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 Hotspot::hotspots.resize(numhotspots);
996 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
997 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);
998 funpackf(tfile, "Bi", &templength);
1000 for (int l = 0; l < templength; l++)
1001 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1002 Hotspot::hotspots[i].text[templength] = '\0';
1003 if (Hotspot::hotspots[i].type == -111)
1007 Hotspot::hotspots.clear();
1013 if (!stealthloading) {
1015 for (int i = 0; i < objects.numobjects; i++)
1016 objects.center += objects.position[i];
1017 objects.center /= objects.numobjects;
1023 float maxdistance = 0;
1025 for (int i = 0; i < objects.numobjects; i++) {
1026 tempdist = distsq(&objects.center, &objects.position[i]);
1027 if (tempdist > maxdistance) {
1028 maxdistance = tempdist;
1031 objects.radius = fast_sqrt(maxdistance);
1038 funpackf(tfile, "Bi", &numplayers);
1039 if (numplayers > maxplayers) {
1040 cout << "Warning: this level contains more players than allowed" << endl;
1042 for (int i = 1; i < numplayers; i++) {
1045 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1047 } catch (InvalidPersonException e) {
1053 funpackf(tfile, "Bi", &numpathpoints);
1054 if (numpathpoints > 30 || numpathpoints < 0)
1056 for (int j = 0; j < numpathpoints; j++) {
1057 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1058 for (int k = 0; k < numpathpointconnect[j]; k++) {
1059 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1065 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1068 if (environment != oldenvironment)
1069 Setenvironment(environment);
1070 oldenvironment = environment;
1072 if (!stealthloading) {
1073 int j = objects.numobjects;
1074 objects.numobjects = 0;
1075 for (int i = 0; i < j; i++) {
1076 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1081 terrain.DoShadows();
1084 objects.DoShadows();
1091 for (unsigned i = 0; i < Person::players.size(); i++) {
1095 Person::players[i]->burnt = 0;
1096 Person::players[i]->bled = 0;
1097 Person::players[i]->onfire = 0;
1098 Person::players[i]->scale = .2;
1100 Person::players[i]->creature = rabbittype;
1103 Person::players[i]->skeleton.free = 0;
1105 Person::players[i]->skeletonLoad();
1107 Person::players[i]->addClothes();
1110 Person::players[i]->animCurrent = bounceidleanim;
1111 Person::players[i]->animTarget = bounceidleanim;
1112 Person::players[i]->frameCurrent = 0;
1113 Person::players[i]->frameTarget = 1;
1114 Person::players[i]->target = 0;
1116 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1117 if (difficulty == 0)
1118 Person::players[i]->speed -= .2;
1119 if (difficulty == 1)
1120 Person::players[i]->speed -= .1;
1123 Person::players[i]->velocity = 0;
1124 Person::players[i]->oldcoords = Person::players[i]->coords;
1125 Person::players[i]->realoldcoords = Person::players[i]->coords;
1127 Person::players[i]->id = i;
1128 Person::players[i]->updatedelay = 0;
1129 Person::players[i]->normalsupdatedelay = 0;
1131 Person::players[i]->proportionhead = 1.2;
1132 Person::players[i]->proportionbody = 1.05;
1133 Person::players[i]->proportionarms = 1.00;
1134 Person::players[i]->proportionlegs = 1.1;
1135 Person::players[i]->proportionlegs.y = 1.05;
1136 Person::players[i]->headless = 0;
1137 Person::players[i]->currentoffset = 0;
1138 Person::players[i]->targetoffset = 0;
1139 if (Person::players[i]->creature == wolftype) {
1140 Person::players[i]->scale = .23;
1141 Person::players[i]->damagetolerance = 300;
1143 Person::players[i]->damagetolerance = 200;
1152 Person::players[i]->proportionhead.z = 0;
1153 Person::players[i]->proportionbody.z = 0;
1154 Person::players[i]->proportionarms.z = 0;
1155 Person::players[i]->proportionlegs.z = 0;
1158 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1161 Person::players[i]->headmorphness = 0;
1162 Person::players[i]->targetheadmorphness = 1;
1163 Person::players[i]->headmorphstart = 0;
1164 Person::players[i]->headmorphend = 0;
1166 Person::players[i]->pausetime = 0;
1168 Person::players[i]->dead = 0;
1169 Person::players[i]->jumppower = 5;
1170 Person::players[i]->damage = 0;
1171 Person::players[i]->permanentdamage = 0;
1172 Person::players[i]->superpermanentdamage = 0;
1174 Person::players[i]->forwardkeydown = 0;
1175 Person::players[i]->leftkeydown = 0;
1176 Person::players[i]->backkeydown = 0;
1177 Person::players[i]->rightkeydown = 0;
1178 Person::players[i]->jumpkeydown = 0;
1179 Person::players[i]->crouchkeydown = 0;
1180 Person::players[i]->throwkeydown = 0;
1182 Person::players[i]->collided = -10;
1183 Person::players[i]->loaded = 1;
1184 Person::players[i]->bloodloss = 0;
1185 Person::players[i]->weaponactive = -1;
1186 Person::players[i]->weaponstuck = -1;
1187 Person::players[i]->bleeding = 0;
1188 Person::players[i]->deathbleeding = 0;
1189 Person::players[i]->stunned = 0;
1190 Person::players[i]->hasvictim = 0;
1191 Person::players[i]->wentforweapon = 0;
1195 Person::players[0]->aitype = playercontrolled;
1197 if (difficulty == 1) {
1198 Person::players[0]->power = 1 / .9;
