2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
55 // Added more evilness needed for MSVC
57 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
58 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
62 extern float multiplier;
64 extern int environment;
65 extern Terrain terrain;
66 extern float screenwidth, screenheight;
69 extern float texdetail;
70 extern Objects objects;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
92 extern bool debugmode;
93 static int leveltheme;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
152 std::string description;
155 0 = Immediately load next level at the end of this one.
156 1 = Go back to the world map.
157 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
159 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
160 std::vector<int> nextlevel;
162 CampaignLevel() : width(10) {
168 return 30 + 120 + location.x * 400 / 512;
171 return 30 + 30 + (512 - location.y) * 400 / 512;
174 return getStartX() + width;
177 return getStartY() + width;
181 center.x = getStartX() + width / 2;
182 center.y = getStartY() + width / 2;
188 istream& operator<< (istream& is) {
195 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
196 description.replace(pos, 1, 1, ' ');
203 for (int j = 0; j < numnext; j++) {
206 nextlevel.push_back(next - 1);
214 friend istream& operator>> (istream& is, CampaignLevel& cl) {
221 vector<CampaignLevel> campaignlevels;
224 bool winhotspot = false;
225 bool windialogue = false;
228 float cameradist = 0;
229 bool oldattackkey = 0;
231 float musicvolume[4] = {};
232 float oldmusicvolume[4] = {};
233 int musicselected = 0;
235 const char *rabbitskin[] = {
240 "Textures/Otter.jpg",
242 "Textures/Sable.jpg",
243 "Textures/Chocolate.jpg",
248 const char *wolfskin[] = {
250 "Textures/DarkWolf.jpg",
251 "Textures/SnowWolf.jpg"
254 const char **creatureskin[] = {rabbitskin, wolfskin};
256 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
257 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
261 // TODO: this is slightly incorrect
262 inline float roughDirection(XYZ vec)
265 float angle = -asin(-vec.x) * 180 / M_PI;
270 inline float roughDirectionTo(XYZ start, XYZ end)
272 return roughDirection(end - start);
274 inline float pitchOf(XYZ vec)
277 return -asin(vec.y) * 180 / M_PI;
279 inline float pitchTo(XYZ start, XYZ end)
281 return pitchOf(end - start);
283 inline float sq(float n)
287 inline float stepTowardf(float from, float to, float by)
289 if (fabs(from - to) < by)
297 void Game::playdialoguescenesound()
300 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
301 temppos = temppos - viewer;
306 switch (Dialog::currentScene().sound) {
311 sound = consolefailsound;
314 sound = consolesuccesssound;
317 sound = firestartsound;
320 sound = fireendsound;
323 sound = rabbitchitter;
326 sound = rabbitchitter2;
329 sound = rabbitpainsound;
332 sound = rabbitpain1sound;
335 sound = rabbitattacksound;
338 sound = rabbitattack2sound;
341 sound = rabbitattack3sound;
344 sound = rabbitattack4sound;
368 sound = barkgrowlsound;
374 emit_sound_at(sound, temppos);
377 // ================================================================
379 int Game::findClosestPlayer()
382 float closestdist = std::numeric_limits<float>::max();
384 for (unsigned i = 1; i < Person::players.size(); i++) {
385 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
386 if (distance < closestdist) {
387 closestdist = distance;
394 static int findClosestObject()
397 float closestdist = std::numeric_limits<float>::max();
399 for (int i = 0; i < objects.numobjects; i++) {
400 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
401 if (distance < closestdist) {
402 closestdist = distance;
409 static void cmd_dispatch(const string cmd)
411 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
413 for (i = 0; i < n_cmds; i++)
414 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
415 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
416 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
419 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
422 /********************> Tick() <*****/
423 extern bool save_screenshot(const char * fname);
424 void Screenshot (void)
427 time_t t = time(NULL);
428 struct tm *tme = localtime(&t);
429 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
430 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
433 mkdir("Screenshots");
436 save_screenshot(filename);
439 void Game::SetUpLighting()
441 if (environment == snowyenvironment)
442 light.setColors(.65, .65, .7, .4, .4, .44);
443 if (environment == desertenvironment)
444 light.setColors(.95, .95, .95, .4, .35, .3);
445 if (environment == grassyenvironment)
446 light.setColors(.95, .95, 1, .4, .4, .44);
448 light.setColors(1, 1, 1, .4, .4, .4);
450 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
451 light.color[0] *= (skyboxlightr + average) / 2;
452 light.color[1] *= (skyboxlightg + average) / 2;
453 light.color[2] *= (skyboxlightb + average) / 2;
454 light.ambient[0] *= (skyboxlightr + average) / 2;
455 light.ambient[1] *= (skyboxlightg + average) / 2;
456 light.ambient[2] *= (skyboxlightb + average) / 2;
459 int findPathDist(int start, int end)
461 int smallestcount, count, connected;
462 int last, last2, last3, last4;
465 smallestcount = 1000;
466 for (int i = 0; i < 50; i++) {
472 while (last != end && count < 30) {
474 for (int j = 0; j < numpathpoints; j++) {
475 if (j != last && j != last2 && j != last3 && j != last4) {
477 if (numpathpointconnect[j])
478 for (int k = 0; k < numpathpointconnect[j]; k++) {
479 if (pathpointconnect[j][k] == last)connected = 1;
482 if (numpathpointconnect[last])
483 for (int k = 0; k < numpathpointconnect[last]; k++) {
484 if (pathpointconnect[last][k] == j)connected = 1;
487 if (closest == -1 || Random() % 2 == 0) {
498 if (count < smallestcount)
499 smallestcount = count;
501 return smallestcount;
504 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
506 static XYZ colpoint, colviewer, coltarget;
507 static float minx, minz, maxx, maxz, miny, maxy;
509 minx = min(startpoint.x, endpoint.x) - 1;
510 miny = min(startpoint.y, endpoint.y) - 1;
511 minz = min(startpoint.z, endpoint.z) - 1;
512 maxx = max(startpoint.x, endpoint.x) + 1;
513 maxy = max(startpoint.y, endpoint.y) + 1;
514 maxz = max(startpoint.z, endpoint.z) + 1;
516 for (int i = 0; i < objects.numobjects; i++) {
517 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
518 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
519 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
520 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
521 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
522 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
523 if ( objects.type[i] != treeleavestype &&
524 objects.type[i] != bushtype &&
525 objects.type[i] != firetype) {
526 colviewer = startpoint;
527 coltarget = endpoint;
528 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
537 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
539 static XYZ colpoint, colviewer, coltarget;
540 static float minx, minz, maxx, maxz, miny, maxy;
541 static int i; //FIXME: see below
543 minx = min(startpoint.x, endpoint.x) - 1;
544 miny = min(startpoint.y, endpoint.y) - 1;
545 minz = min(startpoint.z, endpoint.z) - 1;
546 maxx = max(startpoint.x, endpoint.x) + 1;
547 maxy = max(startpoint.y, endpoint.y) + 1;
548 maxz = max(startpoint.z, endpoint.z) + 1;
551 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
552 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
553 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
554 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
555 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
556 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
557 if ( objects.type[what] != treeleavestype &&
558 objects.type[what] != bushtype &&
559 objects.type[what] != firetype) {
560 colviewer = startpoint;
561 coltarget = endpoint;
563 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
570 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576 void Setenvironment(int which)
580 LOG(" Setting environment...");
585 pause_sound(stream_snowtheme);
586 pause_sound(stream_grasstheme);
587 pause_sound(stream_deserttheme);
588 pause_sound(stream_wind);
589 pause_sound(stream_desertambient);
592 if (environment == snowyenvironment) {
596 emit_stream_np(stream_wind);
598 objects.treetextureptr.load("Textures/SnowTree.png", 0);
599 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
600 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
601 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
603 footstepsound = footstepsn1;
604 footstepsound2 = footstepsn2;
605 footstepsound3 = footstepst1;
606 footstepsound4 = footstepst2;
608 terraintexture.load("Textures/Snow.jpg", 1);
609 terraintexture2.load("Textures/Rock.jpg", 1);
612 temptexdetail = texdetail;
615 skybox->load( "Textures/Skybox(snow)/Front.jpg",
616 "Textures/Skybox(snow)/Left.jpg",
617 "Textures/Skybox(snow)/Back.jpg",
618 "Textures/Skybox(snow)/Right.jpg",
619 "Textures/Skybox(snow)/Up.jpg",
620 "Textures/Skybox(snow)/Down.jpg");
625 texdetail = temptexdetail;
626 } else if (environment == desertenvironment) {
629 objects.treetextureptr.load("Textures/DesertTree.png", 0);
630 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
631 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
632 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
636 emit_stream_np(stream_desertambient);
638 footstepsound = footstepsn1;
639 footstepsound2 = footstepsn2;
640 footstepsound3 = footstepsn1;
641 footstepsound4 = footstepsn2;
643 terraintexture.load("Textures/Sand.jpg", 1);
644 terraintexture2.load("Textures/SandSlope.jpg", 1);
647 temptexdetail = texdetail;
650 skybox->load( "Textures/Skybox(sand)/Front.jpg",
651 "Textures/Skybox(sand)/Left.jpg",
652 "Textures/Skybox(sand)/Back.jpg",
653 "Textures/Skybox(sand)/Right.jpg",
654 "Textures/Skybox(sand)/Up.jpg",
655 "Textures/Skybox(sand)/Down.jpg");
660 texdetail = temptexdetail;
661 } else if (environment == grassyenvironment) {
664 objects.treetextureptr.load("Textures/Tree.png", 0);
665 objects.bushtextureptr.load("Textures/Bush.png", 0);
666 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
667 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
670 emit_stream_np(stream_wind, 100.);
672 footstepsound = footstepgr1;
673 footstepsound2 = footstepgr2;
674 footstepsound3 = footstepst1;
675 footstepsound4 = footstepst2;
677 terraintexture.load("Textures/GrassDirt.jpg", 1);
678 terraintexture2.load("Textures/MossRock.jpg", 1);
681 temptexdetail = texdetail;
684 skybox->load( "Textures/Skybox(grass)/Front.jpg",
685 "Textures/Skybox(grass)/Left.jpg",
686 "Textures/Skybox(grass)/Back.jpg",
687 "Textures/Skybox(grass)/Right.jpg",
688 "Textures/Skybox(grass)/Up.jpg",
689 "Textures/Skybox(grass)/Down.jpg");
693 texdetail = temptexdetail;
695 temptexdetail = texdetail;
697 terrain.load("Textures/HeightMap.png");
699 texdetail = temptexdetail;
706 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
707 if (!ipstream.good()) {
708 if (accountactive->getCurrentCampaign() == "main") {
709 cerr << "Could not found main campaign!" << endl;
712 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
713 accountactive->setCurrentCampaign("main");
714 return LoadCampaign();
716 ipstream.ignore(256, ':');
718 ipstream >> numlevels;
719 campaignlevels.clear();
720 for (int i = 0; i < numlevels; i++) {
723 campaignlevels.push_back(cl);
727 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
729 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
731 Mainmenuitems[7].load("Textures/World.png", 0);
734 if (accountactive->getCampaignChoicesMade() == 0) {
735 accountactive->setCampaignScore(0);
736 accountactive->resetFasttime();
740 vector<string> ListCampaigns()
743 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
744 struct dirent *campaign = NULL;
746 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
749 vector<string> campaignNames;
750 while ((campaign = readdir(campaigns)) != NULL) {
751 string name(campaign->d_name);
752 if (name.length() < 5)
754 if (!name.compare(name.length() - 4, 4, ".txt")) {
755 campaignNames.push_back(name.substr(0, name.length() - 4));
759 return campaignNames;
762 void Game::Loadlevel(int which)
769 Loadlevel("tutorial");
770 } else if (which >= 0 && which <= 15) {
772 snprintf(buf, 32, "map%d", which + 1); // challenges
775 Loadlevel("mapsave");
778 void Game::Loadlevel(const std::string& name)
780 int indemo; // FIXME this should be removed
786 LOG(std::string("Loading level...") + name);
798 if (tutoriallevel != -1)
803 if (tutoriallevel == 1)
805 if (tutorialstage == 0) {
806 tutorialstagetime = 0;
809 pause_sound(whooshsound);
810 pause_sound(stream_firesound);
815 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
817 pause_sound(stream_firesound);
823 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
825 Dialog::dialogs.clear();
827 Dialog::indialogue = -1;
834 difficulty = accountactive->getDifficulty();
836 Hotspot::hotspots.clear();
837 Hotspot::current = -1;
848 for (int i = 0; i < 100; i++)
857 numunarmedattack = 0;
868 bonustotal = startbonustotal;
873 emit_sound_np(consolesuccesssound);
878 if (!stealthloading) {
879 terrain.numdecals = 0;
880 Sprite::deleteSprites();
881 for (int i = 0; i < objects.numobjects; i++)
882 objects.model[i].numdecals = 0;
884 int j = objects.numobjects;
885 for (int i = 0; i < j; i++) {
886 objects.DeleteObject(0);
891 for (int i = 0; i < subdivision; i++)
892 for (int j = 0; j < subdivision; j++)
893 terrain.patchobjectnum[i][j] = 0;
899 Person::players.resize(1);
901 funpackf(tfile, "Bi", &mapvers);
903 funpackf(tfile, "Bi", &indemo);
907 funpackf(tfile, "Bi", &maptype);
909 maptype = mapkilleveryone;
911 funpackf(tfile, "Bi", &hostile);
915 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
921 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
929 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
931 skyboxlightr = skyboxr;
932 skyboxlightg = skyboxg;
933 skyboxlightb = skyboxb;
935 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
936 if (stealthloading) {
937 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
939 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);
941 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
942 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
943 Person::players[0]->weaponids[j] = weapons.size();
945 funpackf(tfile, "Bi", &type);
946 weapons.push_back(Weapon(type, 0));
952 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
953 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
954 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
955 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
957 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
960 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
962 Person::players[0]->whichskin = 0;
963 Person::players[0]->creature = rabbittype;
966 Person::players[0]->lastattack = -1;
967 Person::players[0]->lastattack2 = -1;
968 Person::players[0]->lastattack3 = -1;
972 Dialog::loadDialogs(tfile);
975 for (int k = 0; k < Person::players[0]->numclothes; k++) {
976 funpackf(tfile, "Bi", &templength);
977 for (int l = 0; l < templength; l++)
978 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
979 Person::players[0]->clothes[k][templength] = '\0';
980 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
983 funpackf(tfile, "Bi", &environment);
985 funpackf(tfile, "Bi", &objects.numobjects);
986 for (int i = 0; i < objects.numobjects; i++) {
987 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]);
988 if (objects.type[i] == treeleavestype)
989 objects.scale[i] = objects.scale[i - 1];
994 funpackf(tfile, "Bi", &numhotspots);
995 if (numhotspots < 0) {
996 cerr << "Map " << name << " have an invalid number of hotspots" << endl;
999 Hotspot::hotspots.resize(numhotspots);
1000 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
1001 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
1002 funpackf(tfile, "Bi", &templength);
1004 for (int l = 0; l < templength; l++)
1005 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1006 Hotspot::hotspots[i].text[templength] = '\0';
1007 if (Hotspot::hotspots[i].type == -111)
1011 Hotspot::hotspots.clear();
1017 if (!stealthloading) {
1019 for (int i = 0; i < objects.numobjects; i++)
1020 objects.center += objects.position[i];
1021 objects.center /= objects.numobjects;
1027 float maxdistance = 0;
1029 for (int i = 0; i < objects.numobjects; i++) {
1030 tempdist = distsq(&objects.center, &objects.position[i]);
1031 if (tempdist > maxdistance) {
1032 maxdistance = tempdist;
1035 objects.radius = fast_sqrt(maxdistance);
1042 funpackf(tfile, "Bi", &numplayers);
1043 if (numplayers > maxplayers) {
1044 cout << "Warning: this level contains more players than allowed" << endl;
1046 for (int i = 1; i < numplayers; i++) {
1049 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1051 } catch (InvalidPersonException e) {
1057 funpackf(tfile, "Bi", &numpathpoints);
1058 if (numpathpoints > 30 || numpathpoints < 0)
1060 for (int j = 0; j < numpathpoints; j++) {
1061 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1062 for (int k = 0; k < numpathpointconnect[j]; k++) {
1063 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1069 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1072 if (environment != oldenvironment)
1073 Setenvironment(environment);
1074 oldenvironment = environment;
1076 if (!stealthloading) {
1077 int j = objects.numobjects;
1078 objects.numobjects = 0;
1079 for (int i = 0; i < j; i++) {
1080 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1085 terrain.DoShadows();
1088 objects.DoShadows();
1095 for (unsigned i = 0; i < Person::players.size(); i++) {
1099 Person::players[i]->burnt = 0;
1100 Person::players[i]->bled = 0;
1101 Person::players[i]->onfire = 0;
1102 Person::players[i]->scale = .2;
1104 Person::players[i]->creature = rabbittype;
1107 Person::players[i]->skeleton.free = 0;
1109 Person::players[i]->skeletonLoad();
1111 Person::players[i]->addClothes();
1114 Person::players[i]->animCurrent = bounceidleanim;
1115 Person::players[i]->animTarget = bounceidleanim;
1116 Person::players[i]->frameCurrent = 0;
1117 Person::players[i]->frameTarget = 1;
1118 Person::players[i]->target = 0;
1120 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1121 if (difficulty == 0)
1122 Person::players[i]->speed -= .2;
1123 if (difficulty == 1)
1124 Person::players[i]->speed -= .1;
1127 Person::players[i]->velocity = 0;
1128 Person::players[i]->oldcoords = Person::players[i]->coords;
1129 Person::players[i]->realoldcoords = Person::players[i]->coords;
1131 Person::players[i]->id = i;
1132 Person::players[i]->updatedelay = 0;
1133 Person::players[i]->normalsupdatedelay = 0;
1135 Person::players[i]->proportionhead = 1.2;
1136 Person::players[i]->proportionbody = 1.05;
1137 Person::players[i]->proportionarms = 1.00;
1138 Person::players[i]->proportionlegs = 1.1;
1139 Person::players[i]->proportionlegs.y = 1.05;
1140 Person::players[i]->headless = 0;
1141 Person::players[i]->currentoffset = 0;
1142 Person::players[i]->targetoffset = 0;
1143 if (Person::players[i]->creature == wolftype) {
1144 Person::players[i]->scale = .23;
1145 Person::players[i]->damagetolerance = 300;
1147 Person::players[i]->damagetolerance = 200;
1156 Person::players[i]->proportionhead.z = 0;
1157 Person::players[i]->proportionbody.z = 0;
1158 Person::players[i]->proportionarms.z = 0;
1159 Person::players[i]->proportionlegs.z = 0;
1162 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1165 Person::players[i]->headmorphness = 0;
1166 Person::players[i]->targetheadmorphness = 1;
1167 Person::players[i]->headmorphstart = 0;
1168 Person::players[i]->headmorphend = 0;
1170 Person::players[i]->pausetime = 0;
1172 Person::players[i]->dead = 0;
1173 Person::players[i]->jumppower = 5;
1174 Person::players[i]->damage = 0;
1175 Person::players[i]->permanentdamage = 0;
1176 Person::players[i]->superpermanentdamage = 0;
1178 Person::players[i]->forwardkeydown = 0;
1179 Person::players[i]->leftkeydown = 0;
1180 Person::players[i]->backkeydown = 0;
1181 Person::players[i]->rightkeydown = 0;
1182 Person::players[i]->jumpkeydown = 0;
1183 Person::players[i]->crouchkeydown = 0;
1184 Person::players[i]->throwkeydown = 0;
1186 Person::players[i]->collided = -10;
1187 Person::players[i]->loaded = 1;
1188 Person::players[i]->bloodloss = 0;
1189 Person::players[i]->weaponactive = -1;
1190 Person::players[i]->weaponstuck = -1;
1191 Person::players[i]->bleeding = 0;
1192 Person::players[i]->deathbleeding = 0;
1193 Person::players[i]->stunned = 0;
1194 Person::players[i]->hasvictim = 0;
1195 Person::players[i]->wentforweapon = 0;
1199 Person::players[0]->aitype = playercontrolled;
1201 if (difficulty == 1) {
1202 Person::players[0]->power = 1 / .9;
1203 Person::players[0]->damagetolerance = 250;
1204 } else if (difficulty == 0) {
1205 Person::players[0]->power = 1 / .8;
1206 Person::players[0]->damagetolerance = 300;
1207 Person::players[0]->armorhead *= 1.5;
1208 Person::players[0]->armorhigh *= 1.5;
1209 Person::players[0]->armorlow *= 1.5;
1212 cameraloc = Person::players[0]->coords;
1214 yaw = Person::players[0]->yaw;
1216 hawkcoords = Person::players[0]->coords;
1222 LOG("Starting background music...");
1224 OPENAL_StopSound(OPENAL_ALL);
1226 if (environment == snowyenvironment) {
1227 emit_stream_np(stream_wind);
1228 } else if (environment == desertenvironment) {
1229 emit_stream_np(stream_desertambient);
1230 } else if (environment == grassyenvironment) {
1231 emit_stream_np(stream_wind, 100.);
1234 oldmusicvolume[0] = 0;
1235 oldmusicvolume[1] = 0;
1236 oldmusicvolume[2] = 0;
1237 oldmusicvolume[3] = 0;
1248 if (tutorialstagetime > tutorialmaxtime) {
1250 tutorialsuccess = 0;
1251 if (tutorialstage <= 1) {
1256 switch (tutorialstage) {
1258 tutorialmaxtime = 5;
1261 tutorialmaxtime = 2;
1264 tutorialmaxtime = 600;
1267 tutorialmaxtime = 1000;
1270 tutorialmaxtime = 600;
1273 tutorialmaxtime = 600;
1276 tutorialmaxtime = 600;
1279 tutorialmaxtime = 600;
1282 tutorialmaxtime = 600;
1285 tutorialmaxtime = 2;
1288 tutorialmaxtime = 1000;
1291 tutorialmaxtime = 1000;
1294 tutorialmaxtime = 2;
1297 tutorialmaxtime = 3;
1308 Person::players[1]->coords = (temp + temp2) / 2;
1310 emit_sound_at(fireendsound, Person::players[1]->coords);
1312 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1313 if (Random() % 2 == 0) {
1314 if (!Person::players[1]->skeleton.free)
1315 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1316 if (Person::players[1]->skeleton.free)
1317 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1318 if (!Person::players[1]->skeleton.free)
1319 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1320 if (Person::players[1]->skeleton.free)
1321 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1322 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1328 tutorialmaxtime = 500;
1331 tutorialmaxtime = 500;
1334 tutorialmaxtime = 500;
1337 tutorialmaxtime = 500;
1343 tutorialmaxtime = 500;
1346 tutorialmaxtime = 500;
1347 if (bonus == cannon) {
1354 tutorialmaxtime = 500;
1357 tutorialmaxtime = 500;
1360 tutorialmaxtime = 500;
1363 tutorialmaxtime = 500;
1366 tutorialmaxtime = 2;
1369 tutorialmaxtime = 4;
1372 Person::players[1]->aitype = attacktypecutoff;
1375 tutorialmaxtime = 400;
1378 tutorialmaxtime = 400;
1379 Person::players[0]->escapednum = 0;
1382 tutorialmaxtime = 4;
1385 Person::players[1]->aitype = passivetype;
1388 tutorialmaxtime = 13;
1391 tutorialmaxtime = 8;
1394 tutorialmaxtime = 400;
1397 Person::players[1]->aitype = attacktypecutoff;
1400 tutorialmaxtime = 400;
1403 tutorialmaxtime = 400;
1406 tutorialmaxtime = 2;
1409 Person::players[1]->aitype = passivetype;
1414 tutorialmaxtime = 50;
1417 Person::players[1]->aitype = attacktypecutoff;
1420 tutorialmaxtime = 4;
1423 Person::players[1]->aitype = passivetype;
1435 Weapon w(knife, -1);
1436 w.position = (temp + temp2) / 2;
1437 w.tippoint = (temp + temp2) / 2;
1440 w.tipvelocity = 0.1;
1447 weapons.push_back(w);
