplier * 4;
5757 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5758 Input::isKeyPressed(SDL_SCANCODE_2) ||
5759 Input::isKeyPressed(SDL_SCANCODE_3) ||
5760 Input::isKeyPressed(SDL_SCANCODE_4) ||
5761 Input::isKeyPressed(SDL_SCANCODE_5) ||
5762 Input::isKeyPressed(SDL_SCANCODE_6) ||
5763 Input::isKeyPressed(SDL_SCANCODE_7) ||
5764 Input::isKeyPressed(SDL_SCANCODE_8) ||
5765 Input::isKeyPressed(SDL_SCANCODE_9) ||
5766 Input::isKeyPressed(SDL_SCANCODE_0) ||
5767 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5769 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5770 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5771 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5772 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5773 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5774 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5775 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5776 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5777 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5778 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5779 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5781 if (whichend != -1) {
5782 participantfocus[whichdialogue][indialogue] = whichend;
5783 participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
5784 participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
5786 if (whichend == -1) {
5787 participantfocus[whichdialogue][indialogue] = -1;
5789 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5794 dialoguecamera[whichdialogue][indialogue] = viewer;
5795 dialoguecamerayaw[whichdialogue][indialogue] = yaw;
5796 dialoguecamerapitch[whichdialogue][indialogue] = pitch;
5798 if (indialogue < numdialogueboxes[whichdialogue]) {
5799 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5800 playdialogueboxsound();
5804 for (unsigned j = 0; j < Person::players.size(); j++) {
5805 participantfacing[whichdialogue][indialogue][j] = participantfacing[whichdialogue][indialogue - 1][j];
5808 //TODO: should these be KeyDown or KeyPressed?
5809 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5810 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5811 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5812 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5813 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5814 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5815 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5816 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5817 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5818 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5820 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5821 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5822 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5823 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5824 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5825 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5826 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5827 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5828 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5829 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5830 participantfacing[whichdialogue][indialogue][whichend] = facing;
5832 if (indialogue >= numdialogueboxes[whichdialogue]) {
5839 pause_sound(whooshsound);
5840 viewer = dialoguecamera[whichdialogue][indialogue];
5841 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5842 yaw = dialoguecamerayaw[whichdialogue][indialogue];
5843 pitch = dialoguecamerapitch[whichdialogue][indialogue];
5844 if (dialoguetime > 0.5)
5845 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5846 Input::isKeyPressed(SDL_SCANCODE_2) ||
5847 Input::isKeyPressed(SDL_SCANCODE_3) ||
5848 Input::isKeyPressed(SDL_SCANCODE_4) ||
5849 Input::isKeyPressed(SDL_SCANCODE_5) ||
5850 Input::isKeyPressed(SDL_SCANCODE_6) ||
5851 Input::isKeyPressed(SDL_SCANCODE_7) ||
5852 Input::isKeyPressed(SDL_SCANCODE_8) ||
5853 Input::isKeyPressed(SDL_SCANCODE_9) ||
5854 Input::isKeyPressed(SDL_SCANCODE_0) ||
5855 Input::isKeyPressed(SDL_SCANCODE_MINUS) ||
5856 Input::isKeyPressed(attackkey)) {
5858 if (indialogue < numdialogueboxes[whichdialogue]) {
5859 if (dialogueboxsound[whichdialogue][indialogue] != 0) {
5860 playdialogueboxsound();
5861 if (dialogueboxsound[whichdialogue][indialogue] == -5) {
5862 hotspot[numhotspots] = Person::players[0]->coords;
5863 hotspotsize[numhotspots] = 10;
5864 hotspottype[numhotspots] = -1;
5868 if (dialogueboxsound[whichdialogue][indialogue] == -6) {
5872 if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
5880 if (indialogue >= numdialogueboxes[whichdialogue]) {
5884 if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
5887 if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
5890 if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
5892 for (unsigned i = 1; i < Person::players.size(); i++) {
5893 Person::players[i]->aitype = attacktypecutoff;
5900 if (!Person::players[0]->jumpkeydown) {
5901 Person::players[0]->jumptogglekeydown = 0;
5903 if (Person::players[0]->jumpkeydown &&
5904 Person::players[0]->animTarget != jumpupanim &&
5905 Person::players[0]->animTarget != jumpdownanim &&
5906 !Person::players[0]->isFlip())
5907 Person::players[0]->jumptogglekeydown = 1;
5910 dialoguetime += multiplier;
5911 hawkyaw += multiplier * 25;
5913 realhawkcoords.x = 25;
5914 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5915 hawkcalldelay -= multiplier / 2;
5917 if (hawkcalldelay <= 0) {
5918 emit_sound_at(hawksound, realhawkcoords);
5920 hawkcalldelay = 16 + abs(Random() % 8);
5927 doPlayerCollisions();
5931 for (unsigned k = 0; k < Person::players.size(); k++)
5932 if (k != 0 && Person::players[k]->immobile)
5933 Person::players[k]->coords = Person::players[k]->realoldcoords;
5935 for (unsigned k = 0; k < Person::players.size(); k++) {
5936 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5937 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5938 Person::players[k]->DoDamage(1000);