1199 Person::players[0]->damagetolerance = 250;
1200 } else if (difficulty == 0) {
1201 Person::players[0]->power = 1 / .8;
1202 Person::players[0]->damagetolerance = 300;
1203 Person::players[0]->armorhead *= 1.5;
1204 Person::players[0]->armorhigh *= 1.5;
1205 Person::players[0]->armorlow *= 1.5;
1208 cameraloc = Person::players[0]->coords;
1210 yaw = Person::players[0]->yaw;
1212 hawkcoords = Person::players[0]->coords;
1218 LOG("Starting background music...");
1220 OPENAL_StopSound(OPENAL_ALL);
1222 if (environment == snowyenvironment) {
1223 emit_stream_np(stream_wind);
1224 } else if (environment == desertenvironment) {
1225 emit_stream_np(stream_desertambient);
1226 } else if (environment == grassyenvironment) {
1227 emit_stream_np(stream_wind, 100.);
1230 oldmusicvolume[0] = 0;
1231 oldmusicvolume[1] = 0;
1232 oldmusicvolume[2] = 0;
1233 oldmusicvolume[3] = 0;
1244 if (tutorialstagetime > tutorialmaxtime) {
1246 tutorialsuccess = 0;
1247 if (tutorialstage <= 1) {
1252 switch (tutorialstage) {
1254 tutorialmaxtime = 5;
1257 tutorialmaxtime = 2;
1260 tutorialmaxtime = 600;
1263 tutorialmaxtime = 1000;
1266 tutorialmaxtime = 600;
1269 tutorialmaxtime = 600;
1272 tutorialmaxtime = 600;
1275 tutorialmaxtime = 600;
1278 tutorialmaxtime = 600;
1281 tutorialmaxtime = 2;
1284 tutorialmaxtime = 1000;
1287 tutorialmaxtime = 1000;
1290 tutorialmaxtime = 2;
1293 tutorialmaxtime = 3;
1304 Person::players[1]->coords = (temp + temp2) / 2;
1306 emit_sound_at(fireendsound, Person::players[1]->coords);
1308 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1309 if (Random() % 2 == 0) {
1310 if (!Person::players[1]->skeleton.free)
1311 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1312 if (Person::players[1]->skeleton.free)
1313 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1314 if (!Person::players[1]->skeleton.free)
1315 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;
1316 if (Person::players[1]->skeleton.free)
1317 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1318 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1324 tutorialmaxtime = 500;
1327 tutorialmaxtime = 500;
1330 tutorialmaxtime = 500;
1333 tutorialmaxtime = 500;
1339 tutorialmaxtime = 500;
1342 tutorialmaxtime = 500;
1343 if (bonus == cannon) {
1350 tutorialmaxtime = 500;
1353 tutorialmaxtime = 500;
1356 tutorialmaxtime = 500;
1359 tutorialmaxtime = 500;
1362 tutorialmaxtime = 2;
1365 tutorialmaxtime = 4;
1368 Person::players[1]->aitype = attacktypecutoff;
1371 tutorialmaxtime = 400;
1374 tutorialmaxtime = 400;
1375 Person::players[0]->escapednum = 0;
1378 tutorialmaxtime = 4;
1381 Person::players[1]->aitype = passivetype;
1384 tutorialmaxtime = 13;
1387 tutorialmaxtime = 8;
1390 tutorialmaxtime = 400;
1393 Person::players[1]->aitype = attacktypecutoff;
1396 tutorialmaxtime = 400;
1399 tutorialmaxtime = 400;
1402 tutorialmaxtime = 2;
1405 Person::players[1]->aitype = passivetype;
1410 tutorialmaxtime = 50;
1413 Person::players[1]->aitype = attacktypecutoff;
1416 tutorialmaxtime = 4;
1419 Person::players[1]->aitype = passivetype;
1431 Weapon w(knife, -1);
1432 w.position = (temp + temp2) / 2;
1433 w.tippoint = (temp + temp2) / 2;
1436 w.tipvelocity = 0.1;
1443 weapons.push_back(w);
1447 tutorialmaxtime = 300;
1450 tutorialmaxtime = 300;
1453 tutorialmaxtime = 8;
1456 tutorialmaxtime = 300;
1459 weapons[0].owner = 1;
1460 Person::players[0]->weaponactive = -1;
1461 Person::players[0]->num_weapons = 0;
1462 Person::players[1]->weaponactive = 0;
1463 Person::players[1]->num_weapons = 1;
1464 Person::players[1]->weaponids[0] = 0;
1468 Person::players[1]->aitype = attacktypecutoff;
1470 tutorialmaxtime = 300;
1473 weapons[0].owner = 1;
1474 Person::players[0]->weaponactive = -1;
1475 Person::players[0]->num_weapons = 0;
1476 Person::players[1]->weaponactive = 0;
1477 Person::players[1]->num_weapons = 1;
1478 Person::players[1]->weaponids[0] = 0;
1480 tutorialmaxtime = 300;
1483 weapons[0].owner = 1;
1484 Person::players[0]->weaponactive = -1;
1485 Person::players[0]->num_weapons = 0;
1486 Person::players[1]->weaponactive = 0;
1487 Person::players[1]->num_weapons = 1;
1488 Person::players[1]->weaponids[0] = 0;
1490 weapons[0].setType(sword);
1492 tutorialmaxtime = 300;
1495 tutorialmaxtime = 10;
1506 Weapon w(sword, -1);
1507 w.position = (temp + temp2) / 2;
1508 w.tippoint = (temp + temp2) / 2;
1511 w.tipvelocity = 0.1;
1518 weapons.push_back(w);
1520 weapons[0].owner = 1;
1521 weapons[1].owner = 0;
1522 Person::players[0]->weaponactive = 0;
1523 Person::players[0]->num_weapons = 1;
1524 Person::players[0]->weaponids[0] = 1;
1525 Person::players[1]->weaponactive = 0;
1526 Person::players[1]->num_weapons = 1;
1527 Person::players[1]->weaponids[0] = 0;
1534 Person::players[1]->aitype = passivetype;
1536 tutorialmaxtime = 15;
1538 weapons[0].owner = 1;
1539 weapons[1].owner = 0;
1540 Person::players[0]->weaponactive = 0;
1541 Person::players[0]->num_weapons = 1;
1542 Person::players[0]->weaponids[0] = 1;
1543 Person::players[1]->weaponactive = 0;
1544 Person::players[1]->num_weapons = 1;