1451 tutorialmaxtime = 300;
1454 tutorialmaxtime = 300;
1457 tutorialmaxtime = 8;
1460 tutorialmaxtime = 300;
1463 weapons[0].owner = 1;
1464 Person::players[0]->weaponactive = -1;
1465 Person::players[0]->num_weapons = 0;
1466 Person::players[1]->weaponactive = 0;
1467 Person::players[1]->num_weapons = 1;
1468 Person::players[1]->weaponids[0] = 0;
1472 Person::players[1]->aitype = attacktypecutoff;
1474 tutorialmaxtime = 300;
1477 weapons[0].owner = 1;
1478 Person::players[0]->weaponactive = -1;
1479 Person::players[0]->num_weapons = 0;
1480 Person::players[1]->weaponactive = 0;
1481 Person::players[1]->num_weapons = 1;
1482 Person::players[1]->weaponids[0] = 0;
1484 tutorialmaxtime = 300;
1487 weapons[0].owner = 1;
1488 Person::players[0]->weaponactive = -1;
1489 Person::players[0]->num_weapons = 0;
1490 Person::players[1]->weaponactive = 0;
1491 Person::players[1]->num_weapons = 1;
1492 Person::players[1]->weaponids[0] = 0;
1494 weapons[0].setType(sword);
1496 tutorialmaxtime = 300;
1499 tutorialmaxtime = 10;
1510 Weapon w(sword, -1);
1511 w.position = (temp + temp2) / 2;
1512 w.tippoint = (temp + temp2) / 2;
1515 w.tipvelocity = 0.1;
1522 weapons.push_back(w);
1524 weapons[0].owner = 1;
1525 weapons[1].owner = 0;
1526 Person::players[0]->weaponactive = 0;
1527 Person::players[0]->num_weapons = 1;
1528 Person::players[0]->weaponids[0] = 1;
1529 Person::players[1]->weaponactive = 0;
1530 Person::players[1]->num_weapons = 1;
1531 Person::players[1]->weaponids[0] = 0;
1538 Person::players[1]->aitype = passivetype;
1540 tutorialmaxtime = 15;
1542 weapons[0].owner = 1;
1543 weapons[1].owner = 0;
1544 Person::players[0]->weaponactive = 0;
1545 Person::players[0]->num_weapons = 1;
1546 Person::players[0]->weaponids[0] = 1;
1547 Person::players[1]->weaponactive = 0;
1548 Person::players[1]->num_weapons = 1;
1549 Person::players[1]->weaponids[0] = 0;
1551 if (Person::players[0]->weaponactive != -1)
1552 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1554 weapons[0].setType(staff);
1559 Person::players[1]->aitype = passivetype;
1561 tutorialmaxtime = 200;
1563 weapons[1].position = 1000;
1564 weapons[1].tippoint = 1000;
1566 weapons[0].setType(knife);
1568 weapons[0].owner = 0;
1569 Person::players[1]->weaponactive = -1;
1570 Person::players[1]->num_weapons = 0;
1571 Person::players[0]->weaponactive = 0;
1572 Person::players[0]->num_weapons = 1;
1573 Person::players[0]->weaponids[0] = 0;
1577 tutorialmaxtime = 8;
1580 emit_sound_at(fireendsound, Person::players[1]->coords);
1582 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1583 if (Random() % 2 == 0) {
1584 if (!Person::players[1]->skeleton.free)
1585 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1586 if (Person::players[1]->skeleton.free)
1587 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1588 if (!Person::players[1]->skeleton.free)
1589 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1590 if (Person::players[1]->skeleton.free)
1591 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1592 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1596 Person::players[1]->num_weapons = 0;
1597 Person::players[1]->weaponstuck = -1;
1598 Person::players[1]->weaponactive = -1;
1604 tutorialmaxtime = 80000;
1609 if (tutorialstage <= 51)
1610 tutorialstagetime = 0;
1614 if (tutorialstagetime < tutorialmaxtime - 3) {
1615 switch (tutorialstage) {
1617 if (deltah || deltav)
1618 tutorialsuccess += multiplier;
1621 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1622 tutorialsuccess += multiplier;
1625 if (Person::players[0]->jumpkeydown)
1626 tutorialsuccess = 1;
1629 if (Person::players[0]->isCrouch())
1630 tutorialsuccess = 1;
1633 if (Person::players[0]->animTarget == rollanim)
1634 tutorialsuccess = 1;
1637 if (Person::players[0]->animTarget == sneakanim)
1638 tutorialsuccess += multiplier;
1641 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1642 tutorialsuccess += multiplier;
1645 if (Person::players[0]->isWallJump())
1646 tutorialsuccess = 1;
1649 if (Person::players[0]->animTarget == flipanim)
1650 tutorialsuccess = 1;
1653 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1654 tutorialsuccess = 1;
1657 if (Person::players[0]->animTarget == winduppunchanim)
1658 tutorialsuccess = 1;
1661 if (Person::players[0]->animTarget == spinkickanim)
1662 tutorialsuccess = 1;
1665 if (Person::players[0]->animTarget == sweepanim)
1666 tutorialsuccess = 1;
1669 if (Person::players[0]->animTarget == dropkickanim)
1670 tutorialsuccess = 1;
1673 if (Person::players[0]->animTarget == rabbitkickanim)
1674 tutorialsuccess = 1;
1677 if (bonus == cannon)
1678 tutorialsuccess = 1;
1681 if (bonus == spinecrusher)
1682 tutorialsuccess = 1;
1685 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1686 tutorialsuccess = 1;
1689 if (Person::players[0]->animTarget == rabbittacklinganim)
1690 tutorialsuccess = 1;
1693 if (Person::players[0]->animTarget == backhandspringanim)
1694 tutorialsuccess = 1;
1697 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1698 tutorialsuccess = 1;
1701 if (Person::players[0]->escapednum == 2) {
1702 tutorialsuccess = 1;
1705 Person::players[1]->aitype = passivetype;
1709 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1710 tutorialsuccess = 1;
1713 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1714 tutorialsuccess = 1;
1717 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1718 tutorialsuccess = 1;
1721 Person::players[1]->aitype = passivetype;
1725 if (Person::players[0]->num_weapons > 0)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1730 tutorialsuccess = 1;
1733 if (Person::players[0]->animTarget == knifeslashstartanim)
1734 tutorialsuccess = 1;
1737 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1738 tutorialsuccess = 1;
1741 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1742 tutorialsuccess = 1;
1745 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1746 tutorialsuccess = 1;
1749 if (Person::players[1]->weaponstuck != -1)
1750 tutorialsuccess = 1;
1755 if (tutorialsuccess >= 1)
1756 tutorialstagetime = tutorialmaxtime - 3;
1759 if (tutorialstagetime == tutorialmaxtime - 3) {
1760 emit_sound_np(consolesuccesssound);
1763 if (tutorialsuccess >= 1) {
1764 if (tutorialstage == 34 || tutorialstage == 35)
1765 tutorialstagetime = tutorialmaxtime - 1;
1769 if (tutorialstage < 14 || tutorialstage >= 50) {
1770 Person::players[1]->coords.y = 300;
1771 Person::players[1]->velocity = 0;
1777 float headprop, bodyprop, armprop, legprop;
1782 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1784 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1785 Person::players[0]->damagetolerance = 200000;
1786 Person::players[0]->damage = 0;
1787 Person::players[0]->burnt = 0;
1788 Person::players[0]->permanentdamage = 0;
1789 Person::players[0]->superpermanentdamage = 0;
1792 /* Change environment */
1793 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1795 if (environment > 2)
1797 Setenvironment(environment);
1801 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1802 cameramode = !cameramode;
1805 /* Toggle Slow motion */
1806 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1812 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1813 Person::players[0]->RagDoll(0);
1815 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1818 /* Grow tree leaves?? */
1819 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1820 for (int i = 0; i < objects.numobjects; i++) {
1821 if (objects.type[i] == treeleavestype) {
1822 objects.scale[i] *= .9;
1827 /* Change (or add) weapon */
1828 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1830 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1831 closest = findClosestPlayer();
1835 if (Person::players[closest]->num_weapons > 0) {
1836 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1837 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1838 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1839 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1841 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1843 Person::players[closest]->weaponids[0] = weapons.size();
1845 weapons.push_back(Weapon(knife, closest));
1847 Person::players[closest]->num_weapons = 1;
1853 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1855 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1856 closest = findClosestPlayer();
1860 Person::players[closest]->yaw += multiplier * 50;
1861 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1866 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1867 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1868 if (Person::players[0]->onfire) {
1869 Person::players[0]->CatchFire();
1871 if (!Person::players[0]->onfire) {
1872 emit_sound_at(fireendsound, Person::players[0]->coords);
1873 pause_sound(stream_firesound);
1878 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1880 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1881 closest = findClosestPlayer();
1885 Person::players[closest]->whichskin++;
1886 if (Person::players[closest]->whichskin > 9)
1887 Person::players[closest]->whichskin = 0;
1888 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1889 Person::players[closest]->whichskin = 0;
1891 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1892 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1895 Person::players[closest]->addClothes();
1898 /* Change creature type */
1899 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1901 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1902 closest = findClosestPlayer();
1906 if (Person::players[closest]->creature == wolftype) {
1907 headprop = Person::players[closest]->proportionhead.x / 1.1;
1908 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1909 armprop = Person::players[closest]->proportionarms.x / 1.1;
1910 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1913 if (Person::players[closest]->creature == rabbittype) {
1914 headprop = Person::players[closest]->proportionhead.x / 1.2;
1915 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1916 armprop = Person::players[closest]->proportionarms.x / 1.00;
1917 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1921 if (Person::players[closest]->creature == rabbittype) {
1922 Person::players[closest]->creature = wolftype;
1923 Person::players[closest]->whichskin = 0;
1924 Person::players[closest]->skeletonLoad();
1926 Person::players[closest]->proportionhead = 1.1;
1927 Person::players[closest]->proportionbody = 1.1;
1928 Person::players[closest]->proportionarms = 1.1;
1929 Person::players[closest]->proportionlegs = 1.1;
1930 Person::players[closest]->proportionlegs.y = 1.1;
1931 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1933 Person::players[closest]->damagetolerance = 300;
1935 Person::players[closest]->creature = rabbittype;
1936 Person::players[closest]->whichskin = 0;
1937 Person::players[closest]->skeletonLoad(true);
1939 Person::players[closest]->proportionhead = 1.2;
1940 Person::players[closest]->proportionbody = 1.05;
1941 Person::players[closest]->proportionarms = 1.00;
1942 Person::players[closest]->proportionlegs = 1.1;
1943 Person::players[closest]->proportionlegs.y = 1.05;
1944 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1946 Person::players[closest]->damagetolerance = 200;
1949 if (Person::players[closest]->creature == wolftype) {
1950 Person::players[closest]->proportionhead = 1.1 * headprop;
1951 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1952 Person::players[closest]->proportionarms = 1.1 * armprop;
1953 Person::players[closest]->proportionlegs = 1.1 * legprop;
1956 if (Person::players[closest]->creature == rabbittype) {
1957 Person::players[closest]->proportionhead = 1.2 * headprop;
1958 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1959 Person::players[closest]->proportionarms = 1.00 * armprop;
1960 Person::players[closest]->proportionlegs = 1.1 * legprop;
1961 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1968 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1970 float closestdist = std::numeric_limits<float>::max();
1972 for (unsigned i = 1; i < Person::players.size(); i++) {
1973 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1974 if (!Person::players[i]->headless)
1975 if (distance < closestdist) {
1976 closestdist = distance;
1981 XYZ flatfacing2, flatvelocity2;
1983 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1984 blah = Person::players[closest]->coords;
1985 XYZ headspurtdirection;
1986 //int i = Person::players[closest]->skeleton.jointlabels[head];
1987 Joint& headjoint = Person::players[closest]->joint(head);
1988 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1989 if (!Person::players[closest]->skeleton.free)
1990 flatvelocity2 = Person::players[closest]->velocity;
1991 if (Person::players[closest]->skeleton.free)
1992 flatvelocity2 = headjoint.velocity;
1993 if (!Person::players[closest]->skeleton.free)
1994 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;
1995 if (Person::players[closest]->skeleton.free)
1996 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1997 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1998 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1999 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2000 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2001 Normalise(&headspurtdirection);
2002 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2003 flatvelocity2 += headspurtdirection * 8;
2004 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2006 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2008 emit_sound_at(splattersound, blah);
2009 emit_sound_at(breaksound2, blah, 100.);
2011 if (Person::players[closest]->skeleton.free == 2)
2012 Person::players[closest]->skeleton.free = 0;
2013 Person::players[closest]->RagDoll(0);
2014 Person::players[closest]->dead = 2;
2015 Person::players[closest]->headless = 1;
2016 Person::players[closest]->DoBloodBig(3, 165);
2023 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2024 int closest = findClosestPlayer();
2025 XYZ flatfacing2, flatvelocity2;
2027 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2028 blah = Person::players[closest]->coords;
2029 emit_sound_at(splattersound, blah);
2030 emit_sound_at(breaksound2, blah);
2032 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2033 if (!Person::players[closest]->skeleton.free)
2034 flatvelocity2 = Person::players[closest]->velocity;
2035 if (Person::players[closest]->skeleton.free)
2036 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2037 if (!Person::players[closest]->skeleton.free)
2038 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;
2039 if (Person::players[closest]->skeleton.free)
2040 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2041 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2042 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2043 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2044 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2045 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2046 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2049 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2050 if (!Person::players[closest]->skeleton.free)
2051 flatvelocity2 = Person::players[closest]->velocity;
2052 if (Person::players[closest]->skeleton.free)
2053 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2054 if (!Person::players[closest]->skeleton.free)
2055 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;
2056 if (Person::players[closest]->skeleton.free)
2057 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2058 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2059 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2060 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2061 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2062 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2065 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2066 if (!Person::players[closest]->skeleton.free)
2067 flatvelocity2 = Person::players[closest]->velocity;
2068 if (Person::players[closest]->skeleton.free)
2069 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2070 if (!Person::players[closest]->skeleton.free)
2071 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;
2072 if (Person::players[closest]->skeleton.free)
2073 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2074 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2075 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2076 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2077 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2078 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2081 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2082 if (!Person::players[closest]->skeleton.free)
2083 flatvelocity2 = Person::players[closest]->velocity;
2084 if (Person::players[closest]->skeleton.free)
2085 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2086 if (!Person::players[closest]->skeleton.free)
2087 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;
2088 if (Person::players[closest]->skeleton.free)
2089 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2090 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2091 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2092 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2093 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2094 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2098 for (unsigned j = 0; j < Person::players.size(); j++) {
2099 if (int(j) != closest) {
2100 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2101 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2102 if (Person::players[j]->skeleton.free == 2)
2103 Person::players[j]->skeleton.free = 1;
2104 Person::players[j]->skeleton.longdead = 0;
2105 Person::players[j]->RagDoll(0);
2106 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2107 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2108 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2109 flatvelocity2 = temppos - Person::players[closest]->coords;
2110 Normalise(&flatvelocity2);
2111 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2118 Person::players[closest]->DoDamage(10000);
2119 Person::players[closest]->RagDoll(0);
2120 Person::players[closest]->dead = 2;
2121 Person::players[closest]->coords = 20;
2122 Person::players[closest]->skeleton.free = 2;
2130 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2131 editorenabled = !editorenabled;
2132 if (editorenabled) {
2133 Person::players[0]->damagetolerance = 100000;
2135 Person::players[0]->damagetolerance = 200;
2137 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2138 Person::players[0]->permanentdamage = 0;
2139 Person::players[0]->superpermanentdamage = 0;
2140 Person::players[0]->bloodloss = 0;
2141 Person::players[0]->deathbleeding = 0;
2146 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2148 if (targetlevel > numchallengelevels - 1)
2154 if (editorenabled) {
2155 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2156 int closest = findClosestPlayer();
2158 Person::players.erase(Person::players.begin()+closest);
2162 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2163 int closest = findClosestObject();
2165 objects.position[closest].y -= 500;
2168 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2169 if (objects.numobjects < max_objects - 1) {
2171 scenecoords.x = Person::players[0]->coords.x;
2172 scenecoords.z = Person::players[0]->coords.z;
2173 scenecoords.y = Person::players[0]->coords.y - 3;
2174 if (editortype == bushtype)
2175 scenecoords.y = Person::players[0]->coords.y - .5;
2176 if (editortype == firetype)
2177 scenecoords.y = Person::players[0]->coords.y - .5;
2178 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2179 float temprotat, temprotat2;
2180 temprotat = editoryaw;
2181 temprotat2 = editorpitch;
2182 if (temprotat < 0 || editortype == bushtype)
2183 temprotat = Random() % 360;
2185 temprotat2 = Random() % 360;
2187 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2188 if (editortype == treetrunktype)
2189 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2193 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2194 Person::players.push_back(shared_ptr<Person>(new Person()));
2196 Person::players.back()->id = Person::players.size()-1;
2198 Person::players.back()->scale = Person::players[0]->scale;
2199 Person::players.back()->creature = rabbittype;
2200 Person::players.back()->howactive = editoractive;
2202 int k = abs(Random() % 2) + 1;
2204 Person::players.back()->whichskin = 0;
2205 } else if (k == 1) {
2206 Person::players.back()->whichskin = 1;
2208 Person::players.back()->whichskin = 2;
2211 Person::players.back()->skeletonLoad(true);
2213 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2214 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2216 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2217 Person::players.back()->yaw = Person::players[0]->yaw;
2219 Person::players.back()->coords = Person::players[0]->coords;
2220 Person::players.back()->oldcoords = Person::players.back()->coords;
2221 Person::players.back()->realoldcoords = Person::players.back()->coords;
2223 if (Person::players[0]->creature == wolftype) {
2224 headprop = Person::players[0]->proportionhead.x / 1.1;
2225 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2226 armprop = Person::players[0]->proportionarms.x / 1.1;
2227 legprop = Person::players[0]->proportionlegs.x / 1.1;
2230 if (Person::players[0]->creature == rabbittype) {
2231 headprop = Person::players[0]->proportionhead.x / 1.2;
2232 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2233 armprop = Person::players[0]->proportionarms.x / 1.00;
2234 legprop = Person::players[0]->proportionlegs.x / 1.1;
2237 if (Person::players.back()->creature == wolftype) {
2238 Person::players.back()->proportionhead = 1.1 * headprop;
2239 Person::players.back()->proportionbody = 1.1 * bodyprop;
2240 Person::players.back()->proportionarms = 1.1 * armprop;
2241 Person::players.back()->proportionlegs = 1.1 * legprop;
2244 if (Person::players.back()->creature == rabbittype) {
2245 Person::players.back()->proportionhead = 1.2 * headprop;
2246 Person::players.back()->proportionbody = 1.05 * bodyprop;
2247 Person::players.back()->proportionarms = 1.00 * armprop;
2248 Person::players.back()->proportionlegs = 1.1 * legprop;
2249 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2253 Person::players.back()->proportionhead.z = 0;
2254 Person::players.back()->proportionbody.z = 0;
2255 Person::players.back()->proportionarms.z = 0;
2256 Person::players.back()->proportionlegs.z = 0;
2259 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2261 Person::players.back()->damagetolerance = 200;
2263 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2264 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2265 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2266 Person::players.back()->armorhead = Person::players[0]->armorhead;
2267 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2268 Person::players.back()->armorlow = Person::players[0]->armorlow;
2269 Person::players.back()->metalhead = Person::players[0]->metalhead;
2270 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2271 Person::players.back()->metallow = Person::players[0]->metallow;
2273 Person::players.back()->immobile = Person::players[0]->immobile;
2275 Person::players.back()->numclothes = Person::players[0]->numclothes;
2276 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2277 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2278 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2279 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2280 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2282 Person::players.back()->addClothes();
2284 Person::players.back()->power = Person::players[0]->power;
2285 Person::players.back()->speedmult = Person::players[0]->speedmult;
2287 Person::players.back()->loaded = true;
2290 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2291 if (Person::players.back()->numwaypoints < 90) {
2292 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2293 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2294 Person::players.back()->numwaypoints++;