5944 static bool respawnkeydown;
5945 if (!editorenabled &&
5946 (whichlevel != -2 &&
5947 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5948 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5950 (Input::isKeyDown(jumpkey) &&
5953 Person::players[0]->dead))) {
5954 targetlevel = whichlevel;
5958 if (!Input::isKeyDown(jumpkey))
5960 if (Input::isKeyDown(jumpkey))
5966 static bool movekey;
5969 for (unsigned i = 0; i < Person::players.size(); i++) {
5970 static float oldtargetyaw;
5971 if (!Person::players[i]->skeleton.free) {
5972 oldtargetyaw = Person::players[i]->targetyaw;
5973 if (i == 0 && indialogue == -1) {
5974 //TODO: refactor repetitive code
5975 if (!animation[Person::players[0]->animTarget].attack &&
5976 Person::players[0]->animTarget != staggerbackhighanim &&
5977 Person::players[0]->animTarget != staggerbackhardanim &&
5978 Person::players[0]->animTarget != crouchremoveknifeanim &&
5979 Person::players[0]->animTarget != removeknifeanim &&
5980 Person::players[0]->animTarget != backhandspringanim &&
5981 Person::players[0]->animTarget != dodgebackanim &&
5982 Person::players[0]->animTarget != walljumprightkickanim &&
5983 Person::players[0]->animTarget != walljumpleftkickanim) {
5985 Person::players[0]->targetyaw = 0;
5987 Person::players[0]->targetyaw = -yaw + 180;
5993 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5995 facing = flatfacing;
5997 facing = DoRotation(facing, -pitch, 0, 0);
5998 facing = DoRotation(facing, 0, 0 - yaw, 0);
6001 Person::players[0]->lookyaw = -yaw;
6003 Person::players[i]->targetheadyaw = yaw;
6004 Person::players[i]->targetheadpitch = pitch;
6006 if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
6007 if (!animation[Person::players[i]->animTarget].attack &&
6008 Person::players[i]->animTarget != staggerbackhighanim &&
6009 Person::players[i]->animTarget != staggerbackhardanim &&
6010 Person::players[i]->animTarget != crouchremoveknifeanim &&
6011 Person::players[i]->animTarget != removeknifeanim &&
6012 Person::players[i]->animTarget != backhandspringanim &&
6013 Person::players[i]->animTarget != dodgebackanim &&
6014 Person::players[i]->animTarget != walljumprightkickanim &&
6015 Person::players[i]->animTarget != walljumpleftkickanim) {
6016 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
6022 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
6024 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
6025 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
6027 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
6028 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
6030 if (indialogue != -1) {
6031 Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
6032 Person::players[i]->targetheadpitch = pitchOf(participantfacing[whichdialogue][indialogue][i]);
6038 Person::players[i]->avoidsomething = 0;
6040 //avoid flaming things
6041 for (int j = 0; j < objects.numobjects; j++)
6042 if (objects.onfire[j])
6043 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
6044 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
6045 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6046 Person::players[i]->collided = 0;
6047 Person::players[i]->avoidcollided = 1;
6048 if (Person::players[i]->avoidsomething == 0 ||
6049 distsq(&Person::players[i]->coords, &objects.position[j]) <
6050 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6051 Person::players[i]->avoidwhere = objects.position[j];
6052 Person::players[i]->avoidsomething = 1;
6056 //avoid flaming players
6057 for (unsigned j = 0; j < Person::players.size(); j++)
6058 if (Person::players[j]->onfire)
6059 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
6060 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6061 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
6062 Person::players[i]->collided = 0;
6063 Person::players[i]->avoidcollided = 1;
6064 if (Person::players[i]->avoidsomething == 0 ||
6065 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
6066 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
6067 Person::players[i]->avoidwhere = Person::players[j]->coords;
6068 Person::players[i]->avoidsomething = 1;
6072 if (Person::players[i]->collided > .8)
6073 Person::players[i]->avoidcollided = 0;
6077 if (animation[Person::players[i]->animTarget].attack == reversed) {
6078 //Person::players[i]->targetyaw=Person::players[i]->yaw;
6079 Person::players[i]->forwardkeydown = 0;
6080 Person::players[i]->leftkeydown = 0;
6081 Person::players[i]->backkeydown = 0;
6082 Person::players[i]->rightkeydown = 0;
6083 Person::players[i]->jumpkeydown = 0;
6084 Person::players[i]->attackkeydown = 0;
6085 //Person::players[i]->crouchkeydown=0;
6086 Person::players[i]->throwkeydown = 0;
6089 if (indialogue != -1) {
6090 Person::players[i]->forwardkeydown = 0;
6091 Person::players[i]->leftkeydown = 0;
6092 Person::players[i]->backkeydown = 0;
6093 Person::players[i]->rightkeydown = 0;
6094 Person::players[i]->jumpkeydown = 0;
6095 Person::players[i]->crouchkeydown = 0;
6096 Person::players[i]->drawkeydown = 0;
6097 Person::players[i]->throwkeydown = 0;
6100 if (Person::players[i]->collided < -.3)
6101 Person::players[i]->collided = -.3;
6102 if (Person::players[i]->collided > 1)
6103 Person::players[i]->collided = 1;
6104 Person::players[i]->collided -= multiplier * 4;
6105 Person::players[i]->whichdirectiondelay -= multiplier;
6106 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
6107 Person::players[i]->avoidcollided = -.3;
6108 Person::players[i]->whichdirection = abs(Random() % 2);
6109 Person::players[i]->whichdirectiondelay = .4;
6111 if (Person::players[i]->avoidcollided > 1)
6112 Person::players[i]->avoidcollided = 1;
6113 Person::players[i]->avoidcollided -= multiplier / 4;
6114 if (!Person::players[i]->skeleton.free) {
6115 Person::players[i]->stunned -= multiplier;
6116 Person::players[i]->surprised -= multiplier;
6118 if (i != 0 && Person::players[i]->surprised <= 0 &&
6119 Person::players[i]->aitype == attacktypecutoff &&
6120 !Person::players[i]->dead &&