1545 Person::players[1]->weaponids[0] = 0;
1547 if (Person::players[0]->weaponactive != -1)
1548 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1550 weapons[0].setType(staff);
1555 Person::players[1]->aitype = passivetype;
1557 tutorialmaxtime = 200;
1559 weapons[1].position = 1000;
1560 weapons[1].tippoint = 1000;
1562 weapons[0].setType(knife);
1564 weapons[0].owner = 0;
1565 Person::players[1]->weaponactive = -1;
1566 Person::players[1]->num_weapons = 0;
1567 Person::players[0]->weaponactive = 0;
1568 Person::players[0]->num_weapons = 1;
1569 Person::players[0]->weaponids[0] = 0;
1573 tutorialmaxtime = 8;
1576 emit_sound_at(fireendsound, Person::players[1]->coords);
1578 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1579 if (Random() % 2 == 0) {
1580 if (!Person::players[1]->skeleton.free)
1581 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1582 if (Person::players[1]->skeleton.free)
1583 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1584 if (!Person::players[1]->skeleton.free)
1585 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;
1586 if (Person::players[1]->skeleton.free)
1587 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1588 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1592 Person::players[1]->num_weapons = 0;
1593 Person::players[1]->weaponstuck = -1;
1594 Person::players[1]->weaponactive = -1;
1600 tutorialmaxtime = 80000;
1605 if (tutorialstage <= 51)
1606 tutorialstagetime = 0;
1610 if (tutorialstagetime < tutorialmaxtime - 3) {
1611 switch (tutorialstage) {
1613 if (deltah || deltav)
1614 tutorialsuccess += multiplier;
1617 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1618 tutorialsuccess += multiplier;
1621 if (Person::players[0]->jumpkeydown)
1622 tutorialsuccess = 1;
1625 if (Person::players[0]->isCrouch())
1626 tutorialsuccess = 1;
1629 if (Person::players[0]->animTarget == rollanim)
1630 tutorialsuccess = 1;
1633 if (Person::players[0]->animTarget == sneakanim)
1634 tutorialsuccess += multiplier;
1637 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1638 tutorialsuccess += multiplier;
1641 if (Person::players[0]->isWallJump())
1642 tutorialsuccess = 1;
1645 if (Person::players[0]->animTarget == flipanim)
1646 tutorialsuccess = 1;
1649 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1650 tutorialsuccess = 1;
1653 if (Person::players[0]->animTarget == winduppunchanim)
1654 tutorialsuccess = 1;
1657 if (Person::players[0]->animTarget == spinkickanim)
1658 tutorialsuccess = 1;
1661 if (Person::players[0]->animTarget == sweepanim)
1662 tutorialsuccess = 1;
1665 if (Person::players[0]->animTarget == dropkickanim)
1666 tutorialsuccess = 1;
1669 if (Person::players[0]->animTarget == rabbitkickanim)
1670 tutorialsuccess = 1;
1673 if (bonus == cannon)
1674 tutorialsuccess = 1;
1677 if (bonus == spinecrusher)
1678 tutorialsuccess = 1;
1681 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1682 tutorialsuccess = 1;
1685 if (Person::players[0]->animTarget == rabbittacklinganim)
1686 tutorialsuccess = 1;
1689 if (Person::players[0]->animTarget == backhandspringanim)
1690 tutorialsuccess = 1;
1693 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1694 tutorialsuccess = 1;
1697 if (Person::players[0]->escapednum == 2) {
1698 tutorialsuccess = 1;
1701 Person::players[1]->aitype = passivetype;
1705 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1706 tutorialsuccess = 1;
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 Person::players[1]->aitype = passivetype;
1721 if (Person::players[0]->num_weapons > 0)
1722 tutorialsuccess = 1;
1725 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->animTarget == knifeslashstartanim)
1730 tutorialsuccess = 1;
1733 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
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 (Person::players[1]->weaponstuck != -1)
1746 tutorialsuccess = 1;
1751 if (tutorialsuccess >= 1)
1752 tutorialstagetime = tutorialmaxtime - 3;
1755 if (tutorialstagetime == tutorialmaxtime - 3) {
1756 emit_sound_np(consolesuccesssound);
1759 if (tutorialsuccess >= 1) {
1760 if (tutorialstage == 34 || tutorialstage == 35)
1761 tutorialstagetime = tutorialmaxtime - 1;
1765 if (tutorialstage < 14 || tutorialstage >= 50) {
1766 Person::players[1]->coords.y = 300;
1767 Person::players[1]->velocity = 0;
1773 float headprop, bodyprop, armprop, legprop;
1778 if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
1780 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1781 Person::players[0]->damagetolerance = 200000;
1782 Person::players[0]->damage = 0;
1783 Person::players[0]->burnt = 0;
1784 Person::players[0]->permanentdamage = 0;
1785 Person::players[0]->superpermanentdamage = 0;
1788 /* Change environment */
1789 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1791 if (environment > 2)
1793 Setenvironment(environment);
1797 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1798 cameramode = !cameramode;
1801 /* Toggle Slow motion */
1802 if (Input::isKeyPressed(SDL_SCANCODE_B)) {