2298 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2299 if (numpathpoints < 30) {
2300 bool connected, alreadyconnected;
2302 if (numpathpoints > 1)
2303 for (int i = 0; i < numpathpoints; i++) {
2304 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2305 alreadyconnected = 0;
2306 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2307 if (pathpointconnect[pathpointselected][j] == i)
2308 alreadyconnected = 1;
2310 if (!alreadyconnected) {
2311 numpathpointconnect[pathpointselected]++;
2313 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2319 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2320 numpathpointconnect[numpathpoints - 1] = 0;
2321 if (numpathpoints > 1 && pathpointselected != -1) {
2322 numpathpointconnect[pathpointselected]++;
2323 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2325 pathpointselected = numpathpoints - 1;
2330 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2331 pathpointselected++;
2332 if (pathpointselected >= numpathpoints)
2333 pathpointselected = -1;
2335 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2336 pathpointselected--;
2337 if (pathpointselected <= -2)
2338 pathpointselected = numpathpoints - 1;
2340 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2341 if (pathpointselected != -1) {
2343 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2344 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2345 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2346 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2348 for (int i = 0; i < numpathpoints; i++) {
2349 for (int j = 0; j < numpathpointconnect[i]; j++) {
2350 if (pathpointconnect[i][j] == pathpointselected) {
2351 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2352 numpathpointconnect[i]--;
2354 if (pathpointconnect[i][j] == numpathpoints) {
2355 pathpointconnect[i][j] = pathpointselected;
2359 pathpointselected = numpathpoints - 1;
2363 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2365 if (editortype == treeleavestype || editortype == 10)
2368 editortype = firetype;
2371 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2373 if (editortype == treeleavestype || editortype == 10)
2375 if (editortype > firetype)
2379 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2380 editoryaw -= multiplier * 100;
2381 if (editoryaw < -.01)
2385 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2386 editoryaw += multiplier * 100;
2389 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2390 editorsize += multiplier;
2393 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2394 editorsize -= multiplier;
2395 if (editorsize < .1)
2400 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2401 mapradius -= multiplier * 10;
2404 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2405 mapradius += multiplier * 10;
2407 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2408 editorpitch += multiplier * 100;
2411 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2412 editorpitch -= multiplier * 100;
2413 if (editorpitch < -.01)
2416 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2417 int closest = findClosestObject();
2419 objects.DeleteObject(closest);
2424 void doJumpReversals()
2426 for (unsigned k = 0; k < Person::players.size(); k++)
2427 for (unsigned i = k; i < Person::players.size(); i++) {
2430 if ( Person::players[k]->skeleton.free == 0 &&
2431 Person::players[i]->skeleton.oldfree == 0 &&
2432 (Person::players[i]->animTarget == jumpupanim ||
2433 Person::players[k]->animTarget == jumpupanim) &&
2434 (Person::players[i]->aitype == playercontrolled ||
2435 Person::players[k]->aitype == playercontrolled) &&
2436 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2437 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2438 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2439 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2440 //TODO: refactor two huge similar ifs
2441 if (Person::players[i]->animTarget == jumpupanim &&
2442 Person::players[k]->animTarget != getupfrombackanim &&
2443 Person::players[k]->animTarget != getupfromfrontanim &&
2444 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2445 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2446 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2447 Person::players[k]->aitype != playercontrolled)) {
2448 Person::players[i]->victim = Person::players[k];
2449 Person::players[i]->velocity = 0;
2450 Person::players[i]->animCurrent = jumpreversedanim;
2451 Person::players[i]->animTarget = jumpreversedanim;
2452 Person::players[i]->frameCurrent = 0;
2453 Person::players[i]->frameTarget = 1;
2454 Person::players[i]->targettilt2 = 0;
2455 Person::players[k]->victim = Person::players[i];
2456 Person::players[k]->velocity = 0;
2457 Person::players[k]->animCurrent = jumpreversalanim;
2458 Person::players[k]->animTarget = jumpreversalanim;
2459 Person::players[k]->frameCurrent = 0;
2460 Person::players[k]->frameTarget = 1;
2461 Person::players[k]->targettilt2 = 0;
2462 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2463 Person::players[i]->animCurrent = rabbitkickreversedanim;
2464 Person::players[i]->animTarget = rabbitkickreversedanim;
2465 Person::players[i]->frameCurrent = 1;
2466 Person::players[i]->frameTarget = 2;
2467 Person::players[k]->animCurrent = rabbitkickreversalanim;
2468 Person::players[k]->animTarget = rabbitkickreversalanim;
2469 Person::players[k]->frameCurrent = 1;
2470 Person::players[k]->frameTarget = 2;
2472 Person::players[i]->target = 0;
2473 Person::players[k]->oldcoords = Person::players[k]->coords;
2474 Person::players[i]->coords = Person::players[k]->coords;
2475 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2476 Person::players[k]->yaw = Person::players[i]->targetyaw;
2477 if (Person::players[k]->aitype == attacktypecutoff)
2478 Person::players[k]->stunned = .5;
2480 if (Person::players[k]->animTarget == jumpupanim &&
2481 Person::players[i]->animTarget != getupfrombackanim &&
2482 Person::players[i]->animTarget != getupfromfrontanim &&
2483 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2484 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2485 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2486 Person::players[i]->aitype != playercontrolled)) {
2487 Person::players[k]->victim = Person::players[i];
2488 Person::players[k]->velocity = 0;
2489 Person::players[k]->animCurrent = jumpreversedanim;
2490 Person::players[k]->animTarget = jumpreversedanim;
2491 Person::players[k]->frameCurrent = 0;
2492 Person::players[k]->frameTarget = 1;
2493 Person::players[k]->targettilt2 = 0;
2494 Person::players[i]->victim = Person::players[k];
2495 Person::players[i]->velocity = 0;
2496 Person::players[i]->animCurrent = jumpreversalanim;
2497 Person::players[i]->animTarget = jumpreversalanim;
2498 Person::players[i]->frameCurrent = 0;
2499 Person::players[i]->frameTarget = 1;
2500 Person::players[i]->targettilt2 = 0;
2501 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2502 Person::players[k]->animTarget = rabbitkickreversedanim;
2503 Person::players[k]->animCurrent = rabbitkickreversedanim;
2504 Person::players[i]->animCurrent = rabbitkickreversalanim;
2505 Person::players[i]->animTarget = rabbitkickreversalanim;
2506 Person::players[k]->frameCurrent = 1;
2507 Person::players[k]->frameTarget = 2;
2508 Person::players[i]->frameCurrent = 1;
2509 Person::players[i]->frameTarget = 2;
2511 Person::players[k]->target = 0;
2512 Person::players[i]->oldcoords = Person::players[i]->coords;
2513 Person::players[k]->coords = Person::players[i]->coords;
2514 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2515 Person::players[i]->yaw = Person::players[k]->targetyaw;
2516 if (Person::players[i]->aitype == attacktypecutoff)
2517 Person::players[i]->stunned = .5;
2524 void doAerialAcrobatics()
2526 static XYZ facing, flatfacing;
2527 for (unsigned k = 0; k < Person::players.size(); k++) {
2528 Person::players[k]->turnspeed = 500;
2530 if ((Person::players[k]->isRun() &&
2531 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2532 Person::players[k]->targetyaw != wolfrunninganim) ||
2533 Person::players[k]->frameTarget == 4)) ||
2534 Person::players[k]->animTarget == removeknifeanim ||
2535 Person::players[k]->animTarget == crouchremoveknifeanim ||
2536 Person::players[k]->animTarget == flipanim ||
2537 Person::players[k]->animTarget == fightsidestep ||
2538 Person::players[k]->animTarget == walkanim) {
2539 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2543 if (Person::players[k]->isStop() ||
2544 Person::players[k]->isLanding() ||
2545 Person::players[k]->animTarget == staggerbackhighanim ||
2546 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2547 Person::players[k]->animTarget == staggerbackhardanim ||
2548 Person::players[k]->animTarget == backhandspringanim ||
2549 Person::players[k]->animTarget == dodgebackanim ||
2550 Person::players[k]->animTarget == rollanim ||
2551 (Animation::animations[Person::players[k]->animTarget].attack &&
2552 Person::players[k]->animTarget != rabbitkickanim &&
2553 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2554 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2555 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2558 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2559 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2562 Person::players[k]->DoStuff();
2563 if (Person::players[k]->immobile && k != 0)
2564 Person::players[k]->coords = Person::players[k]->realoldcoords;
2566 //if player's position has changed (?)
2567 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2568 !Person::players[k]->skeleton.free &&
2569 Person::players[k]->animTarget != climbanim &&
2570 Person::players[k]->animTarget != hanganim) {
2571 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2573 bool tempcollide = 0;
2575 if (Person::players[k]->collide < -.3)
2576 Person::players[k]->collide = -.3;
2577 if (Person::players[k]->collide > 1)
2578 Person::players[k]->collide = 1;
2579 Person::players[k]->collide -= multiplier * 30;
2582 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2584 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2585 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2586 if (objects.type[i] != rocktype ||
2587 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2588 objects.position[i].y > Person::players[k]->coords.y) {
2589 lowpoint = Person::players[k]->coords;
2590 if (Person::players[k]->animTarget != jumpupanim &&
2591 Person::players[k]->animTarget != jumpdownanim &&
2592 !Person::players[k]->isFlip())
2596 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2597 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2598 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2599 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2600 flatfacing = lowpoint - Person::players[k]->coords;
2601 Person::players[k]->coords = lowpoint;
2602 Person::players[k]->coords.y -= 1.3;
2603 Person::players[k]->collide = 1;
2606 //TODO: refactor four similar blocks
2607 if (Person::players[k]->aitype == playercontrolled &&
2608 (Person::players[k]->animTarget == jumpupanim ||
2609 Person::players[k]->animTarget == jumpdownanim ||
2610 Person::players[k]->isFlip()) &&
2611 !Person::players[k]->jumptogglekeydown &&
2612 Person::players[k]->jumpkeydown) {
2613 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2614 XYZ tempcoords1 = lowpoint;
2615 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2616 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2617 Person::players[k]->setAnimation(walljumpleftanim);
2618 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2620 pause_sound(whooshsound);
2622 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2623 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2624 if (lowpointtarget.z < 0)
2625 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2626 Person::players[k]->targetyaw = Person::players[k]->yaw;
2627 Person::players[k]->lowyaw = Person::players[k]->yaw;
2631 lowpoint = tempcoords1;
2632 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2633 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2634 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2635 Person::players[k]->setAnimation(walljumprightanim);
2636 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2638 pause_sound(whooshsound);
2640 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2641 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2642 if (lowpointtarget.z < 0)
2643 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2644 Person::players[k]->targetyaw = Person::players[k]->yaw;
2645 Person::players[k]->lowyaw = Person::players[k]->yaw;
2649 lowpoint = tempcoords1;
2650 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2651 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2652 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2653 Person::players[k]->setAnimation(walljumpbackanim);
2654 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2656 pause_sound(whooshsound);
2658 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2659 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2660 if (lowpointtarget.z < 0)
2661 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2662 Person::players[k]->targetyaw = Person::players[k]->yaw;
2663 Person::players[k]->lowyaw = Person::players[k]->yaw;
2667 lowpoint = tempcoords1;
2668 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2669 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2670 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2671 Person::players[k]->setAnimation(walljumpfrontanim);
2672 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2674 pause_sound(whooshsound);
2676 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2677 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2678 if (lowpointtarget.z < 0)
2679 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2680 Person::players[k]->yaw += 180;
2681 Person::players[k]->targetyaw = Person::players[k]->yaw;
2682 Person::players[k]->lowyaw = Person::players[k]->yaw;
2691 } else if (objects.type[i] == rocktype) {
2692 lowpoint2 = Person::players[k]->coords;
2693 lowpoint = Person::players[k]->coords;
2695 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2696 Person::players[k]->coords = colpoint;
2697 Person::players[k]->collide = 1;
2700 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2701 //flipped into a rock
2702 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2703 Person::players[k]->RagDoll(0);
2705 if (Person::players[k]->animTarget == jumpupanim) {
2706 Person::players[k]->jumppower = -4;
2707 Person::players[k]->animTarget = Person::players[k]->getIdle();
2709 Person::players[k]->target = 0;
2710 Person::players[k]->frameTarget = 0;
2711 Person::players[k]->onterrain = 1;
2713 if (Person::players[k]->id == 0) {
2714 pause_sound(whooshsound);
2715 OPENAL_SetVolume(channels[whooshsound], 0);
2719 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2720 if (Person::players[k]->isFlip())
2721 Person::players[k]->jumppower = -4;
2722 Person::players[k]->animTarget = Person::players[k]->getLanding();
2723 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2725 addEnvSound(Person::players[k]->coords);
2734 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2735 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2736 lowpoint = Person::players[k]->coords;
2738 if (objects.type[i] != rocktype)
2739 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2740 if (Person::players[k]->animTarget != jumpupanim &&
2741 Person::players[k]->animTarget != jumpdownanim &&
2742 Person::players[k]->onterrain)
2743 Person::players[k]->avoidcollided = 1;
2744 Person::players[k]->coords = lowpoint;
2745 Person::players[k]->coords.y -= 1.35;
2746 Person::players[k]->collide = 1;
2748 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2749 (Person::players[k]->animCurrent != climbanim &&
2750 Person::players[k]->animCurrent != hanganim &&
2751 !Person::players[k]->isWallJump() ||
2752 Person::players[k]->animTarget == jumpupanim ||
2753 Person::players[k]->animTarget == jumpdownanim)) {
2754 lowpoint = Person::players[k]->coords;
2755 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2756 lowpoint = Person::players[k]->coords;
2760 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2761 lowpointtarget = lowpoint + facing * 1.4;
2762 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2763 if (whichhit != -1) {
2764 lowpoint = Person::players[k]->coords;
2766 lowpointtarget = lowpoint + facing * 1.4;
2767 lowpoint2 = lowpoint;
2768 lowpointtarget2 = lowpointtarget;
2769 lowpoint3 = lowpoint;
2770 lowpointtarget3 = lowpointtarget;
2771 lowpoint4 = lowpoint;
2772 lowpointtarget4 = lowpointtarget;
2773 lowpoint5 = lowpoint;
2774 lowpointtarget5 = lowpointtarget;
2775 lowpoint6 = lowpoint;
2776 lowpointtarget6 = lowpointtarget;
2777 lowpoint7 = lowpoint;
2778 lowpointtarget7 = lowpoint;
2780 lowpointtarget2.x += .1;
2782 lowpointtarget3.z += .1;
2784 lowpointtarget4.x -= .1;
2786 lowpointtarget5.z -= .1;
2787 lowpoint6.y += 45 / 13;
2788 lowpointtarget6.y += 45 / 13;
2789 lowpointtarget6 += facing * .6;
2790 lowpointtarget7.y += 90 / 13;
2791 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2792 if (objects.friction[i] > .5)
2793 if (whichhit != -1) {
2794 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2795 Person::players[k]->collided = 1;
2796 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2797 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2798 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2799 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2800 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2801 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2802 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2803 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2804 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2805 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2806 for (int j = 0; j < 45; j++) {
2807 lowpoint = Person::players[k]->coords;
2808 lowpoint.y += (float)j / 13;
2809 lowpointtarget = lowpoint + facing * 1.4;
2810 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2811 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2812 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2814 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2815 lowpoint = Person::players[k]->coords;
2816 lowpoint.y += (float)j / 13;
2817 lowpointtarget = lowpoint + facing * 1.3;
2818 flatfacing = Person::players[k]->coords;
2819 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2820 Person::players[k]->coords.y = lowpointtarget.y - .07;
2821 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2823 if (j > 10 || !Person::players[k]->isRun()) {
2824 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2826 pause_sound(whooshsound);
2828 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2830 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2831 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2832 if (lowpointtarget.z < 0)
2833 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2834 Person::players[k]->targetyaw = Person::players[k]->yaw;
2835 Person::players[k]->lowyaw = Person::players[k]->yaw;
2837 //Person::players[k]->velocity=lowpointtarget*.03;
2838 Person::players[k]->velocity = 0;
2841 if (Person::players[k]->animTarget == jumpupanim) {
2842 Person::players[k]->animTarget = climbanim;
2843 Person::players[k]->jumppower = 0;
2844 Person::players[k]->jumpclimb = 1;
2846 Person::players[k]->transspeed = 6;
2847 Person::players[k]->target = 0;
2848 Person::players[k]->frameTarget = 1;
2851 Person::players[k]->setAnimation(hanganim);
2852 Person::players[k]->jumppower = 0;
2864 if (Person::players[k]->collide <= 0) {
2866 if (!Person::players[k]->onterrain &&
2867 Person::players[k]->animTarget != jumpupanim &&
2868 Person::players[k]->animTarget != jumpdownanim &&
2869 Person::players[k]->animTarget != climbanim &&
2870 Person::players[k]->animTarget != hanganim &&
2871 !Person::players[k]->isWallJump() &&
2872 !Person::players[k]->isFlip()) {
2873 if (Person::players[k]->animCurrent != climbanim &&
2874 Person::players[k]->animCurrent != tempanim &&
2875 Person::players[k]->animTarget != backhandspringanim &&
2876 (Person::players[k]->animTarget != rollanim ||
2877 Person::players[k]->frameTarget < 2 ||
2878 Person::players[k]->frameTarget > 6)) {
2879 //stagger off ledge (?)
2880 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2881 Person::players[k]->RagDoll(0);
2882 Person::players[k]->setAnimation(jumpdownanim);
2885 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2888 Person::players[k]->velocity.y += gravity;
2892 Person::players[k]->realoldcoords = Person::players[k]->coords;
2898 static int randattack;
2899 static bool playerrealattackkeydown = 0;
2901 if (!Input::isKeyDown(attackkey))
2904 Person::players[0]->attackkeydown = 0;
2906 playerrealattackkeydown = 0;
2908 playerrealattackkeydown = Input::isKeyDown(attackkey);
2909 if ((Person::players[0]->parriedrecently <= 0 ||
2910 Person::players[0]->weaponactive == -1) &&
2913 Person::players[0]->lastattack != swordslashanim &&
2914 Person::players[0]->lastattack != knifeslashstartanim &&
2915 Person::players[0]->lastattack != staffhitanim &&
2916 Person::players[0]->lastattack != staffspinhitanim)))
2917 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2918 if (Input::isKeyDown(attackkey) &&
2920 !Person::players[0]->backkeydown) {
2921 for (unsigned k = 0; k < Person::players.size(); k++) {
2922 if ((Person::players[k]->animTarget == swordslashanim ||
2923 Person::players[k]->animTarget == staffhitanim ||
2924 Person::players[k]->animTarget == staffspinhitanim) &&
2925 Person::players[0]->animCurrent != dodgebackanim &&
2926 !Person::players[k]->skeleton.free)
2927 Person::players[k]->Reverse();
2931 if (!hostile || Dialog::inDialog())
2932 Person::players[0]->attackkeydown = 0;
2934 for (unsigned k = 0; k < Person::players.size(); k++) {
2935 if (Dialog::inDialog())
2936 Person::players[k]->attackkeydown = 0;
2937 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2938 if (Person::players[k]->aitype != playercontrolled)
2939 Person::players[k]->victim = Person::players[0];
2940 //attack key pressed
2941 if (Person::players[k]->attackkeydown) {
2943 if (Person::players[k]->backkeydown &&
2944 Person::players[k]->animTarget != backhandspringanim &&
2945 (Person::players[k]->isIdle() ||
2946 Person::players[k]->isStop() ||
2947 Person::players[k]->isRun() ||
2948 Person::players[k]->animTarget == walkanim)) {
2949 if (Person::players[k]->jumppower <= 1) {
2950 Person::players[k]->jumppower -= 2;
2952 for (unsigned i = 0; i < Person::players.size(); i++) {
2955 if (Person::players[i]->animTarget == swordslashanim ||
2956 Person::players[i]->animTarget == knifeslashstartanim ||
2957 Person::players[i]->animTarget == staffhitanim ||
2958 Person::players[i]->animTarget == staffspinhitanim)
2959 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2960 Person::players[k]->setAnimation(dodgebackanim);
2961 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2962 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2965 if (Person::players[k]->animTarget != dodgebackanim) {
2968 Person::players[k]->setAnimation(backhandspringanim);
2969 Person::players[k]->targetyaw = -yaw + 180;
2970 if (Person::players[k]->leftkeydown)
2971 Person::players[k]->targetyaw -= 45;
2972 if (Person::players[k]->rightkeydown)
2973 Person::players[k]->targetyaw += 45;
2974 Person::players[k]->yaw = Person::players[k]->targetyaw;
2975 Person::players[k]->jumppower -= 2;
2980 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2981 !Person::players[k]->backkeydown &&
2982 (Person::players[k]->isIdle() ||
2983 Person::players[k]->isRun() ||
2984 Person::players[k]->animTarget == walkanim ||
2985 Person::players[k]->animTarget == sneakanim ||
2986 Person::players[k]->isCrouch())) {
2987 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2988 //normal attacks (?)