6121 !Person::players[i]->skeleton.free &&
6122 animation[Person::players[i]->animTarget].attack == neutral)
6125 if (!Person::players[i]->throwkeydown)
6126 Person::players[i]->throwtogglekeydown = 0;
6129 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6130 if (Person::players[i]->weaponactive == -1 &&
6131 Person::players[i]->num_weapons < 2 &&
6132 (Person::players[i]->isIdle() ||
6133 Person::players[i]->isCrouch() ||
6134 Person::players[i]->animTarget == sneakanim ||
6135 Person::players[i]->animTarget == rollanim ||
6136 Person::players[i]->animTarget == backhandspringanim ||
6137 Person::players[i]->isFlip() ||
6138 Person::players[i]->aitype != playercontrolled)) {
6139 for (unsigned j = 0; j < weapons.size(); j++) {
6140 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6141 Person::players[i]->aitype == playercontrolled) &&
6142 weapons[j].owner == -1 &&
6143 Person::players[i]->weaponactive == -1)
6144 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6145 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6146 if (Person::players[i]->isCrouch() ||
6147 Person::players[i]->animTarget == sneakanim ||
6148 Person::players[i]->isRun() ||
6149 Person::players[i]->isIdle() ||
6150 Person::players[i]->aitype != playercontrolled) {
6151 Person::players[i]->throwtogglekeydown = 1;
6152 Person::players[i]->setAnimation(crouchremoveknifeanim);
6153 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6154 Person::players[i]->hasvictim = 0;
6156 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6157 Person::players[i]->throwtogglekeydown = 1;
6158 Person::players[i]->hasvictim = 0;
6160 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6161 Person::players[i]->aitype == playercontrolled) &&
6162 weapons[j].owner == -1 ||
6163 Person::players[i]->victim &&
6164 weapons[j].owner == int(Person::players[i]->victim->id))
6165 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6166 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6167 if (weapons[j].getType() != staff)
6168 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6170 Person::players[i]->takeWeapon(j);
6173 } else if ((Person::players[i]->isIdle() ||
6174 Person::players[i]->isFlip() ||
6175 Person::players[i]->aitype != playercontrolled) &&
6176 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6177 Person::players[i]->coords.y < weapons[j].position.y) {
6178 if (!Person::players[i]->isFlip()) {
6179 Person::players[i]->throwtogglekeydown = 1;
6180 Person::players[i]->setAnimation(removeknifeanim);
6181 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6183 if (Person::players[i]->isFlip()) {
6184 Person::players[i]->throwtogglekeydown = 1;
6185 Person::players[i]->hasvictim = 0;
6187 for (unsigned k = 0; k < weapons.size(); k++) {
6188 if (Person::players[i]->weaponactive == -1)
6189 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6190 Person::players[i]->aitype == playercontrolled) &&
6191 weapons[k].owner == -1 ||
6192 Person::players[i]->victim &&
6193 weapons[k].owner == int(Person::players[i]->victim->id))
6194 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6195 Person::players[i]->weaponactive == -1) {
6196 if (weapons[k].getType() != staff)
6197 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6199 Person::players[i]->takeWeapon(k);
6206 if (Person::players[i]->isCrouch() ||
6207 Person::players[i]->animTarget == sneakanim ||
6208 Person::players[i]->isRun() ||
6209 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6210 Person::players[i]->animTarget == backhandspringanim) {
6211 if (Person::players.size() > 1)
6212 for (unsigned j = 0; j < Person::players.size(); j++) {
6213 if (Person::players[i]->weaponactive == -1)
6215 if (Person::players[j]->num_weapons &&
6216 Person::players[j]->skeleton.free &&
6217 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6218 (((Person::players[j]->skeleton.forward.y < 0 &&
6219 Person::players[j]->weaponstuckwhere == 0) ||
6220 (Person::players[j]->skeleton.forward.y > 0 &&
6221 Person::players[j]->weaponstuckwhere == 1)) ||
6222 Person::players[j]->weaponstuck == -1 ||
6223 Person::players[j]->num_weapons > 1)) {
6224 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6225 Person::players[i]->throwtogglekeydown = 1;
6226 Person::players[i]->victim = Person::players[j];
6227 Person::players[i]->hasvictim = 1;
6228 Person::players[i]->setAnimation(crouchremoveknifeanim);
6229 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6231 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6232 Person::players[i]->throwtogglekeydown = 1;
6233 Person::players[i]->victim = Person::players[j];
6234 Person::players[i]->hasvictim = 1;
6235 int k = Person::players[j]->weaponids[0];
6236 if (Person::players[i]->hasvictim) {
6239 if (Person::players[i]->victim->weaponstuck != -1) {
6240 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6245 if (weapons[k].getType() != staff)
6246 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6249 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6251 if (weapons[k].owner != -1) {
6252 if (Person::players[i]->victim->num_weapons == 1)
6253 Person::players[i]->victim->num_weapons = 0;
6255 Person::players[i]->victim->num_weapons = 1;
6257 Person::players[i]->victim->skeleton.longdead = 0;
6258 Person::players[i]->victim->skeleton.free = 1;
6259 Person::players[i]->victim->skeleton.broken = 0;
6261 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6262 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6263 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6269 Normalise(&relative);
6270 XYZ footvel, footpoint;
6272 footpoint = weapons[k].position;
6273 if (Person::players[i]->victim->weaponstuck != -1) {
6274 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6276 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6277 weapons[k].bloody = 2;
6278 weapons[k].blooddrip = 5;
6279 Person::players[i]->victim->weaponstuck = -1;
6280 Person::players[i]->victim->bloodloss += 2000;
6281 Person::players[i]->victim->DoDamage(2000);