1808 if (Input::isKeyPressed(SDL_SCANCODE_N)) {
1809 Person::players[0]->RagDoll(0);
1811 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
1814 /* Grow tree leaves?? */
1815 if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
1816 for (int i = 0; i < objects.numobjects; i++) {
1817 if (objects.type[i] == treeleavestype) {
1818 objects.scale[i] *= .9;
1823 /* Change (or add) weapon */
1824 if (Input::isKeyPressed(SDL_SCANCODE_X)) {
1826 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1827 closest = findClosestPlayer();
1831 if (Person::players[closest]->num_weapons > 0) {
1832 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1833 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1834 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1835 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1837 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1839 Person::players[closest]->weaponids[0] = weapons.size();
1841 weapons.push_back(Weapon(knife, closest));
1843 Person::players[closest]->num_weapons = 1;
1849 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1851 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1852 closest = findClosestPlayer();
1856 Person::players[closest]->yaw += multiplier * 50;
1857 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1862 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
1863 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
1864 if (Person::players[0]->onfire) {
1865 Person::players[0]->CatchFire();
1867 if (!Person::players[0]->onfire) {
1868 emit_sound_at(fireendsound, Person::players[0]->coords);
1869 pause_sound(stream_firesound);
1874 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1876 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1877 closest = findClosestPlayer();
1881 Person::players[closest]->whichskin++;
1882 if (Person::players[closest]->whichskin > 9)
1883 Person::players[closest]->whichskin = 0;
1884 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1885 Person::players[closest]->whichskin = 0;
1887 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1888 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1891 Person::players[closest]->addClothes();
1894 /* Change creature type */
1895 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1897 if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
1898 closest = findClosestPlayer();
1902 if (Person::players[closest]->creature == wolftype) {
1903 headprop = Person::players[closest]->proportionhead.x / 1.1;
1904 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1905 armprop = Person::players[closest]->proportionarms.x / 1.1;
1906 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1909 if (Person::players[closest]->creature == rabbittype) {
1910 headprop = Person::players[closest]->proportionhead.x / 1.2;
1911 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1912 armprop = Person::players[closest]->proportionarms.x / 1.00;
1913 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1917 if (Person::players[closest]->creature == rabbittype) {
1918 Person::players[closest]->creature = wolftype;
1919 Person::players[closest]->whichskin = 0;
1920 Person::players[closest]->skeletonLoad();
1922 Person::players[closest]->proportionhead = 1.1;
1923 Person::players[closest]->proportionbody = 1.1;
1924 Person::players[closest]->proportionarms = 1.1;
1925 Person::players[closest]->proportionlegs = 1.1;
1926 Person::players[closest]->proportionlegs.y = 1.1;
1927 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1929 Person::players[closest]->damagetolerance = 300;
1931 Person::players[closest]->creature = rabbittype;
1932 Person::players[closest]->whichskin = 0;
1933 Person::players[closest]->skeletonLoad(true);
1935 Person::players[closest]->proportionhead = 1.2;
1936 Person::players[closest]->proportionbody = 1.05;
1937 Person::players[closest]->proportionarms = 1.00;
1938 Person::players[closest]->proportionlegs = 1.1;
1939 Person::players[closest]->proportionlegs.y = 1.05;
1940 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1942 Person::players[closest]->damagetolerance = 200;
1945 if (Person::players[closest]->creature == wolftype) {
1946 Person::players[closest]->proportionhead = 1.1 * headprop;
1947 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1948 Person::players[closest]->proportionarms = 1.1 * armprop;
1949 Person::players[closest]->proportionlegs = 1.1 * legprop;
1952 if (Person::players[closest]->creature == rabbittype) {
1953 Person::players[closest]->proportionhead = 1.2 * headprop;
1954 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1955 Person::players[closest]->proportionarms = 1.00 * armprop;
1956 Person::players[closest]->proportionlegs = 1.1 * legprop;
1957 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1964 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1966 float closestdist = std::numeric_limits<float>::max();
1968 for (unsigned i = 1; i < Person::players.size(); i++) {
1969 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1970 if (!Person::players[i]->headless)