2989 Person::players[k]->hasvictim = 0;
2990 if (Person::players.size() > 1)
2991 for (unsigned i = 0; i < Person::players.size(); i++) {
2992 if (i == k || !(k == 0 || i == 0))
2994 if (!Person::players[k]->hasvictim)
2995 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2997 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2998 if (distance < 4.5 &&
2999 !Person::players[i]->skeleton.free &&
3000 Person::players[i]->howactive < typedead1 &&
3001 Person::players[i]->animTarget != jumpreversedanim &&
3002 Person::players[i]->animTarget != rabbitkickreversedanim &&
3003 Person::players[i]->animTarget != rabbitkickanim &&
3004 Person::players[k]->animTarget != rabbitkickanim &&
3005 Person::players[i]->animTarget != getupfrombackanim &&
3006 (Person::players[i]->animTarget != staggerbackhighanim &&
3007 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
3008 Person::players[i]->animTarget != jumpdownanim &&
3009 Person::players[i]->animTarget != jumpupanim &&
3010 Person::players[i]->animTarget != getupfromfrontanim) {
3011 Person::players[k]->victim = Person::players[i];
3012 Person::players[k]->hasvictim = 1;
3013 if (Person::players[k]->aitype == playercontrolled) { //human player
3015 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3016 Person::players[k]->crouchkeydown &&
3017 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3018 Person::players[k]->animTarget = sweepanim;
3020 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3021 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3022 !Person::players[k]->forwardkeydown &&
3023 !Person::players[k]->leftkeydown &&
3024 !Person::players[k]->rightkeydown &&
3025 !Person::players[k]->crouchkeydown &&
3028 Person::players[k]->animTarget = winduppunchanim;
3030 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3031 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3032 !Person::players[k]->forwardkeydown &&
3033 !Person::players[k]->leftkeydown &&
3034 !Person::players[k]->rightkeydown &&
3035 !Person::players[k]->crouchkeydown &&
3037 Person::players[k]->animTarget = upunchanim;
3039 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3040 Person::players[i]->staggerdelay > 0 &&
3041 attackweapon == knife &&
3042 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3043 Person::players[k]->animTarget = knifefollowanim;
3045 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3046 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3047 !Person::players[k]->forwardkeydown &&
3048 !Person::players[k]->leftkeydown &&
3049 !Person::players[k]->rightkeydown &&
3050 !Person::players[k]->crouchkeydown &&
3051 attackweapon == knife &&
3052 Person::players[k]->weaponmissdelay <= 0)
3053 Person::players[k]->animTarget = knifeslashstartanim;
3055 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3056 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3057 !Person::players[k]->crouchkeydown &&
3058 attackweapon == sword &&
3059 Person::players[k]->weaponmissdelay <= 0)
3060 Person::players[k]->animTarget = swordslashanim;
3062 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3063 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3064 !Person::players[k]->crouchkeydown &&
3065 attackweapon == staff &&
3066 Person::players[k]->weaponmissdelay <= 0 &&
3067 !Person::players[k]->leftkeydown &&
3068 !Person::players[k]->rightkeydown &&
3069 !Person::players[k]->forwardkeydown)
3070 Person::players[k]->animTarget = staffhitanim;
3072 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3073 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3074 !Person::players[k]->crouchkeydown &&
3075 attackweapon == staff &&
3076 Person::players[k]->weaponmissdelay <= 0)
3077 Person::players[k]->animTarget = staffspinhitanim;
3079 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3080 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3081 Person::players[k]->animTarget = spinkickanim;
3083 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3084 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3085 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3086 Person::players[k]->animTarget = lowkickanim;
3087 } else { //AI player
3088 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3089 randattack = abs(Random() % 5);
3090 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3092 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3093 Person::players[k]->animTarget = sweepanim;
3095 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3097 Person::players[k]->animTarget = upunchanim;
3099 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3100 Person::players[k]->animTarget = spinkickanim;
3102 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3103 Person::players[k]->animTarget = lowkickanim;
3107 if ((tutoriallevel != 1 || !attackweapon) &&
3108 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3110 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3111 Person::players[k]->animTarget = sweepanim;
3113 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3114 attackweapon == knife &&
3115 Person::players[k]->weaponmissdelay <= 0)
3116 Person::players[k]->animTarget = knifeslashstartanim;
3118 else if (!(Person::players[0]->victim == Person::players[i] &&
3119 Person::players[0]->hasvictim &&
3120 Person::players[0]->animTarget == swordslashanim) &&
3121 attackweapon == sword &&
3122 Person::players[k]->weaponmissdelay <= 0)
3123 Person::players[k]->animTarget = swordslashanim;
3125 else if (!(Person::players[0]->victim == Person::players[i] &&
3126 Person::players[0]->hasvictim &&
3127 Person::players[0]->animTarget == swordslashanim) &&
3128 attackweapon == staff &&
3129 Person::players[k]->weaponmissdelay <= 0 &&
3131 Person::players[k]->animTarget = staffhitanim;
3133 else if (!(Person::players[0]->victim == Person::players[i] &&
3134 Person::players[0]->hasvictim &&
3135 Person::players[0]->animTarget == swordslashanim) &&
3136 attackweapon == staff &&
3137 Person::players[k]->weaponmissdelay <= 0 &&
3139 Person::players[k]->animTarget = staffspinhitanim;
3141 else if ((tutoriallevel != 1 || !attackweapon) &&
3142 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3144 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3145 Person::players[k]->animTarget = spinkickanim;
3147 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3148 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3149 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3150 Person::players[k]->animTarget = lowkickanim;
3154 //upunch becomes wolfslap
3155 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3156 Person::players[k]->animTarget = wolfslapanim;
3159 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3160 Person::players[i]->howactive < typedead1 &&
3161 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3162 !Person::players[i]->skeleton.free &&
3163 Person::players[i]->animTarget != getupfrombackanim &&
3164 Person::players[i]->animTarget != getupfromfrontanim &&
3165 (Person::players[i]->surprised > 0 ||
3166 Person::players[i]->aitype == passivetype ||
3167 attackweapon && Person::players[i]->stunned > 0) &&
3168 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3170 if (!attackweapon) {
3171 Person::players[k]->animCurrent = sneakattackanim;
3172 Person::players[k]->animTarget = sneakattackanim;
3173 Person::players[i]->animCurrent = sneakattackedanim;
3174 Person::players[i]->animTarget = sneakattackedanim;
3175 Person::players[k]->oldcoords = Person::players[k]->coords;
3176 Person::players[k]->coords = Person::players[i]->coords;
3179 if (attackweapon == knife) {
3180 Person::players[k]->animCurrent = knifesneakattackanim;
3181 Person::players[k]->animTarget = knifesneakattackanim;
3182 Person::players[i]->animCurrent = knifesneakattackedanim;
3183 Person::players[i]->animTarget = knifesneakattackedanim;
3184 Person::players[i]->oldcoords = Person::players[i]->coords;
3185 Person::players[i]->coords = Person::players[k]->coords;
3188 if (attackweapon == sword) {
3189 Person::players[k]->animCurrent = swordsneakattackanim;
3190 Person::players[k]->animTarget = swordsneakattackanim;
3191 Person::players[i]->animCurrent = swordsneakattackedanim;
3192 Person::players[i]->animTarget = swordsneakattackedanim;
3193 Person::players[i]->oldcoords = Person::players[i]->coords;
3194 Person::players[i]->coords = Person::players[k]->coords;
3196 if (attackweapon != staff) {
3197 Person::players[k]->victim = Person::players[i];
3198 Person::players[k]->hasvictim = 1;
3199 Person::players[i]->targettilt2 = 0;
3200 Person::players[i]->frameTarget = 1;
3201 Person::players[i]->frameCurrent = 0;
3202 Person::players[i]->target = 0;
3203 Person::players[i]->velocity = 0;
3204 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3205 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3206 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3207 Person::players[k]->target = Person::players[i]->target;
3208 Person::players[k]->velocity = 0;
3209 Person::players[k]->targetyaw = Person::players[i]->yaw;
3210 Person::players[k]->yaw = Person::players[i]->yaw;
3211 Person::players[i]->targetyaw = Person::players[i]->yaw;
3214 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3215 Person::players[k]->victim == Person::players[i] &&
3216 (!Person::players[i]->skeleton.free)) {
3218 Person::players[k]->frameTarget = 0;
3219 Person::players[k]->target = 0;
3221 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3222 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3223 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3224 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3225 Person::players[k]->lastattack = Person::players[k]->animTarget;
3227 if (Person::players[k]->animTarget == knifefollowanim &&
3228 Person::players[k]->victim == Person::players[i]) {
3230 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3231 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3232 Person::players[k]->victim = Person::players[i];
3233 Person::players[k]->hasvictim = 1;
3234 Person::players[i]->animTarget = knifefollowedanim;
3235 Person::players[i]->animCurrent = knifefollowedanim;
3236 Person::players[i]->targettilt2 = 0;
3237 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3238 Person::players[i]->frameTarget = 1;
3239 Person::players[i]->frameCurrent = 0;
3240 Person::players[i]->target = 0;
3241 Person::players[i]->velocity = 0;
3242 Person::players[k]->animCurrent = knifefollowanim;
3243 Person::players[k]->animTarget = knifefollowanim;
3244 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3245 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3246 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3247 Person::players[k]->target = Person::players[i]->target;
3248 Person::players[k]->velocity = 0;
3249 Person::players[k]->oldcoords = Person::players[k]->coords;
3250 Person::players[i]->coords = Person::players[k]->coords;
3251 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3252 Person::players[i]->yaw = Person::players[k]->targetyaw;
3253 Person::players[k]->yaw = Person::players[k]->targetyaw;
3254 Person::players[i]->yaw = Person::players[k]->targetyaw;
3258 const bool hasstaff = attackweapon == staff;
3259 if (k == 0 && Person::players.size() > 1)
3260 for (unsigned i = 0; i < Person::players.size(); i++) {
3263 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3264 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3265 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3266 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3267 if (Person::players[i]->skeleton.free)
3268 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3269 (Person::players[i]->dead ||
3270 Person::players[i]->skeleton.longdead > 1000 ||
3271 Person::players[k]->isRun() ||
3274 (Person::players[i]->skeleton.longdead > 2000 ||
3275 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3276 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3277 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3278 Person::players[k]->victim = Person::players[i];
3279 Person::players[k]->hasvictim = 1;
3280 if (attackweapon && tutoriallevel != 1) {
3282 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3283 Person::players[k]->animTarget = crouchstabanim;
3285 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3286 Person::players[k]->animTarget = swordgroundstabanim;
3288 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3289 Person::players[k]->animTarget = staffgroundsmashanim;
3291 if (distance < 2.5 &&
3292 Person::players[k]->crouchkeydown &&
3293 Person::players[k]->animTarget != crouchstabanim &&
3295 Person::players[i]->dead &&
3296 Person::players[i]->skeleton.free &&
3297 Person::players[i]->skeleton.longdead > 1000) {
3298 Person::players[k]->animTarget = killanim;
3299 //TODO: refactor this out, what does it do?
3300 for (int j = 0; j < terrain.numdecals; j++) {
3301 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3302 terrain.decalalivetime[j] < 2)
3303 terrain.DeleteDecal(j);
3305 for (int l = 0; l < objects.numobjects; l++) {
3306 if (objects.model[l].type == decalstype)
3307 for (int j = 0; j < objects.model[l].numdecals; j++) {
3308 if ((objects.model[l].decaltype[j] == blooddecal ||
3309 objects.model[l].decaltype[j] == blooddecalslow) &&
3310 objects.model[l].decalalivetime[j] < 2)
3311 objects.model[l].DeleteDecal(j);
3315 if (!Person::players[i]->dead || musictype != 2)
3316 if (distance < 3.5 &&
3317 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3318 Person::players[k]->staggerdelay <= 0 &&
3319 (Person::players[i]->dead ||
3320 Person::players[i]->skeleton.longdead < 300 &&
3321 Person::players[k]->lastattack != spinkickanim &&
3322 Person::players[i]->skeleton.free) &&
3323 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3324 Person::players[k]->animTarget = dropkickanim;
3325 for (int j = 0; j < terrain.numdecals; j++) {
3326 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3327 terrain.decalalivetime[j] < 2) {
3328 terrain.DeleteDecal(j);
3331 for (int l = 0; l < objects.numobjects; l++) {
3332 if (objects.model[l].type == decalstype)
3333 for (int j = 0; j < objects.model[l].numdecals; j++) {
3334 if ((objects.model[l].decaltype[j] == blooddecal ||
3335 objects.model[l].decaltype[j] == blooddecalslow) &&
3336 objects.model[l].decalalivetime[j] < 2) {
3337 objects.model[l].DeleteDecal(j);
3343 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3344 Person::players[k]->victim == Person::players[i] &&
3345 (!Person::players[i]->skeleton.free ||
3346 Person::players[k]->animTarget == killanim ||
3347 Person::players[k]->animTarget == crouchstabanim ||
3348 Person::players[k]->animTarget == swordgroundstabanim ||
3349 Person::players[k]->animTarget == staffgroundsmashanim ||
3350 Person::players[k]->animTarget == dropkickanim)) {
3352 Person::players[k]->frameTarget = 0;
3353 Person::players[k]->target = 0;
3355 XYZ targetpoint = Person::players[i]->coords;
3356 if (Person::players[k]->animTarget == crouchstabanim ||
3357 Person::players[k]->animTarget == swordgroundstabanim ||
3358 Person::players[k]->animTarget == staffgroundsmashanim) {
3359 targetpoint += (Person::players[i]->jointPos(abdomen) +
3360 Person::players[i]->jointPos(neck)) / 2 *
3361 Person::players[i]->scale;
3363 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3364 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3366 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3367 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3370 if (Person::players[k]->animTarget == staffgroundsmashanim)
3371 Person::players[k]->targettilt2 += 10;
3373 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3374 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3375 Person::players[k]->lastattack = Person::players[k]->animTarget;
3377 if (Person::players[k]->animTarget == swordgroundstabanim) {
3378 Person::players[k]->targetyaw += 30;
3383 if (!Person::players[k]->hasvictim) {
3385 for (unsigned i = 0; i < Person::players.size(); i++) {
3386 if (i == k || !(i == 0 || k == 0))
3388 if (!Person::players[i]->skeleton.free) {
3389 if (Person::players[k]->hasvictim) {
3390 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3391 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3392 Person::players[k]->victim = Person::players[i];
3394 Person::players[k]->victim = Person::players[i];
3395 Person::players[k]->hasvictim = 1;
3400 if (Person::players[k]->aitype == playercontrolled)
3402 if (Person::players[k]->attackkeydown &&
3403 Person::players[k]->isRun() &&
3404 Person::players[k]->wasRun() &&
3405 ((Person::players[k]->hasvictim &&
3406 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3407 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3408 !Person::players[k]->victim->skeleton.free &&
3409 Person::players[k]->victim->animTarget != getupfrombackanim &&
3410 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3411 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3412 Person::players[k]->aitype != playercontrolled && //wat???
3413 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3414 Person::players[k]->rabbitkickenabled) ||
3415 Person::players[k]->jumpkeydown)) {
3417 Person::players[k]->setAnimation(rabbitkickanim);
3420 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3422 switch (attackweapon) {
3443 void doPlayerCollisions()
3445 static XYZ rotatetarget;
3446 static float collisionradius;
3447 if (Person::players.size() > 1)
3448 for (unsigned k = 0; k < Person::players.size(); k++)
3449 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3450 //neither player is part of a reversal
3451 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3452 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3453 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3454 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3455 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3456 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3457 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3458 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3459 //neither is sleeping
3460 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3461 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3462 //in same patch, neither is climbing
3463 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3464 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3465 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3466 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3467 Person::players[i]->animTarget != climbanim &&
3468 Person::players[i]->animTarget != hanganim &&
3469 Person::players[k]->animTarget != climbanim &&
3470 Person::players[k]->animTarget != hanganim)
3471 //players are close (bounding box test)
3472 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3473 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3474 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3475 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3476 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3477 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3478 //spread fire from player to player
3479 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3480 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3481 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3482 if (!Person::players[i]->onfire)
3483 Person::players[i]->CatchFire();
3484 if (!Person::players[k]->onfire)
3485 Person::players[k]->CatchFire();
3489 XYZ tempcoords1 = Person::players[i]->coords;
3490 XYZ tempcoords2 = Person::players[k]->coords;
3491 if (!Person::players[i]->skeleton.oldfree)
3492 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3493 if (!Person::players[k]->skeleton.oldfree)
3494 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3495 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3496 if (Person::players[0]->hasvictim)
3497 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3498 collisionradius = 3;
3499 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3500 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3501 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3502 //jump down on a dead body
3503 if (k == 0 || i == 0) {
3505 if (Person::players[0]->animTarget == jumpdownanim &&
3506 !Person::players[0]->skeleton.oldfree &&
3507 !Person::players[0]->skeleton.free &&
3508 Person::players[l]->skeleton.oldfree &&
3509 Person::players[l]->skeleton.free &&
3510 Person::players[l]->dead &&
3511 Person::players[0]->lastcollide <= 0 &&
3512 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3513 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3514 Person::players[0]->coords.y = Person::players[l]->coords.y;
3515 Person::players[l]->velocity = Person::players[0]->velocity;
3516 Person::players[l]->skeleton.free = 0;
3517 Person::players[l]->yaw = 0;
3518 Person::players[l]->RagDoll(0);
3519 Person::players[l]->DoDamage(20);
3521 Person::players[l]->skeleton.longdead = 0;
3522 Person::players[0]->lastcollide = 1;
3526 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3527 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3528 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3529 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3530 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3531 Person::players[i]->skeleton.free) &&
3532 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3533 Person::players[k]->skeleton.free))
3534 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3535 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3536 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3538 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3539 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3540 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3541 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3542 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3544 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3545 (k != 0 || Person::players[k]->skeleton.free) ||
3546 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3547 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3548 if (tutoriallevel != 1) {
3549 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3552 Person::players[i]->RagDoll(0);
3553 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3554 award_bonus(0, aimbonus);
3556 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3557 Person::players[k]->RagDoll(0);
3558 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3559 award_bonus(0, aimbonus); // Huh, again?
3561 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3563 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3564 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3566 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3567 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3572 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3573 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3574 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3575 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3577 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3578 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3579 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3580 Normalise(&rotatetarget);
3581 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3582 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3583 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3584 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3585 if (Person::players[k]->howactive == typeactive || hostile)
3586 if (Person::players[k]->isIdle()) {
3587 if (Person::players[k]->howactive < typesleeping)
3588 Person::players[k]->setAnimation(Person::players[k]->getStop());
3589 else if (Person::players[k]->howactive == typesleeping)
3590 Person::players[k]->setAnimation(getupfromfrontanim);
3592 Person::players[k]->howactive = typeactive;
3594 if (Person::players[i]->howactive == typeactive || hostile)
3595 if (Person::players[i]->isIdle()) {
3596 if (Person::players[i]->howactive < typesleeping)
3597 Person::players[i]->setAnimation(Person::players[k]->getStop());
3599 Person::players[i]->setAnimation(getupfromfrontanim);
3601 Person::players[i]->howactive = typeactive;
3604 //jump down on player
3606 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3607 !Person::players[i]->isCrouch() &&
3608 Person::players[i]->animTarget != rollanim &&
3609 !Person::players[k]->skeleton.oldfree && !