6284 if (Person::players[i]->victim->num_weapons > 0) {
6285 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6286 Person::players[i]->victim->weaponstuck = 0;
6287 if (Person::players[i]->victim->weaponids[0] == k)
6288 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6291 Person::players[i]->victim->weaponactive = -1;
6293 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6294 Person::players[i]->victim->jointVel(neck) += relative * 6;
6295 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6296 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6298 Person::players[i]->takeWeapon(k);
6305 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6306 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6307 if (Person::players[i]->isIdle() ||
6308 Person::players[i]->isRun() ||
6309 Person::players[i]->isCrouch() ||
6310 Person::players[i]->animTarget == sneakanim ||
6311 Person::players[i]->isFlip())
6312 if (Person::players.size() > 1)
6313 for (unsigned j = 0; j < Person::players.size(); j++) {
6315 if (tutoriallevel != 1 || tutorialstage == 49)
6317 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6318 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6319 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6320 !Person::players[j]->skeleton.free &&
6321 -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)) {
6322 if (!Person::players[i]->isFlip()) {
6323 Person::players[i]->throwtogglekeydown = 1;
6324 Person::players[i]->victim = Person::players[j];
6325 Person::players[i]->setAnimation(knifethrowanim);
6326 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6327 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6329 if (Person::players[i]->isFlip()) {
6330 if (Person::players[i]->weaponactive != -1) {
6331 Person::players[i]->throwtogglekeydown = 1;
6332 Person::players[i]->victim = Person::players[j];
6334 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);
6337 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6339 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6340 Person::players[i]->num_weapons--;
6341 if (Person::players[i]->num_weapons) {
6342 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6344 Person::players[i]->weaponactive = -1;
6351 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6352 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6353 Person::players[i]->throwtogglekeydown = 1;
6354 XYZ tempVelocity = Person::players[i]->velocity * .2;
6355 if (tempVelocity.x == 0)
6356 tempVelocity.x = .1;
6357 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6358 Person::players[i]->num_weapons--;
6359 if (Person::players[i]->num_weapons) {
6360 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6361 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6362 Person::players[i]->weaponstuck = 0;
6365 Person::players[i]->weaponactive = -1;
6366 for (unsigned j = 0; j < Person::players.size(); j++) {
6367 Person::players[j]->wentforweapon = 0;
6375 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6376 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6377 (Person::players[i]->num_weapons == 2) &&
6378 (Person::players[i]->weaponactive == -1) &&
6379 Person::players[i]->isIdle() ||
6380 Person::players[0]->dead &&
6381 (Person::players[i]->weaponactive != -1) &&
6384 if (Person::players[i]->weaponactive != -1)
6385 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6387 if (isgood && Person::players[i]->creature != wolftype) {
6388 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6389 Person::players[i]->setAnimation(drawrightanim);
6390 Person::players[i]->drawtogglekeydown = 1;
6392 if ((Person::players[i]->isIdle() ||
6393 (Person::players[i]->aitype != playercontrolled &&
6394 Person::players[0]->weaponactive != -1 &&
6395 Person::players[i]->isRun())) &&
6396 Person::players[i]->num_weapons &&
6397 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6398 Person::players[i]->setAnimation(drawleftanim);
6399 Person::players[i]->drawtogglekeydown = 1;
6401 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6402 Person::players[i]->setAnimation(crouchdrawrightanim);
6403 Person::players[i]->drawtogglekeydown = 1;
6410 if (Person::players[i]->weaponactive != -1) {
6411 if (Person::players[i]->isCrouch() &&
6412 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6414 Person::players[i]->onterrain &&
6415 Person::players[i]->num_weapons &&
6416 Person::players[i]->attackkeydown &&
6417 musictype != stream_fighttheme) {
6418 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6419 Person::players[i]->setAnimation(crouchstabanim);
6420 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6421 Person::players[i]->setAnimation(swordgroundstabanim);
6422 Person::players[i]->hasvictim = 0;
6426 if (!Person::players[i]->drawkeydown)
6427 Person::players[i]->drawtogglekeydown = 0;
6432 absflatfacing.z = -1;
6434 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6436 absflatfacing = flatfacing;
6438 if (indialogue != -1) {
6439 Person::players[i]->forwardkeydown = 0;
6440 Person::players[i]->leftkeydown = 0;
6441 Person::players[i]->backkeydown = 0;
6442 Person::players[i]->rightkeydown = 0;
6443 Person::players[i]->jumpkeydown = 0;
6444 Person::players[i]->crouchkeydown = 0;
6445 Person::players[i]->drawkeydown = 0;
6446 Person::players[i]->throwkeydown = 0;
6450 if (!animation[Person::players[i]->animTarget].attack &&
6451 Person::players[i]->animTarget != staggerbackhighanim &&
6452 Person::players[i]->animTarget != staggerbackhardanim &&
6453 Person::players[i]->animTarget != backhandspringanim &&
6454 Person::players[i]->animTarget != dodgebackanim) {
6455 if (!Person::players[i]->forwardkeydown)
6456 Person::players[i]->forwardstogglekeydown = 0;
6457 if (Person::players[i]->crouchkeydown) {
6461 Person::players[i]->superruntoggle = 1;
6462 if (Person::players.size() > 1)
6463 for (unsigned j = 0; j < Person::players.size(); j++)
6464 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6465 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6466 Person::players[i]->superruntoggle = 0;