1971 if (distance < closestdist) {
1972 closestdist = distance;
1977 XYZ flatfacing2, flatvelocity2;
1979 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1980 blah = Person::players[closest]->coords;
1981 XYZ headspurtdirection;
1982 //int i = Person::players[closest]->skeleton.jointlabels[head];
1983 Joint& headjoint = Person::players[closest]->joint(head);
1984 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1985 if (!Person::players[closest]->skeleton.free)
1986 flatvelocity2 = Person::players[closest]->velocity;
1987 if (Person::players[closest]->skeleton.free)
1988 flatvelocity2 = headjoint.velocity;
1989 if (!Person::players[closest]->skeleton.free)
1990 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;
1991 if (Person::players[closest]->skeleton.free)
1992 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1993 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1994 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1995 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1996 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1997 Normalise(&headspurtdirection);
1998 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1999 flatvelocity2 += headspurtdirection * 8;
2000 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2002 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2004 emit_sound_at(splattersound, blah);
2005 emit_sound_at(breaksound2, blah, 100.);
2007 if (Person::players[closest]->skeleton.free == 2)
2008 Person::players[closest]->skeleton.free = 0;
2009 Person::players[closest]->RagDoll(0);
2010 Person::players[closest]->dead = 2;
2011 Person::players[closest]->headless = 1;
2012 Person::players[closest]->DoBloodBig(3, 165);
2019 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2020 int closest = findClosestPlayer();
2021 XYZ flatfacing2, flatvelocity2;
2023 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2024 blah = Person::players[closest]->coords;
2025 emit_sound_at(splattersound, blah);
2026 emit_sound_at(breaksound2, blah);
2028 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2029 if (!Person::players[closest]->skeleton.free)
2030 flatvelocity2 = Person::players[closest]->velocity;
2031 if (Person::players[closest]->skeleton.free)
2032 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2033 if (!Person::players[closest]->skeleton.free)
2034 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;
2035 if (Person::players[closest]->skeleton.free)
2036 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2037 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2038 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2039 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2040 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2041 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2042 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2045 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2046 if (!Person::players[closest]->skeleton.free)
2047 flatvelocity2 = Person::players[closest]->velocity;
2048 if (Person::players[closest]->skeleton.free)
2049 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2050 if (!Person::players[closest]->skeleton.free)
2051 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;
2052 if (Person::players[closest]->skeleton.free)
2053 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2054 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2055 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2056 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2057 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2058 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2061 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2062 if (!Person::players[closest]->skeleton.free)
2063 flatvelocity2 = Person::players[closest]->velocity;
2064 if (Person::players[closest]->skeleton.free)
2065 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2066 if (!Person::players[closest]->skeleton.free)
2067 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;
2068 if (Person::players[closest]->skeleton.free)
2069 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2070 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2071 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2072 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2073 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2074 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2077 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2078 if (!Person::players[closest]->skeleton.free)
2079 flatvelocity2 = Person::players[closest]->velocity;
2080 if (Person::players[closest]->skeleton.free)
2081 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2082 if (!Person::players[closest]->skeleton.free)
2083 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;
2084 if (Person::players[closest]->skeleton.free)