3610 Person::players[k]->skeleton.free &&
3611 Person::players[k]->lastcollide <= 0 &&
3612 Person::players[k]->velocity.y < -10) {
3613 Person::players[i]->velocity = Person::players[k]->velocity;
3614 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3615 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3616 Person::players[i]->DoDamage(20);
3617 Person::players[i]->RagDoll(0);
3618 Person::players[k]->lastcollide = 1;
3619 award_bonus(k, AboveBonus);
3621 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3622 !Person::players[k]->isCrouch() &&
3623 Person::players[k]->animTarget != rollanim &&
3624 !Person::players[i]->skeleton.oldfree &&
3625 !Person::players[i]->skeleton.free &&
3626 Person::players[i]->lastcollide <= 0 &&
3627 Person::players[i]->velocity.y < -10) {
3628 Person::players[k]->velocity = Person::players[i]->velocity;
3629 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3630 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3631 Person::players[k]->DoDamage(20);
3632 Person::players[k]->RagDoll(0);
3633 Person::players[i]->lastcollide = 1;
3634 award_bonus(i, AboveBonus);
3640 Person::players[i]->CheckKick();
3641 Person::players[k]->CheckKick();
3647 void doAI(unsigned i)
3649 static bool connected;
3650 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3651 Person::players[i]->jumpclimb = 0;
3652 //disable movement in editor
3654 Person::players[i]->stunned = 1;
3656 Person::players[i]->pause = 0;
3657 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3658 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3659 !Person::players[0]->onterrain)
3660 Person::players[i]->pause = 1;
3663 if (Person::players[i]->aitype == pathfindtype) {
3664 if (Person::players[i]->finalpathfindpoint == -1) {
3665 float closestdistance;
3670 closestdistance = -1;
3671 for (int j = 0; j < numpathpoints; j++)
3672 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3673 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3675 Person::players[i]->finaltarget = pathpoint[j];
3677 Person::players[i]->finalpathfindpoint = closest;
3678 for (int j = 0; j < numpathpoints; j++)
3679 for (int k = 0; k < numpathpointconnect[j]; k++) {
3680 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3681 if (sq(tempdist) < closestdistance)
3682 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3683 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3684 closestdistance = sq(tempdist);
3686 Person::players[i]->finaltarget = colpoint;
3689 Person::players[i]->finalpathfindpoint = closest;
3692 if (Person::players[i]->targetpathfindpoint == -1) {
3693 float closestdistance;
3698 closestdistance = -1;
3699 if (Person::players[i]->lastpathfindpoint == -1) {
3700 for (int j = 0; j < numpathpoints; j++) {
3701 if (j != Person::players[i]->lastpathfindpoint)
3702 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3703 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3707 Person::players[i]->targetpathfindpoint = closest;
3708 for (int j = 0; j < numpathpoints; j++)
3709 if (j != Person::players[i]->lastpathfindpoint)
3710 for (int k = 0; k < numpathpointconnect[j]; k++) {
3711 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3712 if (sq(tempdist) < closestdistance) {
3713 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3714 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3715 closestdistance = sq(tempdist);
3720 Person::players[i]->targetpathfindpoint = closest;
3722 for (int j = 0; j < numpathpoints; j++)
3723 if (j != Person::players[i]->lastpathfindpoint &&
3724 j != Person::players[i]->lastpathfindpoint2 &&
3725 j != Person::players[i]->lastpathfindpoint3 &&
3726 j != Person::players[i]->lastpathfindpoint4) {
3728 if (numpathpointconnect[j])
3729 for (int k = 0; k < numpathpointconnect[j]; k++)
3730 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3733 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3734 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3735 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3738 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3739 if (closest == -1 || tempdist < closestdistance) {
3740 closestdistance = tempdist;
3745 Person::players[i]->targetpathfindpoint = closest;
3748 Person::players[i]->losupdatedelay -= multiplier;
3750 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3751 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3753 //reached target point
3754 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3755 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3756 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3757 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3758 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3759 if (Person::players[i]->lastpathfindpoint2 == -1)
3760 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3761 if (Person::players[i]->lastpathfindpoint3 == -1)
3762 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3763 if (Person::players[i]->lastpathfindpoint4 == -1)
3764 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3765 Person::players[i]->targetpathfindpoint = -1;
3767 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3768 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3769 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3770 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3771 Person::players[i]->aitype = passivetype;
3774 Person::players[i]->forwardkeydown = 1;
3775 Person::players[i]->leftkeydown = 0;
3776 Person::players[i]->backkeydown = 0;
3777 Person::players[i]->rightkeydown = 0;
3778 Person::players[i]->crouchkeydown = 0;
3779 Person::players[i]->attackkeydown = 0;
3780 Person::players[i]->throwkeydown = 0;
3782 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3783 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3785 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3786 Person::players[i]->jumpkeydown = 0;
3787 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3788 Person::players[i]->jumpkeydown = 1;
3790 if ((tutoriallevel != 1 || cananger) &&
3792 !Person::players[0]->dead &&
3793 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3794 Person::players[i]->occluded < 25) {
3795 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3796 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3798 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3799 Person::players[i]->aitype = attacktypecutoff;
3800 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3801 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3803 Person::players[i]->aitype = attacktypecutoff;
3805 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3806 Person::players[i]->losupdatedelay = .2;
3807 for (unsigned j = 0; j < Person::players.size(); j++)
3808 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3809 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3810 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3811 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3812 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3813 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3814 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3815 *Person::players[i]->scale + Person::players[i]->coords,
3816 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3817 *Person::players[j]->scale + Person::players[j]->coords) ||
3818 (Person::players[j]->animTarget == hanganim &&
3819 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3820 Person::players[i]->aitype = searchtype;
3821 Person::players[i]->lastchecktime = 12;
3822 Person::players[i]->lastseen = Person::players[j]->coords;
3823 Person::players[i]->lastseentime = 12;
3827 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3828 if (Person::players[i]->creature != wolftype) {
3829 Person::players[i]->stunned = .6;
3830 Person::players[i]->surprised = .6;
3834 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3835 Person::players[i]->howactive = typeactive;
3837 if (Person::players[i]->aitype == passivetype) {
3838 Person::players[i]->aiupdatedelay -= multiplier;
3839 Person::players[i]->losupdatedelay -= multiplier;
3840 Person::players[i]->lastseentime += multiplier;
3841 Person::players[i]->pausetime -= multiplier;
3842 if (Person::players[i]->lastseentime > 1)
3843 Person::players[i]->lastseentime = 1;
3845 if (Person::players[i]->aiupdatedelay < 0) {
3846 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3847 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3848 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3849 Person::players[i]->aiupdatedelay = .05;
3851 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3852 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3853 Person::players[i]->pausetime = 4;
3854 Person::players[i]->waypoint++;
3855 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3856 Person::players[i]->waypoint = 0;
3861 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3862 Person::players[i]->forwardkeydown = 1;
3864 Person::players[i]->forwardkeydown = 0;
3865 Person::players[i]->leftkeydown = 0;
3866 Person::players[i]->backkeydown = 0;
3867 Person::players[i]->rightkeydown = 0;
3868 Person::players[i]->crouchkeydown = 0;
3869 Person::players[i]->attackkeydown = 0;
3870 Person::players[i]->throwkeydown = 0;
3872 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3873 if (!Person::players[i]->avoidsomething)
3874 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3876 XYZ leftpos, rightpos;
3877 float leftdist, rightdist;
3878 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3879 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3880 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3881 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3882 if (leftdist < rightdist)
3883 Person::players[i]->targetyaw += 90;
3885 Person::players[i]->targetyaw -= 90;
3889 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3890 Person::players[i]->jumpkeydown = 0;
3891 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3892 Person::players[i]->jumpkeydown = 1;
3896 if (!editorenabled) {
3897 if (Person::players[i]->howactive <= typesleeping)
3898 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3899 for (int j = 0; j < numenvsounds; j++) {
3900 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3901 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3902 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3903 Person::players[i]->aitype = attacktypecutoff;
3906 if (Person::players[i]->aitype != passivetype) {
3907 if (Person::players[i]->howactive == typesleeping)
3908 Person::players[i]->setAnimation(getupfromfrontanim);
3909 Person::players[i]->howactive = typeactive;
3913 if (Person::players[i]->howactive < typesleeping &&
3914 ((tutoriallevel != 1 || cananger) && hostile) &&
3915 !Person::players[0]->dead &&
3916 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3917 Person::players[i]->occluded < 25) {
3918 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3919 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3920 Person::players[i]->aitype = attacktypecutoff;
3921 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3922 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3923 Person::players[i]->aitype = attacktypecutoff;
3926 if (Person::players[i]->creature == wolftype) {
3928 for (unsigned j = 0; j < Person::players.size(); j++) {
3929 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3930 float smelldistance = 50;
3931 if (j == 0 && Person::players[j]->num_weapons > 0) {
3932 if (weapons[Person::players[j]->weaponids[0]].bloody)
3933 smelldistance = 100;
3934 if (Person::players[j]->num_weapons == 2)
3935 if (weapons[Person::players[j]->weaponids[1]].bloody)
3936 smelldistance = 100;
3939 smelldistance = 100;
3940 windsmell = windvector;
3941 Normalise(&windsmell);
3942 windsmell = windsmell * 2 + Person::players[j]->coords;
3943 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3944 Person::players[i]->aitype = attacktypecutoff;
3949 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3950 Person::players[i]->losupdatedelay = .2;
3951 for (unsigned j = 0; j < Person::players.size(); j++) {
3952 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3953 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3954 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3955 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3956 if ((-1 == checkcollide(
3957 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3958 Person::players[i]->scale + Person::players[i]->coords,
3959 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3960 Person::players[j]->scale + Person::players[j]->coords) &&
3961 !Person::players[j]->isWallJump()) ||
3962 (Person::players[j]->animTarget == hanganim &&
3963 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3964 Person::players[i]->lastseentime -= .2;
3965 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3966 Person::players[i]->lastseentime -= .4;
3968 Person::players[i]->lastseentime -= .6;
3970 if (Person::players[i]->lastseentime <= 0) {
3971 Person::players[i]->aitype = searchtype;
3972 Person::players[i]->lastchecktime = 12;
3973 Person::players[i]->lastseen = Person::players[j]->coords;
3974 Person::players[i]->lastseentime = 12;
3981 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3982 if (Person::players[i]->creature != wolftype) {
3983 Person::players[i]->stunned = .6;
3984 Person::players[i]->surprised = .6;
3986 if (Person::players[i]->creature == wolftype) {
3987 Person::players[i]->stunned = .47;
3988 Person::players[i]->surprised = .47;
3996 if (Person::players[i]->aitype == searchtype) {
3997 Person::players[i]->aiupdatedelay -= multiplier;
3998 Person::players[i]->losupdatedelay -= multiplier;
3999 if (!Person::players[i]->pause)
4000 Person::players[i]->lastseentime -= multiplier;
4001 Person::players[i]->lastchecktime -= multiplier;
4003 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4004 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4005 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4007 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4009 j = checkcollide(test2, test, Person::players[i]->laststanding);
4011 j = checkcollide(test2, test);
4013 Person::players[i]->velocity = 0;
4014 Person::players[i]->setAnimation(Person::players[i]->getStop());
4015 Person::players[i]->targetyaw += 180;
4016 Person::players[i]->stunned = .5;
4017 //Person::players[i]->aitype=passivetype;
4018 Person::players[i]->aitype = pathfindtype;
4019 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4020 Person::players[i]->finalpathfindpoint = -1;
4021 Person::players[i]->targetpathfindpoint = -1;
4022 Person::players[i]->lastpathfindpoint = -1;
4023 Person::players[i]->lastpathfindpoint2 = -1;
4024 Person::players[i]->lastpathfindpoint3 = -1;
4025 Person::players[i]->lastpathfindpoint4 = -1;
4027 Person::players[i]->laststanding = j;
4030 //check out last seen location
4031 if (Person::players[i]->aiupdatedelay < 0) {
4032 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4033 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4034 Person::players[i]->aiupdatedelay = .05;
4035 Person::players[i]->forwardkeydown = 1;
4037 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4038 Person::players[i]->forwardkeydown = 0;
4039 Person::players[i]->aiupdatedelay = 1;
4040 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4041 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4042 Person::players[i]->lastchecktime = 3;
4045 Person::players[i]->leftkeydown = 0;
4046 Person::players[i]->backkeydown = 0;
4047 Person::players[i]->rightkeydown = 0;
4048 Person::players[i]->crouchkeydown = 0;
4049 Person::players[i]->attackkeydown = 0;
4050 Person::players[i]->throwkeydown = 0;
4052 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4053 if (!Person::players[i]->avoidsomething)
4054 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4056 XYZ leftpos, rightpos;
4057 float leftdist, rightdist;
4058 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4059 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4060 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4061 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4062 if (leftdist < rightdist)
4063 Person::players[i]->targetyaw += 90;
4065 Person::players[i]->targetyaw -= 90;
4069 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4070 Person::players[i]->jumpkeydown = 0;
4071 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4072 Person::players[i]->jumpkeydown = 1;
4074 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4075 for (int k = 0; k < numenvsounds; k++) {
4076 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4077 Person::players[i]->aitype = attacktypecutoff;
4081 if (!Person::players[0]->dead &&
4082 Person::players[i]->losupdatedelay < 0 &&
4084 Person::players[i]->occluded < 2 &&
4085 ((tutoriallevel != 1 || cananger) && hostile)) {
4086 Person::players[i]->losupdatedelay = .2;
4087 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4088 Person::players[i]->aitype = attacktypecutoff;
4089 Person::players[i]->lastseentime = 1;
4091 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4092 //TODO: factor out canSeePlayer()
4093 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4094 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4096 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4097 Person::players[i]->scale + Person::players[i]->coords,
4098 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4099 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4100 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4101 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4102 /* //TODO: changed j to 0 on a whim, make sure this is correct
4103 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4104 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4106 Person::players[i]->aitype = attacktypecutoff;
4107 Person::players[i]->lastseentime = 1;
4111 if (Person::players[i]->lastseentime < 0) {
4112 //Person::players[i]->aitype=passivetype;
4114 Person::players[i]->aitype = pathfindtype;
4115 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4116 Person::players[i]->finalpathfindpoint = -1;
4117 Person::players[i]->targetpathfindpoint = -1;
4118 Person::players[i]->lastpathfindpoint = -1;
4119 Person::players[i]->lastpathfindpoint2 = -1;
4120 Person::players[i]->lastpathfindpoint3 = -1;
4121 Person::players[i]->lastpathfindpoint4 = -1;
4125 if (Person::players[i]->aitype != gethelptype)
4126 Person::players[i]->runninghowlong = 0;
4128 //get help from buddies
4129 if (Person::players[i]->aitype == gethelptype) {
4130 Person::players[i]->runninghowlong += multiplier;
4131 Person::players[i]->aiupdatedelay -= multiplier;
4133 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4134 Person::players[i]->aiupdatedelay = .2;
4137 //TODO: factor out closest search somehow
4138 if (!Person::players[i]->ally) {
4140 float closestdist = -1;
4141 for (unsigned k = 0; k < Person::players.size(); k++) {
4142 if (k != i && k != 0 && !Person::players[k]->dead &&
4143 Person::players[k]->howactive < typedead1 &&
4144 !Person::players[k]->skeleton.free &&
4145 Person::players[k]->aitype == passivetype) {
4146 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4147 if (closestdist == -1 || distance < closestdist) {
4148 closestdist = distance;
4155 Person::players[i]->ally = closest;
4157 Person::players[i]->ally = 0;
4158 Person::players[i]->lastseen = Person::players[0]->coords;
4159 Person::players[i]->lastseentime = 12;
4163 Person::players[i]->lastchecktime = 12;
4165 XYZ facing = Person::players[i]->coords;
4166 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4167 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4168 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4169 if (-1 != checkcollide(facing, flatfacing))
4170 Person::players[i]->lastseentime -= .1;
4172 //no available ally, run back to player
4173 if (Person::players[i]->ally <= 0 ||
4174 Person::players[Person::players[i]->ally]->skeleton.free ||
4175 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4176 Person::players[i]->lastseentime <= 0) {
4177 Person::players[i]->aitype = searchtype;
4178 Person::players[i]->lastseentime = 12;
4182 if (Person::players[i]->ally > 0) {
4183 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4184 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4185 Person::players[i]->aiupdatedelay = .05;
4186 Person::players[i]->forwardkeydown = 1;
4188 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4189 Person::players[i]->aitype = searchtype;
4190 Person::players[i]->lastseentime = 12;
4191 Person::players[Person::players[i]->ally]->aitype = searchtype;
4192 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4193 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4194 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4195 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4199 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4200 if (!Person::players[i]->avoidsomething)
4201 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4203 XYZ leftpos, rightpos;
4204 float leftdist, rightdist;
4205 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4206 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4207 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4208 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4209 if (leftdist < rightdist)
4210 Person::players[i]->targetyaw += 90;
4212 Person::players[i]->targetyaw -= 90;
4217 Person::players[i]->leftkeydown = 0;
4218 Person::players[i]->backkeydown = 0;
4219 Person::players[i]->rightkeydown = 0;
4220 Person::players[i]->crouchkeydown = 0;
4221 Person::players[i]->attackkeydown = 0;
4223 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4224 Person::players[i]->jumpkeydown = 0;
4225 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4226 Person::players[i]->jumpkeydown = 1;
4229 //retreiving a weapon on the ground
4230 if (Person::players[i]->aitype == getweapontype) {
4231 Person::players[i]->aiupdatedelay -= multiplier;
4232 Person::players[i]->lastchecktime -= multiplier;
4234 if (Person::players[i]->aiupdatedelay < 0) {
4235 Person::players[i]->aiupdatedelay = .2;
4238 if (Person::players[i]->ally < 0) {
4240 float closestdist = -1;
4241 for (unsigned k = 0; k < weapons.size(); k++)
4242 if (weapons[k].owner == -1) {
4243 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4244 if (closestdist == -1 || distance < closestdist) {
4245 closestdist = distance;
4251 Person::players[i]->ally = closest;
4253 Person::players[i]->ally = -1;
4256 Person::players[i]->lastseentime = 12;
4258 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4259 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4260 Person::players[i]->aitype = attacktypecutoff;
4261 Person::players[i]->lastseentime = 1;
4263 if (!Person::players[0]->dead)
4264 if (Person::players[i]->ally >= 0) {
4265 if (weapons[Person::players[i]->ally].owner != -1 ||
4266 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4267 Person::players[i]->aitype = attacktypecutoff;
4268 Person::players[i]->lastseentime = 1;
4270 //TODO: factor these out as moveToward()
4271 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4272 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4273 Person::players[i]->aiupdatedelay = .05;
4274 Person::players[i]->forwardkeydown = 1;
4277 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4278 if (!Person::players[i]->avoidsomething)
4279 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4281 XYZ leftpos, rightpos;
4282 float leftdist, rightdist;
4283 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4284 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4285 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4286 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4287 if (leftdist < rightdist)
4288 Person::players[i]->targetyaw += 90;
4290 Person::players[i]->targetyaw -= 90;
4295 Person::players[i]->leftkeydown = 0;
4296 Person::players[i]->backkeydown = 0;
4297 Person::players[i]->rightkeydown = 0;
4298 Person::players[i]->attackkeydown = 0;
4299 Person::players[i]->throwkeydown = 1;
4300 Person::players[i]->crouchkeydown = 0;
4301 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4302 Person::players[i]->animTarget != removeknifeanim)
4303 Person::players[i]->throwtogglekeydown = 0;
4304 Person::players[i]->drawkeydown = 0;
4306 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4307 Person::players[i]->jumpkeydown = 0;
4308 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4309 Person::players[i]->jumpkeydown = 1;
4312 if (Person::players[i]->aitype == attacktypecutoff) {
4313 Person::players[i]->aiupdatedelay -= multiplier;
4314 //dodge or reverse rabbit kicks, knife throws, flips
4315 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4316 if ((Person::players[0]->animTarget == rabbitkickanim ||
4317 Person::players[0]->animTarget == knifethrowanim ||
4318 (Person::players[0]->isFlip() &&
4319 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4320 !Person::players[0]->skeleton.free &&
4321 (Person::players[i]->aiupdatedelay < .1)) {
4322 Person::players[i]->attackkeydown = 0;
4323 if (Person::players[i]->isIdle())
4324 Person::players[i]->crouchkeydown = 1;
4325 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4326 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4327 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4328 if (abs(Random() % 2) == 0)
4329 Person::players[i]->setAnimation(backhandspringanim);
4331 Person::players[i]->setAnimation(rollanim);
4332 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4333 Person::players[i]->wentforweapon = 0;
4335 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4336 Person::players[i]->setAnimation(flipanim);
4339 Person::players[i]->forwardkeydown = 0;
4340 Person::players[i]->aiupdatedelay = .02;
4342 //get confused by flips
4343 if (Person::players[0]->isFlip() &&
4344 !Person::players[0]->skeleton.free &&
4345 Person::players[0]->animTarget != walljumprightkickanim &&
4346 Person::players[0]->animTarget != walljumpleftkickanim) {
4347 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4348 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4349 Person::players[i]->stunned = 1;
4351 //go for weapon on the ground
4352 if (Person::players[i]->wentforweapon < 3)
4353 for (unsigned k = 0; k < weapons.size(); k++)
4354 if (Person::players[i]->creature != wolftype)
4355 if (Person::players[i]->num_weapons == 0 &&
4356 weapons[k].owner == -1 &&
4357 weapons[i].velocity.x == 0 &&
4358 weapons[i].velocity.z == 0 &&
4359 weapons[i].velocity.y == 0) {
4360 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4361 Person::players[i]->wentforweapon++;
4362 Person::players[i]->lastchecktime = 6;
4363 Person::players[i]->aitype = getweapontype;
4364 Person::players[i]->ally = -1;
4367 //dodge/reverse walljump kicks
4368 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4369 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4370 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4371 ((Person::players[0]->animTarget == walljumprightkickanim ||
4372 Person::players[0]->animTarget == walljumpleftkickanim) &&
4373 ((Person::players[i]->aiupdatedelay < .15 &&
4375 (Person::players[i]->aiupdatedelay < .08 &&
4376 difficulty != 2)))) {
4377 Person::players[i]->crouchkeydown = 1;
4379 //walked off a ledge (?)
4380 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4381 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4382 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4384 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4386 j = checkcollide(test2, test, Person::players[i]->laststanding);
4388 j = checkcollide(test2, test);
4390 Person::players[i]->velocity = 0;
4391 Person::players[i]->setAnimation(Person::players[i]->getStop());
4392 Person::players[i]->targetyaw += 180;
4393 Person::players[i]->stunned = .5;
4394 Person::players[i]->aitype = pathfindtype;
4395 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4396 Person::players[i]->finalpathfindpoint = -1;
4397 Person::players[i]->targetpathfindpoint = -1;
4398 Person::players[i]->lastpathfindpoint = -1;
4399 Person::players[i]->lastpathfindpoint2 = -1;
4400 Person::players[i]->lastpathfindpoint3 = -1;
4401 Person::players[i]->lastpathfindpoint4 = -1;
4403 Person::players[i]->laststanding = j;
4405 //lose sight of player in the air (?)
4406 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4407 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4408 !Person::players[0]->onterrain) {
4409 Person::players[i]->aitype = pathfindtype;
4410 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4411 Person::players[i]->finalpathfindpoint = -1;
4412 Person::players[i]->targetpathfindpoint = -1;
4413 Person::players[i]->lastpathfindpoint = -1;
4414 Person::players[i]->lastpathfindpoint2 = -1;
4415 Person::players[i]->lastpathfindpoint3 = -1;
4416 Person::players[i]->lastpathfindpoint4 = -1;
4418 //it's time to think (?)