6469 if (Person::players.size() > 1)
6470 for (unsigned j = 0; j < Person::players.size(); j++) {
6471 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6472 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6473 Person::players[j]->victim == Person::players[i] &&
6474 (Person::players[j]->animTarget == sweepanim ||
6475 Person::players[j]->animTarget == upunchanim ||
6476 Person::players[j]->animTarget == wolfslapanim ||
6477 ((Person::players[j]->animTarget == swordslashanim ||
6478 Person::players[j]->animTarget == knifeslashstartanim ||
6479 Person::players[j]->animTarget == staffhitanim ||
6480 Person::players[j]->animTarget == staffspinhitanim) &&
6481 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6490 Person::players[target]->Reverse();
6491 Person::players[i]->lowreversaldelay = .5;
6493 if (Person::players[i]->isIdle()) {
6494 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6495 Person::players[i]->transspeed = 10;
6497 if (Person::players[i]->isRun() ||
6498 (Person::players[i]->isStop() &&
6499 (Person::players[i]->leftkeydown ||
6500 Person::players[i]->rightkeydown ||
6501 Person::players[i]->forwardkeydown ||
6502 Person::players[i]->backkeydown))) {
6503 Person::players[i]->setAnimation(rollanim);
6504 Person::players[i]->transspeed = 20;
6507 if (!Person::players[i]->crouchkeydown) {
6509 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6510 Person::players[i]->superruntoggle = 0;
6512 if (Person::players[i]->isCrouch()) {
6513 if (Person::players.size() > 1)
6514 for (unsigned j = 0; j < Person::players.size(); j++) {
6516 !Person::players[j]->skeleton.free &&
6517 Person::players[j]->victim &&
6518 Person::players[i]->highreversaldelay <= 0) {
6519 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6520 Person::players[j]->victim == Person::players[i] &&
6521 (Person::players[j]->animTarget == spinkickanim) &&
6522 Person::players[i]->isCrouch()) {
6531 Person::players[target]->Reverse();
6532 Person::players[i]->highreversaldelay = .5;
6534 if (Person::players[i]->isCrouch()) {
6535 if (!Person::players[i]->wasCrouch()) {
6536 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6537 Person::players[i]->frameCurrent = 0;
6539 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6540 Person::players[i]->transspeed = 10;
6543 if (Person::players[i]->animTarget == sneakanim) {
6544 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6545 Person::players[i]->transspeed = 10;
6548 if (Person::players[i]->forwardkeydown) {
6549 if (Person::players[i]->isIdle() ||
6550 (Person::players[i]->isStop() &&
6551 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6552 (Person::players[i]->isLanding() &&
6553 Person::players[i]->frameTarget > 0 &&
6554 !Person::players[i]->jumpkeydown) ||
6555 (Person::players[i]->isLandhard() &&
6556 Person::players[i]->frameTarget > 0 &&
6557 !Person::players[i]->jumpkeydown &&
6558 Person::players[i]->crouchkeydown)) {
6559 if (Person::players[i]->aitype == passivetype)
6560 Person::players[i]->setAnimation(walkanim);
6562 Person::players[i]->setAnimation(Person::players[i]->getRun());
6564 if (Person::players[i]->isCrouch()) {
6565 Person::players[i]->animTarget = sneakanim;
6566 if (Person::players[i]->wasCrouch())
6567 Person::players[i]->target = 0;
6568 Person::players[i]->frameTarget = 0;
6570 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6571 Person::players[i]->setAnimation(climbanim);
6572 Person::players[i]->frameTarget = 1;
6573 Person::players[i]->jumpclimb = 1;
6575 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6576 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6578 Person::players[i]->forwardstogglekeydown = 1;
6581 if (Person::players[i]->rightkeydown) {
6582 if (Person::players[i]->isIdle() ||
6583 (Person::players[i]->isStop() &&
6584 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6585 (Person::players[i]->isLanding() &&
6586 Person::players[i]->frameTarget > 0 &&
6587 !Person::players[i]->jumpkeydown) ||
6588 (Person::players[i]->isLandhard() &&
6589 Person::players[i]->frameTarget > 0 &&
6590 !Person::players[i]->jumpkeydown &&
6591 Person::players[i]->crouchkeydown)) {
6592 Person::players[i]->setAnimation(Person::players[i]->getRun());
6594 if (Person::players[i]->isCrouch()) {
6595 Person::players[i]->animTarget = sneakanim;
6596 if (Person::players[i]->wasCrouch())
6597 Person::players[i]->target = 0;
6598 Person::players[i]->frameTarget = 0;
6600 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6601 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6603 Person::players[i]->targetyaw -= 90;
6604 if (Person::players[i]->forwardkeydown)
6605 Person::players[i]->targetyaw += 45;
6606 if (Person::players[i]->backkeydown)
6607 Person::players[i]->targetyaw -= 45;
6610 if ( Person::players[i]->leftkeydown) {
6611 if (Person::players[i]->isIdle() ||
6612 (Person::players[i]->isStop() &&
6613 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6614 (Person::players[i]->isLanding() &&
6615 Person::players[i]->frameTarget > 0 &&
6616 !Person::players[i]->jumpkeydown) ||
6617 (Person::players[i]->isLandhard() &&
6618 Person::players[i]->frameTarget > 0 &&
6619 !Person::players[i]->jumpkeydown &&
6620 Person::players[i]->crouchkeydown)) {
6621 Person::players[i]->setAnimation(Person::players[i]->getRun());
6623 if (Person::players[i]->isCrouch()) {
6624 Person::players[i]->animTarget = sneakanim;
6625 if (Person::players[i]->wasCrouch())
6626 Person::players[i]->target = 0;
6627 Person::players[i]->frameTarget = 0;
6629 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6630 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6632 Person::players[i]->targetyaw += 90;
6633 if (Person::players[i]->forwardkeydown)
6634 Person::players[i]->targetyaw -= 45;
6635 if (Person::players[i]->backkeydown)
6636 Person::players[i]->targetyaw += 45;
6639 if (Person::players[i]->backkeydown) {
6640 if (Person::players[i]->isIdle() ||
6641 (Person::players[i]->isStop() &&