2085 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2086 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2087 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2088 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2089 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2090 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2094 for (unsigned j = 0; j < Person::players.size(); j++) {
2095 if (int(j) != closest) {
2096 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2097 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2098 if (Person::players[j]->skeleton.free == 2)
2099 Person::players[j]->skeleton.free = 1;
2100 Person::players[j]->skeleton.longdead = 0;
2101 Person::players[j]->RagDoll(0);
2102 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2103 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2104 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2105 flatvelocity2 = temppos - Person::players[closest]->coords;
2106 Normalise(&flatvelocity2);
2107 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2114 Person::players[closest]->DoDamage(10000);
2115 Person::players[closest]->RagDoll(0);
2116 Person::players[closest]->dead = 2;
2117 Person::players[closest]->coords = 20;
2118 Person::players[closest]->skeleton.free = 2;
2126 if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2127 editorenabled = !editorenabled;
2128 if (editorenabled) {
2129 Person::players[0]->damagetolerance = 100000;
2131 Person::players[0]->damagetolerance = 200;
2133 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2134 Person::players[0]->permanentdamage = 0;
2135 Person::players[0]->superpermanentdamage = 0;
2136 Person::players[0]->bloodloss = 0;
2137 Person::players[0]->deathbleeding = 0;
2142 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2144 if (targetlevel > numchallengelevels - 1)
2150 if (editorenabled) {
2151 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2152 int closest = findClosestPlayer();
2154 Person::players.erase(Person::players.begin()+closest);
2158 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2159 int closest = findClosestObject();
2161 objects.position[closest].y -= 500;
2164 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2165 if (objects.numobjects < max_objects - 1) {
2167 scenecoords.x = Person::players[0]->coords.x;
2168 scenecoords.z = Person::players[0]->coords.z;
2169 scenecoords.y = Person::players[0]->coords.y - 3;
2170 if (editortype == bushtype)
2171 scenecoords.y = Person::players[0]->coords.y - .5;
2172 if (editortype == firetype)
2173 scenecoords.y = Person::players[0]->coords.y - .5;
2174 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2175 float temprotat, temprotat2;
2176 temprotat = editoryaw;
2177 temprotat2 = editorpitch;
2178 if (temprotat < 0 || editortype == bushtype)
2179 temprotat = Random() % 360;
2181 temprotat2 = Random() % 360;
2183 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2184 if (editortype == treetrunktype)
2185 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2189 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2190 Person::players.push_back(shared_ptr<Person>(new Person()));
2192 Person::players.back()->id = Person::players.size()-1;
2194 Person::players.back()->scale = Person::players[0]->scale;
2195 Person::players.back()->creature = rabbittype;
2196 Person::players.back()->howactive = editoractive;
2198 int k = abs(Random() % 2) + 1;
2200 Person::players.back()->whichskin = 0;
2201 } else if (k == 1) {
2202 Person::players.back()->whichskin = 1;
2204 Person::players.back()->whichskin = 2;
2207 Person::players.back()->skeletonLoad(true);
2209 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2210 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2212 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2213 Person::players.back()->yaw = Person::players[0]->yaw;
2215 Person::players.back()->coords = Person::players[0]->coords;
2216 Person::players.back()->oldcoords = Person::players.back()->coords;
2217 Person::players.back()->realoldcoords = Person::players.back()->coords;
2219 if (Person::players[0]->creature == wolftype) {
2220 headprop = Person::players[0]->proportionhead.x / 1.1;
2221 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2222 armprop = Person::players[0]->proportionarms.x / 1.1;
2223 legprop = Person::players[0]->proportionlegs.x / 1.1;
2226 if (Person::players[0]->creature == rabbittype) {
2227 headprop = Person::players[0]->proportionhead.x / 1.2;
2228 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2229 armprop = Person::players[0]->proportionarms.x / 1.00;
2230 legprop = Person::players[0]->proportionlegs.x / 1.1;
2233 if (Person::players.back()->creature == wolftype) {
2234 Person::players.back()->proportionhead = 1.1 * headprop;
2235 Person::players.back()->proportionbody = 1.1 * bodyprop;
2236 Person::players.back()->proportionarms = 1.1 * armprop;
2237 Person::players.back()->proportionlegs = 1.1 * legprop;
2240 if (Person::players.back()->creature == rabbittype) {
2241 Person::players.back()->proportionhead = 1.2 * headprop;
2242 Person::players.back()->proportionbody = 1.05 * bodyprop;
2243 Person::players.back()->proportionarms = 1.00 * armprop;
2244 Person::players.back()->proportionlegs = 1.1 * legprop;