4419 if (Person::players[i]->aiupdatedelay < 0 &&
4420 !Animation::animations[Person::players[i]->animTarget].attack &&
4421 Person::players[i]->animTarget != staggerbackhighanim &&
4422 Person::players[i]->animTarget != staggerbackhardanim &&
4423 Person::players[i]->animTarget != backhandspringanim &&
4424 Person::players[i]->animTarget != dodgebackanim) {
4426 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4427 Person::players[i]->drawkeydown = Random() % 2;
4429 Person::players[i]->drawkeydown = 0;
4430 Person::players[i]->rabbitkickenabled = Random() % 2;
4432 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4433 XYZ targetpoint = Person::players[0]->coords;
4434 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4435 distsq(&rotatetarget, &Person::players[i]->coords))
4436 targetpoint += Person::players[0]->velocity *
4437 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4438 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4439 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4440 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4442 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4443 Person::players[i]->forwardkeydown = 1;
4444 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4445 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4446 Person::players[0]->weaponactive != -1)
4447 Person::players[i]->forwardkeydown = 1;
4448 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4449 Person::players[i]->forwardkeydown = 1;
4451 Person::players[i]->forwardkeydown = 0;
4452 //chill out around the corpse
4453 if (Person::players[0]->dead) {
4454 Person::players[i]->forwardkeydown = 0;
4455 if (Random() % 10 == 0)
4456 Person::players[i]->forwardkeydown = 1;
4457 if (Random() % 100 == 0) {
4458 Person::players[i]->aitype = pathfindtype;
4459 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4460 Person::players[i]->finalpathfindpoint = -1;
4461 Person::players[i]->targetpathfindpoint = -1;
4462 Person::players[i]->lastpathfindpoint = -1;
4463 Person::players[i]->lastpathfindpoint2 = -1;
4464 Person::players[i]->lastpathfindpoint3 = -1;
4465 Person::players[i]->lastpathfindpoint4 = -1;
4468 Person::players[i]->leftkeydown = 0;
4469 Person::players[i]->backkeydown = 0;
4470 Person::players[i]->rightkeydown = 0;
4471 Person::players[i]->crouchkeydown = 0;
4472 Person::players[i]->throwkeydown = 0;
4474 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4475 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4477 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4478 Person::players[i]->attackkeydown = 1;
4480 Person::players[i]->attackkeydown = 0;
4481 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4482 Person::players[i]->attackkeydown = 0;
4485 if (Person::players[i]->aitype != playercontrolled &&
4486 (Person::players[i]->isIdle() ||
4487 Person::players[i]->isCrouch() ||
4488 Person::players[i]->isRun())) {
4490 for (unsigned j = 0; j < Person::players.size(); j++)
4491 if (j != i && !Person::players[j]->skeleton.free &&
4492 Person::players[j]->hasvictim &&
4493 (tutoriallevel == 1 && reversaltrain ||
4494 Random() % 2 == 0 && difficulty == 2 ||
4495 Random() % 4 == 0 && difficulty == 1 ||
4496 Random() % 8 == 0 && difficulty == 0 ||
4497 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4498 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4499 (Random() % 2 == 0 || difficulty == 2) ||
4500 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4501 Person::players[j]->weaponactive != -1 ||
4502 Person::players[j]->animTarget == swordslashanim &&
4503 Person::players[i]->weaponactive != -1 ||
4504 Person::players[j]->animTarget == staffhitanim ||
4505 Person::players[j]->animTarget == staffspinhitanim))
4506 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4507 Person::players[j]->victim == Person::players[i] &&
4508 (Person::players[j]->animTarget == sweepanim ||
4509 Person::players[j]->animTarget == spinkickanim ||
4510 Person::players[j]->animTarget == staffhitanim ||
4511 Person::players[j]->animTarget == staffspinhitanim ||
4512 Person::players[j]->animTarget == winduppunchanim ||
4513 Person::players[j]->animTarget == upunchanim ||
4514 Person::players[j]->animTarget == wolfslapanim ||
4515 Person::players[j]->animTarget == knifeslashstartanim ||
4516 Person::players[j]->animTarget == swordslashanim &&
4517 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4518 Person::players[i]->weaponactive != -1))) {
4525 Person::players[target]->Reverse();
4528 if (Person::players[i]->collided < 1)
4529 Person::players[i]->jumpkeydown = 0;
4530 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4531 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4532 Person::players[i]->onterrain &&
4533 Person::players[i]->creature == rabbittype)
4534 Person::players[i]->jumpkeydown = 1;
4535 //TODO: why are we controlling the human?
4536 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4537 Person::players[0]->jumpkeydown = 0;
4538 if (Person::players[0]->animTarget == jumpdownanim &&
4539 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4540 Person::players[i]->crouchkeydown = 1;
4541 if (Person::players[i]->jumpkeydown)
4542 Person::players[i]->attackkeydown = 0;
4544 if (tutoriallevel == 1)
4546 Person::players[i]->attackkeydown = 0;
4549 XYZ facing = Person::players[i]->coords;
4550 XYZ flatfacing = Person::players[0]->coords;
4551 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4552 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4553 if (Person::players[i]->occluded >= 2)
4554 if (-1 != checkcollide(facing, flatfacing)) {
4555 if (!Person::players[i]->pause)
4556 Person::players[i]->lastseentime -= .2;
4557 if (Person::players[i]->lastseentime <= 0 &&
4558 (Person::players[i]->creature != wolftype ||
4559 Person::players[i]->weaponstuck == -1)) {
4560 Person::players[i]->aitype = searchtype;
4561 Person::players[i]->lastchecktime = 12;
4562 Person::players[i]->lastseen = Person::players[0]->coords;
4563 Person::players[i]->lastseentime = 12;
4566 Person::players[i]->lastseentime = 1;
4569 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4570 (Person::players[i]->aitype == attacktypecutoff ||
4571 Person::players[i]->aitype == searchtype))
4572 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4573 XYZ test = Person::players[0]->coords;
4575 if (-1 == checkcollide(Person::players[0]->coords, test))
4576 Person::players[i]->stunned = 1;
4579 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4580 Person::players[i]->stunned > 0 ||
4581 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4582 if (Person::players[i]->pause)
4583 Person::players[i]->lastseentime = 1;
4584 Person::players[i]->targetyaw = Person::players[i]->yaw;
4585 Person::players[i]->forwardkeydown = 0;
4586 Person::players[i]->leftkeydown = 0;
4587 Person::players[i]->backkeydown = 0;
4588 Person::players[i]->rightkeydown = 0;
4589 Person::players[i]->jumpkeydown = 0;
4590 Person::players[i]->attackkeydown = 0;
4591 Person::players[i]->crouchkeydown = 0;
4592 Person::players[i]->throwkeydown = 0;
4600 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4601 facing = flatfacing;
4603 if (Person::players[i]->aitype == attacktypecutoff) {
4604 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4605 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4606 } else if (Person::players[i]->howactive >= typesleeping) {
4607 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4608 Person::players[i]->targetheadpitch = 0;
4610 if (Person::players[i]->interestdelay <= 0) {
4611 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4612 Person::players[i]->headtarget = Person::players[i]->coords;
4613 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4614 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4615 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4616 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4618 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4619 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4626 void updateSettingsMenu()
4629 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4630 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4632 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4633 Menu::setText(0, sbuf);
4634 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4635 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4636 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4637 if (newdetail == 2) Menu::setText(1, "Detail: High");
4638 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4639 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4640 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4641 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4642 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4643 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4644 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4645 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4646 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4647 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4648 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4649 Menu::setText(10, sbuf);
4650 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4651 Menu::setText(11, sbuf);
4652 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4653 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4654 sprintf (sbuf, "Back");
4656 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4657 Menu::setText(8, sbuf);
4660 void updateStereoConfigMenu()
4663 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4664 Menu::setText(0, sbuf);
4665 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4666 Menu::setText(1, sbuf);
4667 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4668 Menu::setText(2, sbuf);
4671 void updateControlsMenu()
4673 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4674 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4675 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4676 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4677 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4678 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4679 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4680 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4681 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4683 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4688 Values of mainmenu :
4690 2 Menu pause (resume/end game)
4692 4 Controls configuration menu
4693 5 Main game menu (choose level or challenge)
4694 6 Deleting user menu
4695 7 User managment menu (select/add)
4696 8 Choose difficulty menu
4697 9 Challenge level selection menu
4698 10 End of the campaign congratulation (is that really a menu?)
4699 11 Same that 9 ??? => unused
4700 18 stereo configuration
4703 void Game::LoadMenu()
4709 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4710 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4711 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4712 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4715 Menu::addButton( 0, "", 10 + 20, 440);
4716 Menu::addButton(14, "", 10 + 400, 440);
4717 Menu::addButton( 1, "", 10 + 60, 405);
4718 Menu::addButton( 2, "", 10 + 70, 370);
4719 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4720 Menu::addButton( 4, "", 10 , 335);
4721 Menu::addButton( 5, "", 10 + 60, 300);
4722 Menu::addButton( 6, "", 10 + 70, 265);
4723 Menu::addButton( 9, "", 10 , 230);
4724 Menu::addButton(10, "", 20 , 195);
4725 Menu::addButton(11, "", 10 + 60, 160);
4726 Menu::addButton(13, "", 30 , 125);
4727 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4728 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4729 Menu::addButton(8, "Back", 10, 10);
4730 updateSettingsMenu();
4733 Menu::addButton(0, "", 10 , 400);
4734 Menu::addButton(1, "", 10 + 40, 360);
4735 Menu::addButton(2, "", 10 + 40, 320);
4736 Menu::addButton(3, "", 10 + 30, 280);
4737 Menu::addButton(4, "", 10 + 20, 240);
4738 Menu::addButton(5, "", 10 + 40, 200);
4739 Menu::addButton(6, "", 10 + 40, 160);
4740 Menu::addButton(7, "", 10 + 30, 120);
4741 Menu::addButton(8, "", 10 + 20, 80);
4743 Menu::addButton(9, "", 10 + 10, 40);
4745 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4746 updateControlsMenu();
4750 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4751 Menu::addButton(1, "Tutorial", 5, 300);
4752 Menu::addButton(2, "Challenge", 5, 240);
4753 Menu::addButton(3, "Delete User", 400, 10);
4754 Menu::addButton(4, "Main Menu", 5, 10);
4755 Menu::addButton(5, "Change User", 5, 180);
4756 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4759 //with (2,-5) offset from old code
4760 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4762 int numlevels = accountactive->getCampaignChoicesMade();
4763 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4764 for (int i = 0; i < numlevels; i++) {
4765 XYZ midpoint = campaignlevels[i].getCenter();
4766 float itemsize = campaignlevels[i].getWidth();
4767 const bool active = i >= accountactive->getCampaignChoicesMade();
4772 XYZ start = campaignlevels[i - 1].getCenter();
4773 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);
4775 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4776 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4779 Menu::addMapLabel(-2, campaignlevels[i].description,
4780 campaignlevels[i].getStartX() + 10,
4781 campaignlevels[i].getStartY() - 4);
4787 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4788 Menu::addButton(1, "Yes", 10, 360);
4789 Menu::addButton(2, "No", 10, 320);
4792 if (Account::getNbAccounts() < 8)
4793 Menu::addButton(0, "New User", 10, 400);
4795 Menu::addLabel(0, "No More Users", 10, 400);
4796 Menu::addLabel(-2, "", 20, 400);
4797 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4798 for (int i = 0; i < Account::getNbAccounts(); i++)
4799 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4802 Menu::addButton(0, "Easier", 10, 400);
4803 Menu::addButton(1, "Difficult", 10, 360);
4804 Menu::addButton(2, "Insane", 10, 320);
4807 for (int i = 0; i < numchallengelevels; i++) {
4810 sprintf (temp, "Level %d", i + 1);
4811 for (int j = strlen(temp); j < 17; j++)
4814 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4815 for (int j = strlen(temp); j < (32 - 17); j++)
4818 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4819 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4822 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4825 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4828 Menu::addButton(-1, " High Score Best Time", 10, 440);
4829 Menu::addButton(numchallengelevels, "Back", 10, 10);
4832 Menu::addLabel(0, "Congratulations!", 220, 330);
4833 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4834 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4835 Menu::addButton(3, "Back", 10, 10);
4837 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4838 Menu::addLabel(4, sbuf, 190, 200);
4839 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4840 Menu::addLabel(5, sbuf, 190, 180);
4844 Menu::addButton(0, "", 70, 400);
4845 Menu::addButton(1, "", 10, 360);
4846 Menu::addButton(2, "", 40, 320);
4847 Menu::addButton(3, "Back", 10, 10);
4848 updateStereoConfigMenu();
4853 extern set<pair<int,int>> resolutions;
4858 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4860 // some specific case where we do something even if the left mouse button is not pressed.
4861 if ((mainmenu == 5) && (endgame == 2)) {
4862 accountactive->endGame();
4867 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4868 stereoseparation -= 0.001;
4869 updateStereoConfigMenu();
4872 static int oldmainmenu = mainmenu;
4874 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4875 set<pair<int,int>>::iterator newscreenresolution;
4881 if (gameon) { //resume
4883 pause_sound(stream_menutheme);
4884 resume_stream(leveltheme);
4886 fireSound(firestartsound);
4888 mainmenu = (accountactive ? 5 : 7);
4900 if (newscreenwidth > 3000)
4901 newscreenwidth = screenwidth;
4902 if (newscreenwidth < 0)
4903 newscreenwidth = screenwidth;
4904 if (newscreenheight > 3000)
4905 newscreenheight = screenheight;
4906 if (newscreenheight < 0)
4907 newscreenheight = screenheight;
4912 if (gameon) { //end game
4917 pause_sound(stream_menutheme);
4926 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4927 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4928 newscreenresolution++;
4929 if (newscreenresolution == resolutions.end()) {
4930 /* It was the last one (or not found), go back to the beginning */
4931 newscreenresolution = resolutions.begin();
4933 newscreenwidth = newscreenresolution->first;
4934 newscreenheight = newscreenresolution->second;
4943 if (bloodtoggle > 2)
4952 ismotionblur = !ismotionblur;
4958 musictoggle = !musictoggle;
4960 emit_stream_np(stream_menutheme);
4962 pause_sound(leveltheme);
4963 pause_sound(stream_fighttheme);
4964 pause_sound(stream_menutheme);
4966 for (int i = 0; i < 4; i++) {
4967 oldmusicvolume[i] = 0;
4981 mainmenu = gameon ? 2 : 1;
4984 invertmouse = !invertmouse;
4987 usermousesensitivity += .2;
4988 if (usermousesensitivity > 2)
4989 usermousesensitivity = .2;
4993 if (volume > 1.0001f)
4995 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4999 newstereomode = stereomode;
5004 showdamagebar = !showdamagebar;
5010 updateSettingsMenu();
5015 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5016 keyselect = selected;
5017 if (keyselect != -1)
5019 if (selected == (debugmode ? 10 : 9)) {
5024 updateControlsMenu();
5029 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5030 startbonustotal = 0;
5039 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5040 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5043 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5047 pause_sound(stream_menutheme);
5051 startbonustotal = 0;
5064 pause_sound(stream_menutheme);
5073 mainmenu = (gameon ? 2 : 1);
5079 vector<string> campaigns = ListCampaigns();
5080 vector<string>::iterator c;
5081 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5082 if (!campaigns.empty())
5083 accountactive->setCurrentCampaign(campaigns.front());
5086 if (c == campaigns.end())
5087 c = campaigns.begin();
5088 accountactive->setCurrentCampaign(*c);
5096 if (selected == 1) {
5098 accountactive = Account::destroy(accountactive);
5100 } else if (selected == 2) {
5107 if (selected == 0 && Account::getNbAccounts() < 8) {
5109 } else if (selected < Account::getNbAccounts() + 1) {
5112 accountactive = Account::get(selected - 1);
5113 } else if (selected == Account::getNbAccounts() + 1) {
5119 displaytext[0].clear();
5120 displayselected = 0;
5128 accountactive->setDifficulty(selected);
5132 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5136 startbonustotal = 0;
5140 targetlevel = selected;
5145 Loadlevel(selected);
5150 pause_sound(stream_menutheme);
5152 if (selected == numchallengelevels) {
5159 if (selected == 3) {
5167 stereoseparation += 0.001;
5170 if (selected == 0) {
5171 newstereomode = (StereoMode)(newstereomode + 1);
5172 while (!CanInitStereo(newstereomode)) {
5173 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5174 newstereomode = (StereoMode)(newstereomode + 1);
5175 if (newstereomode >= stereoCount)
5176 newstereomode = stereoNone;
5178 } else if (selected == 2) {
5179 stereoreverse = !stereoreverse;
5180 } else if (selected == 3) {
5184 stereomode = newstereomode;
5185 InitStereo(stereomode);
5188 updateStereoConfigMenu();
5193 OPENAL_SetFrequency(channels[stream_menutheme]);
5196 inputText(displaytext[0], &displayselected);
5197 if (!waiting) { // the input as finished
5198 if (!displaytext[0].empty()) { // with enter
5199 accountactive = Account::add(string(displaytext[0]));
5205 fireSound(firestartsound);
5207 displaytext[0].clear();
5209 displayselected = 0;
5215 displayblinkdelay -= multiplier;
5216 if (displayblinkdelay <= 0) {
5217 displayblinkdelay = .3;
5218 displayblink = !displayblink;
5223 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5224 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5227 if (oldmainmenu != mainmenu)
5229 oldmainmenu = mainmenu;
5235 static XYZ facing, flatfacing;
5238 for (int i = 0; i < 15; i++) {
5239 displaytime[i] += multiplier;
5244 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5245 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5246 stereoreverse = true;
5248 stereoreverse = false;
5251 printf("Stereo reversed\n");
5253 printf("Stereo unreversed\n");
5256 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5257 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5258 stereoseparation -= 0.001;
5260 stereoseparation -= 0.010;
5261 printf("Stereo decreased increased to %f\n", stereoseparation);
5264 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5265 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5266 stereoseparation += 0.001;
5268 stereoseparation += 0.010;
5269 printf("Stereo separation increased to %f\n", stereoseparation);
5273 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5274 if (tutorialstage != 51)
5275 tutorialstagetime = tutorialmaxtime;
5276 emit_sound_np(consolefailsound, 128.);
5280 Values of mainmenu :
5282 2 Menu pause (resume/end game)
5284 4 Controls configuration menu
5285 5 Main game menu (choose level or challenge)
5286 6 Deleting user menu
5287 7 User managment menu (select/add)
5288 8 Choose difficulty menu
5289 9 Challenge level selection menu
5290 10 End of the campaign congratulation (is that really a menu?)
5291 11 Same that 9 ??? => unused
5292 18 stereo configuration
5297 if (mainmenu && endgame == 1)
5299 //go to level select after completing a campaign level
5300 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5307 OPENAL_SetFrequency(OPENAL_ALL);
5308 emit_stream_np(stream_menutheme);
5309 pause_sound(leveltheme);
5313 //escape key pressed
5314 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5315 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5317 if (mainmenu == 0 && !winfreeze)
5318 mainmenu = 2; //pause
5319 else if (mainmenu == 1 || mainmenu == 2) {
5320 mainmenu = 0; //unpause
5323 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5324 OPENAL_SetFrequency(OPENAL_ALL);
5325 emit_stream_np(stream_menutheme);
5326 pause_sound(leveltheme);
5328 //on resume, play level music
5330 pause_sound(stream_menutheme);
5331 resume_stream(leveltheme);
5333 //finished with settings menu
5334 if (mainmenu == 3) {
5338 if (mainmenu >= 3 && mainmenu != 8) {
5346 mainmenu = gameon ? 2 : 1;
5368 hostiletime += multiplier;
5372 leveltime += multiplier;
5375 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5378 OPENAL_SetFrequency(OPENAL_ALL);
5382 if (Input::isKeyPressed(consolekey) && debugmode) {
5385 OPENAL_SetFrequency(OPENAL_ALL);
5394 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5395 inputText(consoletext[0], &consoleselected);
5397 if (!consoletext[0].empty()) {
5398 cmd_dispatch(consoletext[0]);
5399 for (int k = 14; k >= 1; k--) {
5400 consoletext[k] = consoletext[k - 1];
5402 consoletext[0].clear();
5403 consoleselected = 0;
5407 consoleblinkdelay -= multiplier;
5408 if (consoleblinkdelay <= 0) {
5409 consoleblinkdelay = .3;
5410 consoleblink = !consoleblink;
5414 static int oldwinfreeze;
5415 if (winfreeze && !oldwinfreeze) {
5416 OPENAL_SetFrequency(OPENAL_ALL);
5417 emit_sound_np(consolesuccesssound);
5420 oldwinfreeze = winfreeze;
5424 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5427 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5431 } else if (winfreeze) {
5439 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5442 static float talkdelay = 0;
5444 if (Dialog::inDialog())
5446 talkdelay -= multiplier;
5448 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5449 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5450 Dialog::dialogs[i].tick(i);
5454 windvar += multiplier;
5455 smoketex += multiplier;
5456 tutorialstagetime += multiplier;
5459 static float hotspotvisual[40];
5460 if (Hotspot::hotspots.size()) {
5463 for (int i = 0; i < Hotspot::hotspots.size(); i++)
5464 hotspotvisual[i] -= multiplier / 320;
5466 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5467 while (hotspotvisual[i] < 0) {
5469 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5470 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5471 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5472 hotspotsprite += Hotspot::hotspots[i].position;
5473 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5474 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5478 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5479 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5480 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5486 if (tutoriallevel) {
5491 if (tutoriallevel != 1) {
5492 if (bonustime == 0 &&
5493 bonus != solidhit &&
5494 bonus != spinecrusher &&
5495 bonus != tracheotomy &&
5496 bonus != backstab &&
5498 emit_sound_np(consolesuccesssound);
5500 } else if (bonustime == 0) {
5501 emit_sound_np(fireendsound);
5503 if (bonustime == 0) {
5504 if (bonus != solidhit &&
5505 bonus != twoxcombo &&
5506 bonus != threexcombo &&
5507 bonus != fourxcombo &&
5511 bonusnum[bonus] += 0.15;
5514 bonusvalue /= bonusnum[bonus];
5515 bonustotal += bonusvalue;
5517 bonustime += multiplier;
5520 if (environment == snowyenvironment) {
5521 precipdelay -= multiplier;
5522 while (precipdelay < 0) {
5526 XYZ footvel, footpoint;
5529 footpoint = viewer + viewerfacing * 6;
5530 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5531 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5532 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5533 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5538 doAerialAcrobatics();
5541 static XYZ oldviewer;
5544 if (!Dialog::inDialog()) {
5545 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5546 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5547 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5548 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5549 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5550 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5551 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5552 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5554 Person::players[0]->forwardkeydown = 0;
5555 Person::players[0]->leftkeydown = 0;
5556 Person::players[0]->backkeydown = 0;
5557 Person::players[0]->rightkeydown = 0;
5558 Person::players[0]->jumpkeydown = 0;
5559 Person::players[0]->crouchkeydown = 0;
5560 Person::players[0]->drawkeydown = 0;
5561 Person::players[0]->throwkeydown = 0;
5564 if (!Person::players[0]->jumpkeydown)
5565 Person::players[0]->jumpclimb = 0;
5568 if (Dialog::inDialog()) {
5570 if (Dialog::directing) {
5574 facing = DoRotation(facing, -pitch, 0, 0);
5575 facing = DoRotation(facing, 0, 0 - yaw, 0);
5580 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5582 if (Input::isKeyDown(forwardkey))
5583 viewer += facing * multiplier * 4;
5584 if (Input::isKeyDown(backkey))
5585 viewer -= facing * multiplier * 4;
5586 if (Input::isKeyDown(leftkey))
5587 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5588 if (Input::isKeyDown(rightkey))
5589 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5590 if (Input::isKeyDown(jumpkey))
5591 viewer.y += multiplier * 4;
5592 if (Input::isKeyDown(crouchkey))
5593 viewer.y -= multiplier * 4;
5594 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5595 Input::isKeyPressed(SDL_SCANCODE_2) ||
5596 Input::isKeyPressed(SDL_SCANCODE_3) ||
5597 Input::isKeyPressed(SDL_SCANCODE_4) ||
5598 Input::isKeyPressed(SDL_SCANCODE_5) ||
5599 Input::isKeyPressed(SDL_SCANCODE_6) ||
5600 Input::isKeyPressed(SDL_SCANCODE_7) ||
5601 Input::isKeyPressed(SDL_SCANCODE_8) ||
5602 Input::isKeyPressed(SDL_SCANCODE_9) ||
5603 Input::isKeyPressed(SDL_SCANCODE_0) ||
5604 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5606 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5607 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5608 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5609 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5610 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5611 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5612 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5613 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5614 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5615 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5616 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5618 if (whichend != -1) {
5619 Dialog::currentScene().participantfocus = whichend;
5620 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5621 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5623 if (whichend == -1) {
5624 Dialog::currentScene().participantfocus = -1;
5626 /* FIXME: potentially accessing -1 in Person::players! */
5627 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5628 Dialog::indialogue = -1;
5629 Dialog::directing = false;
5632 Dialog::currentScene().camera = viewer;
5633 Dialog::currentScene().camerayaw = yaw;
5634 Dialog::currentScene().camerapitch = pitch;
5635 Dialog::indialogue++;
5636 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5637 if (Dialog::currentScene().sound != 0) {
5638 playdialoguescenesound();
5642 for (unsigned j = 0; j < Person::players.size(); j++) {
5643 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5646 //TODO: should these be KeyDown or KeyPressed?