6642 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6643 (Person::players[i]->isLanding() &&
6644 Person::players[i]->frameTarget > 0 &&
6645 !Person::players[i]->jumpkeydown) ||
6646 (Person::players[i]->isLandhard() &&
6647 Person::players[i]->frameTarget > 0 &&
6648 !Person::players[i]->jumpkeydown &&
6649 Person::players[i]->crouchkeydown)) {
6650 Person::players[i]->setAnimation(Person::players[i]->getRun());
6652 if (Person::players[i]->isCrouch()) {
6653 Person::players[i]->animTarget = sneakanim;
6654 if (Person::players[i]->wasCrouch())
6655 Person::players[i]->target = 0;
6656 Person::players[i]->frameTarget = 0;
6658 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6659 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6661 if (Person::players[i]->animTarget == hanganim) {
6662 Person::players[i]->animCurrent = jumpdownanim;
6663 Person::players[i]->animTarget = jumpdownanim;
6664 Person::players[i]->target = 0;
6665 Person::players[i]->frameCurrent = 0;
6666 Person::players[i]->frameTarget = 1;
6667 Person::players[i]->velocity = 0;
6668 Person::players[i]->velocity.y += gravity;
6669 Person::players[i]->coords.y -= 1.4;
6670 Person::players[i]->grabdelay = 1;
6672 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6673 Person::players[i]->targetyaw += 180;
6676 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6677 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6678 Person::players[i]->isRun() ||
6679 Person::players[i]->animTarget == walkanim ||
6680 Person::players[i]->isCrouch() ||
6681 Person::players[i]->animTarget == sneakanim) &&
6682 Person::players[i]->jumppower > 1) &&
6683 ((Person::players[i]->animTarget != rabbitrunninganim &&
6684 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6685 Person::players[i]->jumpstart = 0;
6686 Person::players[i]->setAnimation(jumpupanim);
6687 Person::players[i]->yaw = Person::players[i]->targetyaw;
6688 Person::players[i]->transspeed = 20;
6689 Person::players[i]->FootLand(leftfoot, 1);
6690 Person::players[i]->FootLand(rightfoot, 1);
6694 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6697 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6699 Person::players[i]->velocity = 0;
6703 if (Person::players.size() > 1)
6704 for (unsigned j = 0; j < Person::players.size(); j++) {
6705 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6706 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6707 (Person::players[j]->victim == Person::players[i]) &&
6708 (Person::players[j]->animTarget == sweepanim)) {
6717 Person::players[i]->velocity.y = 1;
6719 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6720 Person::players[i]->velocity.y = 7;
6721 Person::players[i]->crouchtogglekeydown = 1;
6722 } else Person::players[i]->velocity.y = 5;
6724 if (mousejump && i == 0 && debugmode) {
6725 if (!Person::players[i]->isLanding())
6726 Person::players[i]->tempdeltav = deltav;
6727 if (Person::players[i]->tempdeltav < 0)
6728 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6731 Person::players[i]->coords.y += .2;
6732 Person::players[i]->jumppower -= 1;
6735 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6737 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6739 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6740 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6741 Person::players[i]->frameTarget = 2;
6742 Person::players[i]->landhard = 0;
6743 Person::players[i]->jumpstart = 1;
6744 Person::players[i]->tempdeltav = deltav;
6746 if (Person::players[i]->animTarget == jumpupanim &&
6750 Person::players[i]->aitype != playercontrolled)) {
6751 if (Person::players[i]->jumppower > multiplier * 6) {
6752 Person::players[i]->velocity.y += multiplier * 6;
6753 Person::players[i]->jumppower -= multiplier * 6;
6755 if (Person::players[i]->jumppower <= multiplier * 6) {
6756 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6757 Person::players[i]->jumppower = 0;
6760 if (((floatjump || editorenabled) && debugmode) && i == 0)
6761 Person::players[i]->velocity.y += multiplier * 30;
6765 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6766 Person::players[i]->setAnimation(Person::players[i]->getStop());
6767 if (Person::players[i]->animTarget == sneakanim) {
6768 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6769 if (Person::players[i]->animCurrent == sneakanim)
6770 Person::players[i]->target = 0;
6771 Person::players[i]->frameTarget = 0;
6774 if (Person::players[i]->animTarget == walkanim &&
6775 (Person::players[i]->aitype == attacktypecutoff ||
6776 Person::players[i]->aitype == searchtype ||
6777 (Person::players[i]->aitype == passivetype &&
6778 Person::players[i]->numwaypoints <= 1)))
6779 Person::players[i]->setAnimation(Person::players[i]->getStop());
6780 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6781 Person::players[i]->setAnimation(Person::players[i]->getStop());
6784 if (Person::players[i]->animTarget == rollanim)
6785 Person::players[i]->targetyaw = oldtargetyaw;
6789 for (unsigned k = 0; k < Person::players.size(); k++) {
6790 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6791 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6792 Person::players[k]->yaw -= 360;
6794 Person::players[k]->yaw += 360;
6797 //stop to turn in right direction
6798 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6799 Person::players[k]->setAnimation(Person::players[k]->getStop());
6801 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6802 Person::players[k]->targettilt = 0;
6804 if (Person::players[k]->animTarget != jumpupanim &&
6805 Person::players[k]->animTarget != backhandspringanim &&
6806 Person::players[k]->animTarget != jumpdownanim &&
6807 !Person::players[k]->isFlip()) {
6808 Person::players[k]->targettilt = 0;
6809 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6810 Person::players[k]->jumppower = 0;
6811 Person::players[k]->jumppower += multiplier * 7;
6812 if (Person::players[k]->isCrouch())
6813 Person::players[k]->jumppower += multiplier * 7;
6814 if (Person::players[k]->jumppower > 5)
6815 Person::players[k]->jumppower = 5;