2245 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2249 Person::players.back()->proportionhead.z = 0;
2250 Person::players.back()->proportionbody.z = 0;
2251 Person::players.back()->proportionarms.z = 0;
2252 Person::players.back()->proportionlegs.z = 0;
2255 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2257 Person::players.back()->damagetolerance = 200;
2259 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2260 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2261 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2262 Person::players.back()->armorhead = Person::players[0]->armorhead;
2263 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2264 Person::players.back()->armorlow = Person::players[0]->armorlow;
2265 Person::players.back()->metalhead = Person::players[0]->metalhead;
2266 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2267 Person::players.back()->metallow = Person::players[0]->metallow;
2269 Person::players.back()->immobile = Person::players[0]->immobile;
2271 Person::players.back()->numclothes = Person::players[0]->numclothes;
2272 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2273 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2274 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2275 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2276 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2278 Person::players.back()->addClothes();
2280 Person::players.back()->power = Person::players[0]->power;
2281 Person::players.back()->speedmult = Person::players[0]->speedmult;
2283 Person::players.back()->loaded = true;
2286 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2287 if (Person::players.back()->numwaypoints < 90) {
2288 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2289 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2290 Person::players.back()->numwaypoints++;
2294 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2295 if (numpathpoints < 30) {
2296 bool connected, alreadyconnected;
2298 if (numpathpoints > 1)
2299 for (int i = 0; i < numpathpoints; i++) {
2300 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2301 alreadyconnected = 0;
2302 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2303 if (pathpointconnect[pathpointselected][j] == i)
2304 alreadyconnected = 1;
2306 if (!alreadyconnected) {
2307 numpathpointconnect[pathpointselected]++;
2309 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2315 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2316 numpathpointconnect[numpathpoints - 1] = 0;
2317 if (numpathpoints > 1 && pathpointselected != -1) {
2318 numpathpointconnect[pathpointselected]++;
2319 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2321 pathpointselected = numpathpoints - 1;
2326 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2327 pathpointselected++;
2328 if (pathpointselected >= numpathpoints)
2329 pathpointselected = -1;
2331 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2332 pathpointselected--;
2333 if (pathpointselected <= -2)
2334 pathpointselected = numpathpoints - 1;
2336 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2337 if (pathpointselected != -1) {
2339 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2340 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2341 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2342 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2344 for (int i = 0; i < numpathpoints; i++) {
2345 for (int j = 0; j < numpathpointconnect[i]; j++) {
2346 if (pathpointconnect[i][j] == pathpointselected) {
2347 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2348 numpathpointconnect[i]--;
2350 if (pathpointconnect[i][j] == numpathpoints) {
2351 pathpointconnect[i][j] = pathpointselected;
2355 pathpointselected = numpathpoints - 1;
2359 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2361 if (editortype == treeleavestype || editortype == 10)
2364 editortype = firetype;
2367 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2369 if (editortype == treeleavestype || editortype == 10)
2371 if (editortype > firetype)
2375 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2376 editoryaw -= multiplier * 100;
2377 if (editoryaw < -.01)
2381 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2382 editoryaw += multiplier * 100;
2385 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2386 editorsize += multiplier;
2389 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2390 editorsize -= multiplier;
2391 if (editorsize < .1)
2396 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2397 mapradius -= multiplier * 10;
2400 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2401 mapradius += multiplier * 10;
2403 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2404 editorpitch += multiplier * 100;
2407 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2408 editorpitch -= multiplier * 100;
2409 if (editorpitch < -.01)
2412 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2413 int closest = findClosestObject();
2415 objects.DeleteObject(closest);