5647 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5648 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5649 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5650 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5651 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5652 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5653 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5654 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5655 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5656 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5658 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5659 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5660 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5661 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5662 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5663 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5664 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5665 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5666 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5667 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5668 Dialog::currentScene().participantfacing[whichend] = facing;
5670 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5671 Dialog::indialogue = -1;
5672 Dialog::directing = false;
5676 if (!Dialog::directing) {
5677 pause_sound(whooshsound);
5678 viewer = Dialog::currentScene().camera;
5679 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5680 yaw = Dialog::currentScene().camerayaw;
5681 pitch = Dialog::currentScene().camerapitch;
5682 if (Dialog::dialoguetime > 0.5) {
5683 if (Input::isKeyPressed(attackkey)) {
5684 Dialog::indialogue++;
5685 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5686 if (Dialog::currentScene().sound != 0) {
5687 playdialoguescenesound();
5688 if (Dialog::currentScene().sound == -5) {
5689 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5691 if (Dialog::currentScene().sound == -6) {
5695 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5696 Dialog::indialogue = -1;
5697 Dialog::directing = false;
5704 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5705 Dialog::indialogue = -1;
5706 Dialog::directing = false;
5708 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5711 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5714 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5716 for (unsigned i = 1; i < Person::players.size(); i++) {
5717 Person::players[i]->aitype = attacktypecutoff;
5724 if (!Person::players[0]->jumpkeydown) {
5725 Person::players[0]->jumptogglekeydown = 0;
5727 if (Person::players[0]->jumpkeydown &&
5728 Person::players[0]->animTarget != jumpupanim &&
5729 Person::players[0]->animTarget != jumpdownanim &&
5730 !Person::players[0]->isFlip())
5731 Person::players[0]->jumptogglekeydown = 1;
5734 Dialog::dialoguetime += multiplier;
5735 hawkyaw += multiplier * 25;
5737 realhawkcoords.x = 25;
5738 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5739 hawkcalldelay -= multiplier / 2;
5741 if (hawkcalldelay <= 0) {
5742 emit_sound_at(hawksound, realhawkcoords);
5744 hawkcalldelay = 16 + abs(Random() % 8);
5751 doPlayerCollisions();
5755 for (unsigned k = 0; k < Person::players.size(); k++)
5756 if (k != 0 && Person::players[k]->immobile)
5757 Person::players[k]->coords = Person::players[k]->realoldcoords;
5759 for (unsigned k = 0; k < Person::players.size(); k++) {
5760 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5761 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5762 Person::players[k]->DoDamage(1000);
5768 static bool respawnkeydown;
5769 if (!editorenabled &&
5770 (whichlevel != -2 &&
5771 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5772 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5774 (Input::isKeyDown(jumpkey) &&
5777 Person::players[0]->dead))) {
5778 targetlevel = whichlevel;
5782 respawnkeydown = Input::isKeyDown(jumpkey);
5785 static bool movekey;
5788 for (unsigned i = 0; i < Person::players.size(); i++) {
5789 static float oldtargetyaw;
5790 if (!Person::players[i]->skeleton.free) {
5791 oldtargetyaw = Person::players[i]->targetyaw;
5792 if (i == 0 && !Dialog::inDialog()) {
5793 //TODO: refactor repetitive code
5794 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5795 Person::players[0]->animTarget != staggerbackhighanim &&
5796 Person::players[0]->animTarget != staggerbackhardanim &&
5797 Person::players[0]->animTarget != crouchremoveknifeanim &&
5798 Person::players[0]->animTarget != removeknifeanim &&
5799 Person::players[0]->animTarget != backhandspringanim &&
5800 Person::players[0]->animTarget != dodgebackanim &&
5801 Person::players[0]->animTarget != walljumprightkickanim &&
5802 Person::players[0]->animTarget != walljumpleftkickanim) {
5804 Person::players[0]->targetyaw = 0;
5806 Person::players[0]->targetyaw = -yaw + 180;
5812 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5814 facing = flatfacing;
5816 facing = DoRotation(facing, -pitch, 0, 0);
5817 facing = DoRotation(facing, 0, 0 - yaw, 0);
5820 Person::players[0]->lookyaw = -yaw;
5822 Person::players[i]->targetheadyaw = yaw;
5823 Person::players[i]->targetheadpitch = pitch;
5825 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5826 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5827 Person::players[i]->animTarget != staggerbackhighanim &&
5828 Person::players[i]->animTarget != staggerbackhardanim &&
5829 Person::players[i]->animTarget != crouchremoveknifeanim &&
5830 Person::players[i]->animTarget != removeknifeanim &&
5831 Person::players[i]->animTarget != backhandspringanim &&
5832 Person::players[i]->animTarget != dodgebackanim &&
5833 Person::players[i]->animTarget != walljumprightkickanim &&
5834 Person::players[i]->animTarget != walljumpleftkickanim) {
5835 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5841 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5843 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5844 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5846 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5847 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5849 if (Dialog::inDialog()) {
5850 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5851 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5857 Person::players[i]->avoidsomething = 0;
5859 //avoid flaming things
5860 for (int j = 0; j < objects.numobjects; j++)
5861 if (objects.onfire[j])
5862 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5863 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5864 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5865 Person::players[i]->collided = 0;
5866 Person::players[i]->avoidcollided = 1;
5867 if (Person::players[i]->avoidsomething == 0 ||
5868 distsq(&Person::players[i]->coords, &objects.position[j]) <
5869 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5870 Person::players[i]->avoidwhere = objects.position[j];
5871 Person::players[i]->avoidsomething = 1;
5875 //avoid flaming players
5876 for (unsigned j = 0; j < Person::players.size(); j++)
5877 if (Person::players[j]->onfire)
5878 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5879 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5880 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5881 Person::players[i]->collided = 0;
5882 Person::players[i]->avoidcollided = 1;
5883 if (Person::players[i]->avoidsomething == 0 ||
5884 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5885 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5886 Person::players[i]->avoidwhere = Person::players[j]->coords;
5887 Person::players[i]->avoidsomething = 1;
5891 if (Person::players[i]->collided > .8)
5892 Person::players[i]->avoidcollided = 0;
5896 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5897 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5898 Person::players[i]->forwardkeydown = 0;
5899 Person::players[i]->leftkeydown = 0;
5900 Person::players[i]->backkeydown = 0;
5901 Person::players[i]->rightkeydown = 0;
5902 Person::players[i]->jumpkeydown = 0;
5903 Person::players[i]->attackkeydown = 0;
5904 //Person::players[i]->crouchkeydown=0;
5905 Person::players[i]->throwkeydown = 0;
5908 if (Dialog::inDialog()) {
5909 Person::players[i]->forwardkeydown = 0;
5910 Person::players[i]->leftkeydown = 0;
5911 Person::players[i]->backkeydown = 0;
5912 Person::players[i]->rightkeydown = 0;
5913 Person::players[i]->jumpkeydown = 0;
5914 Person::players[i]->crouchkeydown = 0;
5915 Person::players[i]->drawkeydown = 0;
5916 Person::players[i]->throwkeydown = 0;
5919 if (Person::players[i]->collided < -.3)
5920 Person::players[i]->collided = -.3;
5921 if (Person::players[i]->collided > 1)
5922 Person::players[i]->collided = 1;
5923 Person::players[i]->collided -= multiplier * 4;
5924 Person::players[i]->whichdirectiondelay -= multiplier;
5925 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5926 Person::players[i]->avoidcollided = -.3;
5927 Person::players[i]->whichdirection = abs(Random() % 2);
5928 Person::players[i]->whichdirectiondelay = .4;
5930 if (Person::players[i]->avoidcollided > 1)
5931 Person::players[i]->avoidcollided = 1;
5932 Person::players[i]->avoidcollided -= multiplier / 4;
5933 if (!Person::players[i]->skeleton.free) {
5934 Person::players[i]->stunned -= multiplier;
5935 Person::players[i]->surprised -= multiplier;
5937 if (i != 0 && Person::players[i]->surprised <= 0 &&
5938 Person::players[i]->aitype == attacktypecutoff &&
5939 !Person::players[i]->dead &&
5940 !Person::players[i]->skeleton.free &&
5941 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5944 if (!Person::players[i]->throwkeydown)
5945 Person::players[i]->throwtogglekeydown = 0;
5948 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5949 if (Person::players[i]->weaponactive == -1 &&
5950 Person::players[i]->num_weapons < 2 &&
5951 (Person::players[i]->isIdle() ||
5952 Person::players[i]->isCrouch() ||
5953 Person::players[i]->animTarget == sneakanim ||
5954 Person::players[i]->animTarget == rollanim ||
5955 Person::players[i]->animTarget == backhandspringanim ||
5956 Person::players[i]->isFlip() ||
5957 Person::players[i]->aitype != playercontrolled)) {
5958 for (unsigned j = 0; j < weapons.size(); j++) {
5959 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5960 Person::players[i]->aitype == playercontrolled) &&
5961 weapons[j].owner == -1 &&
5962 Person::players[i]->weaponactive == -1)
5963 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5964 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5965 if (Person::players[i]->isCrouch() ||
5966 Person::players[i]->animTarget == sneakanim ||
5967 Person::players[i]->isRun() ||
5968 Person::players[i]->isIdle() ||
5969 Person::players[i]->aitype != playercontrolled) {
5970 Person::players[i]->throwtogglekeydown = 1;
5971 Person::players[i]->setAnimation(crouchremoveknifeanim);
5972 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5973 Person::players[i]->hasvictim = 0;
5975 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5976 Person::players[i]->throwtogglekeydown = 1;
5977 Person::players[i]->hasvictim = 0;
5979 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5980 Person::players[i]->aitype == playercontrolled) &&
5981 weapons[j].owner == -1 ||
5982 Person::players[i]->victim &&
5983 weapons[j].owner == int(Person::players[i]->victim->id))
5984 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5985 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5986 if (weapons[j].getType() != staff)
5987 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5989 Person::players[i]->takeWeapon(j);
5992 } else if ((Person::players[i]->isIdle() ||
5993 Person::players[i]->isFlip() ||
5994 Person::players[i]->aitype != playercontrolled) &&
5995 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5996 Person::players[i]->coords.y < weapons[j].position.y) {
5997 if (!Person::players[i]->isFlip()) {
5998 Person::players[i]->throwtogglekeydown = 1;
5999 Person::players[i]->setAnimation(removeknifeanim);
6000 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6002 if (Person::players[i]->isFlip()) {
6003 Person::players[i]->throwtogglekeydown = 1;
6004 Person::players[i]->hasvictim = 0;
6006 for (unsigned k = 0; k < weapons.size(); k++) {
6007 if (Person::players[i]->weaponactive == -1)
6008 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6009 Person::players[i]->aitype == playercontrolled) &&
6010 weapons[k].owner == -1 ||
6011 Person::players[i]->victim &&
6012 weapons[k].owner == int(Person::players[i]->victim->id))
6013 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6014 Person::players[i]->weaponactive == -1) {
6015 if (weapons[k].getType() != staff)
6016 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6018 Person::players[i]->takeWeapon(k);
6025 if (Person::players[i]->isCrouch() ||
6026 Person::players[i]->animTarget == sneakanim ||
6027 Person::players[i]->isRun() ||
6028 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6029 Person::players[i]->animTarget == backhandspringanim) {
6030 if (Person::players.size() > 1)
6031 for (unsigned j = 0; j < Person::players.size(); j++) {
6032 if (Person::players[i]->weaponactive == -1)
6034 if (Person::players[j]->num_weapons &&
6035 Person::players[j]->skeleton.free &&
6036 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6037 (((Person::players[j]->skeleton.forward.y < 0 &&
6038 Person::players[j]->weaponstuckwhere == 0) ||
6039 (Person::players[j]->skeleton.forward.y > 0 &&
6040 Person::players[j]->weaponstuckwhere == 1)) ||
6041 Person::players[j]->weaponstuck == -1 ||
6042 Person::players[j]->num_weapons > 1)) {
6043 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6044 Person::players[i]->throwtogglekeydown = 1;
6045 Person::players[i]->victim = Person::players[j];
6046 Person::players[i]->hasvictim = 1;
6047 Person::players[i]->setAnimation(crouchremoveknifeanim);
6048 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6050 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6051 Person::players[i]->throwtogglekeydown = 1;
6052 Person::players[i]->victim = Person::players[j];
6053 Person::players[i]->hasvictim = 1;
6054 int k = Person::players[j]->weaponids[0];
6055 if (Person::players[i]->hasvictim) {
6058 if (Person::players[i]->victim->weaponstuck != -1) {
6059 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6064 if (weapons[k].getType() != staff)
6065 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6068 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6070 if (weapons[k].owner != -1) {
6071 if (Person::players[i]->victim->num_weapons == 1)
6072 Person::players[i]->victim->num_weapons = 0;
6074 Person::players[i]->victim->num_weapons = 1;
6076 Person::players[i]->victim->skeleton.longdead = 0;
6077 Person::players[i]->victim->skeleton.free = 1;
6078 Person::players[i]->victim->skeleton.broken = 0;
6080 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6081 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6082 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6088 Normalise(&relative);
6089 XYZ footvel, footpoint;
6091 footpoint = weapons[k].position;
6092 if (Person::players[i]->victim->weaponstuck != -1) {
6093 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6095 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6096 weapons[k].bloody = 2;
6097 weapons[k].blooddrip = 5;
6098 Person::players[i]->victim->weaponstuck = -1;
6099 Person::players[i]->victim->bloodloss += 2000;
6100 Person::players[i]->victim->DoDamage(2000);
6103 if (Person::players[i]->victim->num_weapons > 0) {
6104 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6105 Person::players[i]->victim->weaponstuck = 0;
6106 if (Person::players[i]->victim->weaponids[0] == k)
6107 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6110 Person::players[i]->victim->weaponactive = -1;
6112 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6113 Person::players[i]->victim->jointVel(neck) += relative * 6;
6114 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6115 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6117 Person::players[i]->takeWeapon(k);
6124 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6125 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6126 if (Person::players[i]->isIdle() ||
6127 Person::players[i]->isRun() ||
6128 Person::players[i]->isCrouch() ||
6129 Person::players[i]->animTarget == sneakanim ||
6130 Person::players[i]->isFlip())
6131 if (Person::players.size() > 1)
6132 for (unsigned j = 0; j < Person::players.size(); j++) {
6134 if (tutoriallevel != 1 || tutorialstage == 49)
6136 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6137 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6138 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6139 !Person::players[j]->skeleton.free &&
6140 -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)) {
6141 if (!Person::players[i]->isFlip()) {
6142 Person::players[i]->throwtogglekeydown = 1;
6143 Person::players[i]->victim = Person::players[j];
6144 Person::players[i]->setAnimation(knifethrowanim);
6145 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6146 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6148 if (Person::players[i]->isFlip()) {
6149 if (Person::players[i]->weaponactive != -1) {
6150 Person::players[i]->throwtogglekeydown = 1;
6151 Person::players[i]->victim = Person::players[j];
6153 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);
6156 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6158 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6159 Person::players[i]->num_weapons--;
6160 if (Person::players[i]->num_weapons) {
6161 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6163 Person::players[i]->weaponactive = -1;
6170 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6171 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6172 Person::players[i]->throwtogglekeydown = 1;
6173 XYZ tempVelocity = Person::players[i]->velocity * .2;
6174 if (tempVelocity.x == 0)
6175 tempVelocity.x = .1;
6176 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6177 Person::players[i]->num_weapons--;
6178 if (Person::players[i]->num_weapons) {
6179 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6180 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6181 Person::players[i]->weaponstuck = 0;
6184 Person::players[i]->weaponactive = -1;
6185 for (unsigned j = 0; j < Person::players.size(); j++) {
6186 Person::players[j]->wentforweapon = 0;
6194 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6195 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6196 (Person::players[i]->num_weapons == 2) &&
6197 (Person::players[i]->weaponactive == -1) &&
6198 Person::players[i]->isIdle() ||
6199 Person::players[0]->dead &&
6200 (Person::players[i]->weaponactive != -1) &&
6203 if (Person::players[i]->weaponactive != -1)
6204 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6206 if (isgood && Person::players[i]->creature != wolftype) {
6207 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6208 Person::players[i]->setAnimation(drawrightanim);
6209 Person::players[i]->drawtogglekeydown = 1;
6211 if ((Person::players[i]->isIdle() ||
6212 (Person::players[i]->aitype != playercontrolled &&
6213 Person::players[0]->weaponactive != -1 &&
6214 Person::players[i]->isRun())) &&
6215 Person::players[i]->num_weapons &&
6216 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6217 Person::players[i]->setAnimation(drawleftanim);
6218 Person::players[i]->drawtogglekeydown = 1;
6220 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6221 Person::players[i]->setAnimation(crouchdrawrightanim);
6222 Person::players[i]->drawtogglekeydown = 1;
6229 if (Person::players[i]->weaponactive != -1) {
6230 if (Person::players[i]->isCrouch() &&
6231 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6233 Person::players[i]->onterrain &&
6234 Person::players[i]->num_weapons &&
6235 Person::players[i]->attackkeydown &&
6236 musictype != stream_fighttheme) {
6237 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6238 Person::players[i]->setAnimation(crouchstabanim);
6239 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6240 Person::players[i]->setAnimation(swordgroundstabanim);
6241 Person::players[i]->hasvictim = 0;
6245 if (!Person::players[i]->drawkeydown)
6246 Person::players[i]->drawtogglekeydown = 0;
6251 absflatfacing.z = -1;
6253 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6255 absflatfacing = flatfacing;
6257 if (Dialog::inDialog()) {
6258 Person::players[i]->forwardkeydown = 0;
6259 Person::players[i]->leftkeydown = 0;
6260 Person::players[i]->backkeydown = 0;
6261 Person::players[i]->rightkeydown = 0;
6262 Person::players[i]->jumpkeydown = 0;
6263 Person::players[i]->crouchkeydown = 0;
6264 Person::players[i]->drawkeydown = 0;
6265 Person::players[i]->throwkeydown = 0;
6269 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6270 Person::players[i]->animTarget != staggerbackhighanim &&
6271 Person::players[i]->animTarget != staggerbackhardanim &&
6272 Person::players[i]->animTarget != backhandspringanim &&
6273 Person::players[i]->animTarget != dodgebackanim) {
6274 if (!Person::players[i]->forwardkeydown)
6275 Person::players[i]->forwardstogglekeydown = 0;
6276 if (Person::players[i]->crouchkeydown) {
6280 Person::players[i]->superruntoggle = 1;
6281 if (Person::players.size() > 1)
6282 for (unsigned j = 0; j < Person::players.size(); j++)
6283 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6284 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6285 Person::players[i]->superruntoggle = 0;
6288 if (Person::players.size() > 1)
6289 for (unsigned j = 0; j < Person::players.size(); j++) {
6290 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6291 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6292 Person::players[j]->victim == Person::players[i] &&
6293 (Person::players[j]->animTarget == sweepanim ||
6294 Person::players[j]->animTarget == upunchanim ||
6295 Person::players[j]->animTarget == wolfslapanim ||
6296 ((Person::players[j]->animTarget == swordslashanim ||
6297 Person::players[j]->animTarget == knifeslashstartanim ||
6298 Person::players[j]->animTarget == staffhitanim ||
6299 Person::players[j]->animTarget == staffspinhitanim) &&
6300 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6309 Person::players[target]->Reverse();
6310 Person::players[i]->lowreversaldelay = .5;
6312 if (Person::players[i]->isIdle()) {
6313 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6314 Person::players[i]->transspeed = 10;
6316 if (Person::players[i]->isRun() ||
6317 (Person::players[i]->isStop() &&
6318 (Person::players[i]->leftkeydown ||
6319 Person::players[i]->rightkeydown ||
6320 Person::players[i]->forwardkeydown ||
6321 Person::players[i]->backkeydown))) {
6322 Person::players[i]->setAnimation(rollanim);
6323 Person::players[i]->transspeed = 20;
6326 if (!Person::players[i]->crouchkeydown) {