6818 if (Person::players[k]->isRun())
6819 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6821 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6822 Person::players[k]->grabdelay -= multiplier;
6826 for (unsigned k = 0; k < Person::players.size(); k++) {
6827 Person::players[k]->DoAnimations();
6828 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6829 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6835 for (int j = numenvsounds - 1; j >= 0; j--) {
6836 envsoundlife[j] -= multiplier;
6837 if (envsoundlife[j] < 0) {
6839 envsoundlife[j] = envsoundlife[numenvsounds];
6840 envsound[j] = envsound[numenvsounds];
6844 OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
6846 OPENAL_SetFrequency(OPENAL_ALL, 22050);
6848 if (tutoriallevel == 1) {
6865 if (tutorialstage >= 51)
6866 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6867 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6868 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
6870 emit_stream_np(stream_menutheme);
6879 if (tutorialstage < 51)
6880 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6881 emit_sound_at(fireendsound, Person::players[0]->coords);
6883 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6887 if (tutorialstage >= 14 && tutorialstage < 50)
6888 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6889 emit_sound_at(fireendsound, Person::players[1]->coords);
6891 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6892 if (Random() % 2 == 0) {
6893 if (!Person::players[1]->skeleton.free)
6894 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6895 if (Person::players[1]->skeleton.free)
6896 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6897 if (!Person::players[1]->skeleton.free)
6898 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;
6899 if (Person::players[1]->skeleton.free)
6900 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6901 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6905 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6906 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6907 Person::players[1]->skeleton.joints[i].velocity = 0;
6908 if (Random() % 2 == 0) {
6909 if (!Person::players[1]->skeleton.free)
6910 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6911 if (Person::players[1]->skeleton.free)
6912 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6913 if (!Person::players[1]->skeleton.free)
6914 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;
6915 if (Person::players[1]->skeleton.free)
6916 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6917 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6925 static float gLoc[3];
6929 static float vel[3];
6930 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6931 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6932 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6934 //Set orientation with forward and up vectors
6935 static XYZ upvector;
6939 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6940 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6945 facing = DoRotation(facing, -pitch, 0, 0);
6946 facing = DoRotation(facing, 0, 0 - yaw, 0);
6949 static float ori[6];
6953 ori[3] = -upvector.x;
6954 ori[4] = upvector.y;
6955 ori[5] = -upvector.z;
6957 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6964 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6968 void Game::TickOnce()
6971 yaw += multiplier * 5;
6972 else if (directing || indialogue == -1) {
6975 pitch += deltav * .7;
6977 pitch -= deltav * .7;
6985 void Game::TickOnceAfter()
6987 static XYZ colviewer;
6988 static XYZ coltarget;
6992 static float changedelay;
6993 static bool alldead;
6994 static float unseendelay;
6995 static float cameraspeed;
6998 static int oldmusictype = musictype;
7000 if (environment == snowyenvironment)
7001 leveltheme = stream_snowtheme;
7002 if (environment == grassyenvironment)
7003 leveltheme = stream_grasstheme;
7004 if (environment == desertenvironment)
7005 leveltheme = stream_deserttheme;
7009 musictype = leveltheme;
7010 for (unsigned i = 0; i < Person::players.size(); i++) {
7011 if ((Person::players[i]->aitype == attacktypecutoff ||
7012 Person::players[i]->aitype == getweapontype ||
7013 Person::players[i]->aitype == gethelptype ||
7014 Person::players[i]->aitype == searchtype) &&
7015 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
7016 (Person::players[i]->animTarget != sneakattackedanim &&
7017 Person::players[i]->animTarget != knifesneakattackedanim &&
7018 Person::players[i]->animTarget != swordsneakattackedanim)) {
7019 musictype = stream_fighttheme;
7023 if (Person::players[0]->dead)
7024 musictype = stream_menutheme;
7027 if (musictype == stream_fighttheme)
7030 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
7031 unseendelay -= multiplier;
7032 if (unseendelay > 0)
7033 musictype = stream_fighttheme;
7038 musictype = stream_menutheme;
7039 musicvolume[2] = 512;
7046 if (musictype != oldmusictype && musictype == stream_fighttheme)
7047 emit_sound_np(alarmsound);
7048 musicselected = musictype;
7050 if (musicselected == leveltheme)
7051 musicvolume[0] += multiplier * 450;
7053 musicvolume[0] -= multiplier * 450;
7054 if (musicselected == stream_fighttheme)
7055 musicvolume[1] += multiplier * 450;
7057 musicvolume[1] -= multiplier * 450;
7058 if (musicselected == stream_menutheme)
7059 musicvolume[2] += multiplier * 450;
7061 musicvolume[2] -= multiplier * 450;
7063 for (int i = 0; i < 3; i++) {
7064 if (musicvolume[i] < 0)
7066 if (musicvolume[i] > 512)
7067 musicvolume[i] = 512;
7070 if (musicvolume[2] > 128 && !loading && !mainmenu)
7071 musicvolume[2] = 128;
7074 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
7075 emit_stream_np(leveltheme, musicvolume[0]);
7076 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
7077 emit_stream_np(stream_fighttheme, musicvolume[1]);
7078 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
7079 emit_stream_np(stream_menutheme, musicvolume[2]);
7080 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