6328 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6329 Person::players[i]->superruntoggle = 0;
6331 if (Person::players[i]->isCrouch()) {
6332 if (Person::players.size() > 1)
6333 for (unsigned j = 0; j < Person::players.size(); j++) {
6335 !Person::players[j]->skeleton.free &&
6336 Person::players[j]->victim &&
6337 Person::players[i]->highreversaldelay <= 0) {
6338 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6339 Person::players[j]->victim == Person::players[i] &&
6340 (Person::players[j]->animTarget == spinkickanim) &&
6341 Person::players[i]->isCrouch()) {
6350 Person::players[target]->Reverse();
6351 Person::players[i]->highreversaldelay = .5;
6353 if (Person::players[i]->isCrouch()) {
6354 if (!Person::players[i]->wasCrouch()) {
6355 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6356 Person::players[i]->frameCurrent = 0;
6358 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6359 Person::players[i]->transspeed = 10;
6362 if (Person::players[i]->animTarget == sneakanim) {
6363 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6364 Person::players[i]->transspeed = 10;
6367 if (Person::players[i]->forwardkeydown) {
6368 if (Person::players[i]->isIdle() ||
6369 (Person::players[i]->isStop() &&
6370 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6371 (Person::players[i]->isLanding() &&
6372 Person::players[i]->frameTarget > 0 &&
6373 !Person::players[i]->jumpkeydown) ||
6374 (Person::players[i]->isLandhard() &&
6375 Person::players[i]->frameTarget > 0 &&
6376 !Person::players[i]->jumpkeydown &&
6377 Person::players[i]->crouchkeydown)) {
6378 if (Person::players[i]->aitype == passivetype)
6379 Person::players[i]->setAnimation(walkanim);
6381 Person::players[i]->setAnimation(Person::players[i]->getRun());
6383 if (Person::players[i]->isCrouch()) {
6384 Person::players[i]->animTarget = sneakanim;
6385 if (Person::players[i]->wasCrouch())
6386 Person::players[i]->target = 0;
6387 Person::players[i]->frameTarget = 0;
6389 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6390 Person::players[i]->setAnimation(climbanim);
6391 Person::players[i]->frameTarget = 1;
6392 Person::players[i]->jumpclimb = 1;
6394 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6395 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6397 Person::players[i]->forwardstogglekeydown = 1;
6400 if (Person::players[i]->rightkeydown) {
6401 if (Person::players[i]->isIdle() ||
6402 (Person::players[i]->isStop() &&
6403 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6404 (Person::players[i]->isLanding() &&
6405 Person::players[i]->frameTarget > 0 &&
6406 !Person::players[i]->jumpkeydown) ||
6407 (Person::players[i]->isLandhard() &&
6408 Person::players[i]->frameTarget > 0 &&
6409 !Person::players[i]->jumpkeydown &&
6410 Person::players[i]->crouchkeydown)) {
6411 Person::players[i]->setAnimation(Person::players[i]->getRun());
6413 if (Person::players[i]->isCrouch()) {
6414 Person::players[i]->animTarget = sneakanim;
6415 if (Person::players[i]->wasCrouch())
6416 Person::players[i]->target = 0;
6417 Person::players[i]->frameTarget = 0;
6419 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6420 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6422 Person::players[i]->targetyaw -= 90;
6423 if (Person::players[i]->forwardkeydown)
6424 Person::players[i]->targetyaw += 45;
6425 if (Person::players[i]->backkeydown)
6426 Person::players[i]->targetyaw -= 45;
6429 if ( Person::players[i]->leftkeydown) {
6430 if (Person::players[i]->isIdle() ||
6431 (Person::players[i]->isStop() &&
6432 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6433 (Person::players[i]->isLanding() &&
6434 Person::players[i]->frameTarget > 0 &&
6435 !Person::players[i]->jumpkeydown) ||
6436 (Person::players[i]->isLandhard() &&
6437 Person::players[i]->frameTarget > 0 &&
6438 !Person::players[i]->jumpkeydown &&
6439 Person::players[i]->crouchkeydown)) {
6440 Person::players[i]->setAnimation(Person::players[i]->getRun());
6442 if (Person::players[i]->isCrouch()) {
6443 Person::players[i]->animTarget = sneakanim;
6444 if (Person::players[i]->wasCrouch())
6445 Person::players[i]->target = 0;
6446 Person::players[i]->frameTarget = 0;
6448 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6449 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6451 Person::players[i]->targetyaw += 90;
6452 if (Person::players[i]->forwardkeydown)
6453 Person::players[i]->targetyaw -= 45;
6454 if (Person::players[i]->backkeydown)
6455 Person::players[i]->targetyaw += 45;
6458 if (Person::players[i]->backkeydown) {
6459 if (Person::players[i]->isIdle() ||
6460 (Person::players[i]->isStop() &&
6461 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6462 (Person::players[i]->isLanding() &&
6463 Person::players[i]->frameTarget > 0 &&
6464 !Person::players[i]->jumpkeydown) ||
6465 (Person::players[i]->isLandhard() &&
6466 Person::players[i]->frameTarget > 0 &&
6467 !Person::players[i]->jumpkeydown &&
6468 Person::players[i]->crouchkeydown)) {
6469 Person::players[i]->setAnimation(Person::players[i]->getRun());
6471 if (Person::players[i]->isCrouch()) {
6472 Person::players[i]->animTarget = sneakanim;
6473 if (Person::players[i]->wasCrouch())
6474 Person::players[i]->target = 0;
6475 Person::players[i]->frameTarget = 0;
6477 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6478 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6480 if (Person::players[i]->animTarget == hanganim) {
6481 Person::players[i]->animCurrent = jumpdownanim;
6482 Person::players[i]->animTarget = jumpdownanim;
6483 Person::players[i]->target = 0;
6484 Person::players[i]->frameCurrent = 0;
6485 Person::players[i]->frameTarget = 1;
6486 Person::players[i]->velocity = 0;
6487 Person::players[i]->velocity.y += gravity;
6488 Person::players[i]->coords.y -= 1.4;
6489 Person::players[i]->grabdelay = 1;
6491 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6492 Person::players[i]->targetyaw += 180;
6495 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6496 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6497 Person::players[i]->isRun() ||
6498 Person::players[i]->animTarget == walkanim ||
6499 Person::players[i]->isCrouch() ||
6500 Person::players[i]->animTarget == sneakanim) &&
6501 Person::players[i]->jumppower > 1) &&
6502 ((Person::players[i]->animTarget != rabbitrunninganim &&
6503 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6504 Person::players[i]->jumpstart = 0;
6505 Person::players[i]->setAnimation(jumpupanim);
6506 Person::players[i]->yaw = Person::players[i]->targetyaw;
6507 Person::players[i]->transspeed = 20;
6508 Person::players[i]->FootLand(leftfoot, 1);
6509 Person::players[i]->FootLand(rightfoot, 1);
6513 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6516 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6518 Person::players[i]->velocity = 0;
6522 if (Person::players.size() > 1)
6523 for (unsigned j = 0; j < Person::players.size(); j++) {
6524 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6525 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6526 (Person::players[j]->victim == Person::players[i]) &&
6527 (Person::players[j]->animTarget == sweepanim)) {
6536 Person::players[i]->velocity.y = 1;
6538 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6539 Person::players[i]->velocity.y = 7;
6540 Person::players[i]->crouchtogglekeydown = 1;
6541 } else Person::players[i]->velocity.y = 5;
6543 if (mousejump && i == 0 && debugmode) {
6544 if (!Person::players[i]->isLanding())
6545 Person::players[i]->tempdeltav = deltav;
6546 if (Person::players[i]->tempdeltav < 0)
6547 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6550 Person::players[i]->coords.y += .2;
6551 Person::players[i]->jumppower -= 1;
6554 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6556 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6558 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6559 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6560 Person::players[i]->frameTarget = 2;
6561 Person::players[i]->landhard = 0;
6562 Person::players[i]->jumpstart = 1;
6563 Person::players[i]->tempdeltav = deltav;
6565 if (Person::players[i]->animTarget == jumpupanim &&
6569 Person::players[i]->aitype != playercontrolled)) {
6570 if (Person::players[i]->jumppower > multiplier * 6) {
6571 Person::players[i]->velocity.y += multiplier * 6;
6572 Person::players[i]->jumppower -= multiplier * 6;
6574 if (Person::players[i]->jumppower <= multiplier * 6) {
6575 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6576 Person::players[i]->jumppower = 0;
6579 if (((floatjump || editorenabled) && debugmode) && i == 0)
6580 Person::players[i]->velocity.y += multiplier * 30;
6584 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6585 Person::players[i]->setAnimation(Person::players[i]->getStop());
6586 if (Person::players[i]->animTarget == sneakanim) {
6587 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6588 if (Person::players[i]->animCurrent == sneakanim)
6589 Person::players[i]->target = 0;
6590 Person::players[i]->frameTarget = 0;
6593 if (Person::players[i]->animTarget == walkanim &&
6594 (Person::players[i]->aitype == attacktypecutoff ||
6595 Person::players[i]->aitype == searchtype ||
6596 (Person::players[i]->aitype == passivetype &&
6597 Person::players[i]->numwaypoints <= 1)))
6598 Person::players[i]->setAnimation(Person::players[i]->getStop());
6599 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6600 Person::players[i]->setAnimation(Person::players[i]->getStop());
6603 if (Person::players[i]->animTarget == rollanim)
6604 Person::players[i]->targetyaw = oldtargetyaw;
6608 for (unsigned k = 0; k < Person::players.size(); k++) {
6609 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6610 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6611 Person::players[k]->yaw -= 360;
6613 Person::players[k]->yaw += 360;
6616 //stop to turn in right direction
6617 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6618 Person::players[k]->setAnimation(Person::players[k]->getStop());
6620 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6621 Person::players[k]->targettilt = 0;
6623 if (Person::players[k]->animTarget != jumpupanim &&
6624 Person::players[k]->animTarget != backhandspringanim &&
6625 Person::players[k]->animTarget != jumpdownanim &&
6626 !Person::players[k]->isFlip()) {
6627 Person::players[k]->targettilt = 0;
6628 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6629 Person::players[k]->jumppower = 0;
6630 Person::players[k]->jumppower += multiplier * 7;
6631 if (Person::players[k]->isCrouch())
6632 Person::players[k]->jumppower += multiplier * 7;
6633 if (Person::players[k]->jumppower > 5)
6634 Person::players[k]->jumppower = 5;
6637 if (Person::players[k]->isRun())
6638 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6640 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6641 Person::players[k]->grabdelay -= multiplier;
6645 for (unsigned k = 0; k < Person::players.size(); k++) {
6646 Person::players[k]->DoAnimations();
6647 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6648 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6654 for (int j = numenvsounds - 1; j >= 0; j--) {
6655 envsoundlife[j] -= multiplier;
6656 if (envsoundlife[j] < 0) {
6658 envsoundlife[j] = envsoundlife[numenvsounds];
6659 envsound[j] = envsound[numenvsounds];
6662 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6664 if (tutoriallevel == 1) {
6681 if (tutorialstage >= 51)
6682 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6683 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6684 OPENAL_SetFrequency(OPENAL_ALL);
6686 emit_stream_np(stream_menutheme);
6695 if (tutorialstage < 51)
6696 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6697 emit_sound_at(fireendsound, Person::players[0]->coords);
6699 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6703 if (tutorialstage >= 14 && tutorialstage < 50)
6704 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6705 emit_sound_at(fireendsound, Person::players[1]->coords);
6707 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6708 if (Random() % 2 == 0) {
6709 if (!Person::players[1]->skeleton.free)
6710 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6711 if (Person::players[1]->skeleton.free)
6712 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6713 if (!Person::players[1]->skeleton.free)
6714 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;
6715 if (Person::players[1]->skeleton.free)
6716 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6717 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6721 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6722 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6723 Person::players[1]->skeleton.joints[i].velocity = 0;
6724 if (Random() % 2 == 0) {
6725 if (!Person::players[1]->skeleton.free)
6726 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6727 if (Person::players[1]->skeleton.free)
6728 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6729 if (!Person::players[1]->skeleton.free)
6730 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;
6731 if (Person::players[1]->skeleton.free)
6732 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6733 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6741 static float gLoc[3];
6745 static float vel[3];
6746 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6747 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6748 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6750 //Set orientation with forward and up vectors
6751 static XYZ upvector;
6755 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6756 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6761 facing = DoRotation(facing, -pitch, 0, 0);
6762 facing = DoRotation(facing, 0, 0 - yaw, 0);
6765 static float ori[6];
6769 ori[3] = -upvector.x;
6770 ori[4] = upvector.y;
6771 ori[5] = -upvector.z;
6773 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6780 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6784 void Game::TickOnce()
6787 yaw += multiplier * 5;
6788 } else if (Dialog::directing || !Dialog::inDialog()) {
6791 pitch -= deltav * .7;
6793 pitch += deltav * .7;
6802 void Game::TickOnceAfter()
6804 static XYZ colviewer;
6805 static XYZ coltarget;
6809 static float changedelay;
6810 static bool alldead;
6811 static float unseendelay;
6812 static float cameraspeed;
6815 static int oldmusictype = musictype;
6817 if (environment == snowyenvironment)
6818 leveltheme = stream_snowtheme;
6819 if (environment == grassyenvironment)
6820 leveltheme = stream_grasstheme;
6821 if (environment == desertenvironment)
6822 leveltheme = stream_deserttheme;
6826 musictype = leveltheme;
6827 for (unsigned i = 0; i < Person::players.size(); i++) {
6828 if ((Person::players[i]->aitype == attacktypecutoff ||
6829 Person::players[i]->aitype == getweapontype ||
6830 Person::players[i]->aitype == gethelptype ||
6831 Person::players[i]->aitype == searchtype) &&
6832 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6833 (Person::players[i]->animTarget != sneakattackedanim &&
6834 Person::players[i]->animTarget != knifesneakattackedanim &&
6835 Person::players[i]->animTarget != swordsneakattackedanim)) {
6836 musictype = stream_fighttheme;
6840 if (Person::players[0]->dead)
6841 musictype = stream_menutheme;
6844 if (musictype == stream_fighttheme)
6847 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6848 unseendelay -= multiplier;
6849 if (unseendelay > 0)
6850 musictype = stream_fighttheme;
6855 musictype = stream_menutheme;
6856 musicvolume[2] = 512;
6863 if (musictype != oldmusictype && musictype == stream_fighttheme)
6864 emit_sound_np(alarmsound);
6865 musicselected = musictype;
6867 if (musicselected == leveltheme)
6868 musicvolume[0] += multiplier * 450;
6870 musicvolume[0] -= multiplier * 450;
6871 if (musicselected == stream_fighttheme)
6872 musicvolume[1] += multiplier * 450;
6874 musicvolume[1] -= multiplier * 450;
6875 if (musicselected == stream_menutheme)
6876 musicvolume[2] += multiplier * 450;
6878 musicvolume[2] -= multiplier * 450;
6880 for (int i = 0; i < 3; i++) {
6881 if (musicvolume[i] < 0)
6883 if (musicvolume[i] > 512)
6884 musicvolume[i] = 512;
6887 if (musicvolume[2] > 128 && !loading && !mainmenu)
6888 musicvolume[2] = 128;
6891 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6892 emit_stream_np(leveltheme, musicvolume[0]);
6893 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6894 emit_stream_np(stream_fighttheme, musicvolume[1]);
6895 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6896 emit_stream_np(stream_menutheme, musicvolume[2]);
6897 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6898 pause_sound(leveltheme);
6899 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6900 pause_sound(stream_fighttheme);
6901 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6902 pause_sound(stream_menutheme);
6904 if (musicvolume[0] != oldmusicvolume[0])
6905 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6906 if (musicvolume[1] != oldmusicvolume[1])
6907 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6908 if (musicvolume[2] != oldmusicvolume[2])
6909 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6911 for (int i = 0; i < 3; i++)
6912 oldmusicvolume[i] = musicvolume[i];
6914 pause_sound(leveltheme);
6915 pause_sound(stream_fighttheme);
6916 pause_sound(stream_menutheme);
6918 for (int i = 0; i < 4; i++) {
6919 oldmusicvolume[i] = 0;
6924 Hotspot::killhotspot = 2;
6925 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6926 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6927 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6928 Hotspot::killhotspot = 0;
6929 else if (Hotspot::killhotspot == 2)
6930 Hotspot::killhotspot = 1;
6933 if (Hotspot::killhotspot == 2)
6934 Hotspot::killhotspot = 0;
6938 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6939 if (Hotspot::hotspots[i].type == -1)
6940 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6944 for (unsigned i = 1; i < Person::players.size(); i++)
6945 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6947 if (numalarmed > maxalarmed)
6948 maxalarmed = numalarmed;
6950 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6951 if (Person::players[0]->dead && changedelay <= 0) {
6953 targetlevel = whichlevel;
6956 for (unsigned i = 1; i < Person::players.size(); i++) {
6957 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6964 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6966 targetlevel = whichlevel + 1;
6967 if (targetlevel > numchallengelevels - 1)
6970 if (winhotspot || windialogue) {
6972 targetlevel = whichlevel + 1;
6973 if (targetlevel > numchallengelevels - 1)
6978 if (Hotspot::killhotspot) {
6980 targetlevel = whichlevel + 1;
6981 if (targetlevel > numchallengelevels - 1)
6985 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6986 //high scores, awards, win
6988 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6991 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6999 if (leveltime < 1) {
7004 Hotspot::killhotspot = 0;
7007 if (!editorenabled && gameon && !mainmenu) {
7008 if (changedelay != -999)
7009 changedelay -= multiplier / 7;
7010 if (Person::players[0]->dead)
7011 targetlevel = whichlevel;
7012 if (loading == 2 && !campaign) {
7015 fireSound(firestartsound);
7017 if (!Person::players[0]->dead && targetlevel != whichlevel)
7018 startbonustotal = bonustotal;
7019 if (Person::players[0]->dead)
7020 Loadlevel(whichlevel);
7022 Loadlevel(targetlevel);
7028 if (loading == 2 && targetlevel == whichlevel) {
7032 fireSound(firestartsound);
7034 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7040 if (changedelay <= -999 &&
7043 (Person::players[0]->dead ||
7044 (alldead && maptype == mapkilleveryone) ||
7046 (Hotspot::killhotspot)))
7048 if ((Person::players[0]->dead ||
7049 (alldead && maptype == mapkilleveryone) ||
7052 (Hotspot::killhotspot)) &&
7054 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7058 if (Person::players[0]->dead)
7064 // campaignchoosenext determines what to do when the level is complete:
7065 // 0 = load next level
7066 // 1 = go back to level select screen
7067 // 2 = stealthload next level
7068 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7069 if (campaignlevels[actuallevel].nextlevel.empty())
7071 } else if (mainmenu == 0 && winfreeze) {
7072 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7074 if (!stealthloading) {
7075 fireSound(firestartsound);
7080 startbonustotal = 0;
7090 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7093 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7097 pause_sound(stream_menutheme);
7108 oldmusictype = musictype;
7114 facing = DoRotation(facing, -pitch, 0, 0);
7115 facing = DoRotation(facing, 0, 0 - yaw, 0);
7116 viewerfacing = facing;
7119 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7120 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;
7122 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;
7124 if (Person::players[0]->skeleton.free) {
7125 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7126 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7127 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7131 if (Person::players[0]->skeleton.free != 2) {
7133 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7134 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7136 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7138 coltarget = target - cameraloc;
7139 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7142 Normalise(&coltarget);
7143 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7144 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7146 cameraloc = cameraloc + coltarget * multiplier * 8;
7150 cameradist += multiplier * 5;
7151 if (cameradist > 2.3)
7153 viewer = cameraloc - facing * cameradist;
7155 coltarget = cameraloc;
7156 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7157 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7158 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7159 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7161 coltarget = cameraloc;
7162 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7165 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7166 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7167 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7169 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7173 cameradist = findDistance(&viewer, &target);
7174 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7175 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7176 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7179 if (camerashake > .8)
7181 woozy += multiplier;
7182 if (Person::players[0]->dead)
7184 if (Person::players[0]->dead)
7186 camerashake -= multiplier * 2;
7187 blackout -= multiplier * 2;
7188 if (camerashake < 0)
7193 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7194 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7195 viewer.z += (float)(Random() % 100) * .0005 * camerashake;