7081 pause_sound(leveltheme);
7082 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
7083 pause_sound(stream_fighttheme);
7084 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
7085 pause_sound(stream_menutheme);
7087 if (musicvolume[0] != oldmusicvolume[0])
7088 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
7089 if (musicvolume[1] != oldmusicvolume[1])
7090 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
7091 if (musicvolume[2] != oldmusicvolume[2])
7092 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
7094 for (int i = 0; i < 3; i++)
7095 oldmusicvolume[i] = musicvolume[i];
7097 pause_sound(leveltheme);
7098 pause_sound(stream_fighttheme);
7099 pause_sound(stream_menutheme);
7101 for (int i = 0; i < 4; i++) {
7102 oldmusicvolume[i] = 0;
7108 for (int i = 0; i < numhotspots; i++) {
7109 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
7110 if (Person::players[hotspottype[i] - 10]->dead == 0)
7112 else if (killhotspot == 2)
7116 if (killhotspot == 2)
7121 for (int i = 0; i < numhotspots; i++)
7122 if (hotspottype[i] == -1)
7123 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7127 for (unsigned i = 1; i < Person::players.size(); i++)
7128 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7130 if (numalarmed > maxalarmed)
7131 maxalarmed = numalarmed;
7133 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7134 if (Person::players[0]->dead && changedelay <= 0) {
7136 targetlevel = whichlevel;
7139 for (unsigned i = 1; i < Person::players.size(); i++) {
7140 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7147 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7149 targetlevel = whichlevel + 1;
7150 if (targetlevel > numchallengelevels - 1)
7153 if (winhotspot || windialogue) {
7155 targetlevel = whichlevel + 1;
7156 if (targetlevel > numchallengelevels - 1)
7163 targetlevel = whichlevel + 1;
7164 if (targetlevel > numchallengelevels - 1)
7168 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7169 //high scores, awards, win
7171 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7174 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7182 if (leveltime < 1) {
7190 if (!editorenabled && gameon && !mainmenu) {
7191 if (changedelay != -999)
7192 changedelay -= multiplier / 7;
7193 if (Person::players[0]->dead)
7194 targetlevel = whichlevel;
7195 if (loading == 2 && !campaign) {
7198 fireSound(firestartsound);
7200 if (!Person::players[0]->dead && targetlevel != whichlevel)
7201 startbonustotal = bonustotal;
7202 if (Person::players[0]->dead)
7203 Loadlevel(whichlevel);
7205 Loadlevel(targetlevel);
7211 if (loading == 2 && targetlevel == whichlevel) {
7215 fireSound(firestartsound);
7217 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7223 if (changedelay <= -999 &&
7226 (Person::players[0]->dead ||
7227 (alldead && maptype == mapkilleveryone) ||
7231 if ((Person::players[0]->dead ||
7232 (alldead && maptype == mapkilleveryone) ||
7237 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7241 if (Person::players[0]->dead)
7247 // campaignchoosenext determines what to do when the level is complete:
7248 // 0 = load next level
7249 // 1 = go back to level select screen
7250 // 2 = stealthload next level
7251 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7252 if (campaignlevels[actuallevel].nextlevel.empty())
7254 } else if (mainmenu == 0 && winfreeze) {
7255 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7257 if (!stealthloading) {
7258 fireSound(firestartsound);
7263 startbonustotal = 0;
7273 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7276 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7280 pause_sound(stream_menutheme);
7291 oldmusictype = musictype;
7297 facing = DoRotation(facing, -pitch, 0, 0);
7298 facing = DoRotation(facing, 0, 0 - yaw, 0);
7299 viewerfacing = facing;
7302 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7303 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;
7305 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;
7307 if (Person::players[0]->skeleton.free) {
7308 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7309 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7310 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7314 if (Person::players[0]->skeleton.free != 2) {
7316 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7317 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7319 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7321 coltarget = target - cameraloc;
7322 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7325 Normalise(&coltarget);
7326 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7327 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7329 cameraloc = cameraloc + coltarget * multiplier * 8;
7333 cameradist += multiplier * 5;
7334 if (cameradist > 2.3)
7336 viewer = cameraloc - facing * cameradist;
7338 coltarget = cameraloc;
7339 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7340 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7341 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7342 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7344 coltarget = cameraloc;
7345 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7348 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7349 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7350 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7352 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7356 cameradist = findDistance(&viewer, &target);
7357 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7358 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7359 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7362 if (camerashake > .8)
7364 woozy += multiplier;
7365 if (Person::players[0]->dead)
7367 if (Person::players[0]->dead)
7369 camerashake -= multiplier * 2;
7370 blackout -= multiplier * 2;
7371 if (camerashake < 0)
7376 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7377 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7378 viewer.z += (float)(Random() % 100) * .0005 * camerashake;