2420 void doJumpReversals()
2422 for (unsigned k = 0; k < Person::players.size(); k++)
2423 for (unsigned i = k; i < Person::players.size(); i++) {
2426 if ( Person::players[k]->skeleton.free == 0 &&
2427 Person::players[i]->skeleton.oldfree == 0 &&
2428 (Person::players[i]->animTarget == jumpupanim ||
2429 Person::players[k]->animTarget == jumpupanim) &&
2430 (Person::players[i]->aitype == playercontrolled ||
2431 Person::players[k]->aitype == playercontrolled) &&
2432 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2433 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2434 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2435 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2436 //TODO: refactor two huge similar ifs
2437 if (Person::players[i]->animTarget == jumpupanim &&
2438 Person::players[k]->animTarget != getupfrombackanim &&
2439 Person::players[k]->animTarget != getupfromfrontanim &&
2440 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2441 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2442 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2443 Person::players[k]->aitype != playercontrolled)) {
2444 Person::players[i]->victim = Person::players[k];
2445 Person::players[i]->velocity = 0;
2446 Person::players[i]->animCurrent = jumpreversedanim;
2447 Person::players[i]->animTarget = jumpreversedanim;
2448 Person::players[i]->frameCurrent = 0;
2449 Person::players[i]->frameTarget = 1;
2450 Person::players[i]->targettilt2 = 0;
2451 Person::players[k]->victim = Person::players[i];
2452 Person::players[k]->velocity = 0;
2453 Person::players[k]->animCurrent = jumpreversalanim;
2454 Person::players[k]->animTarget = jumpreversalanim;
2455 Person::players[k]->frameCurrent = 0;
2456 Person::players[k]->frameTarget = 1;
2457 Person::players[k]->targettilt2 = 0;
2458 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2459 Person::players[i]->animCurrent = rabbitkickreversedanim;
2460 Person::players[i]->animTarget = rabbitkickreversedanim;
2461 Person::players[i]->frameCurrent = 1;
2462 Person::players[i]->frameTarget = 2;
2463 Person::players[k]->animCurrent = rabbitkickreversalanim;
2464 Person::players[k]->animTarget = rabbitkickreversalanim;
2465 Person::players[k]->frameCurrent = 1;
2466 Person::players[k]->frameTarget = 2;
2468 Person::players[i]->target = 0;
2469 Person::players[k]->oldcoords = Person::players[k]->coords;
2470 Person::players[i]->coords = Person::players[k]->coords;
2471 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2472 Person::players[k]->yaw = Person::players[i]->targetyaw;
2473 if (Person::players[k]->aitype == attacktypecutoff)
2474 Person::players[k]->stunned = .5;
2476 if (Person::players[k]->animTarget == jumpupanim &&
2477 Person::players[i]->animTarget != getupfrombackanim &&
2478 Person::players[i]->animTarget != getupfromfrontanim &&
2479 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2480 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2481 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2482 Person::players[i]->aitype != playercontrolled)) {
2483 Person::players[k]->victim = Person::players[i];
2484 Person::players[k]->velocity = 0;
2485 Person::players[k]->animCurrent = jumpreversedanim;
2486 Person::players[k]->animTarget = jumpreversedanim;
2487 Person::players[k]->frameCurrent = 0;
2488 Person::players[k]->frameTarget = 1;
2489 Person::players[k]->targettilt2 = 0;
2490 Person::players[i]->victim = Person::players[k];
2491 Person::players[i]->velocity = 0;
2492 Person::players[i]->animCurrent = jumpreversalanim;
2493 Person::players[i]->animTarget = jumpreversalanim;
2494 Person::players[i]->frameCurrent = 0;
2495 Person::players[i]->frameTarget = 1;
2496 Person::players[i]->targettilt2 = 0;
2497 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2498 Person::players[k]->animTarget = rabbitkickreversedanim;
2499 Person::players[k]->animCurrent = rabbitkickreversedanim;
2500 Person::players[i]->animCurrent = rabbitkickreversalanim;
2501 Person::players[i]->animTarget = rabbitkickreversalanim;
2502 Person::players[k]->frameCurrent = 1;
2503 Person::players[k]->frameTarget = 2;
2504 Person::players[i]->frameCurrent = 1;
2505 Person::players[i]->frameTarget = 2;
2507 Person::players[k]->target = 0;
2508 Person::players[i]->oldcoords = Person::players[i]->coords;
2509 Person::players[k]->coords = Person::players[i]->coords;
2510 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2511 Person::players[i]->yaw = Person::players[k]->targetyaw;
2512 if (Person::players[i]->aitype == attacktypecutoff)
2513 Person::players[i]->stunned = .5;
2520 void doAerialAcrobatics()
2522 static XYZ facing, flatfacing;
2523 for (unsigned k = 0; k < Person::players.size(); k++) {
2524 Person::players[k]->turnspeed = 500;
2526 if ((Person::players[k]->isRun() &&
2527 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2528 Person::players[k]->targetyaw != wolfrunninganim) ||
2529 Person::players[k]->frameTarget == 4)) ||
2530 Person::players[k]->animTarget == removeknifeanim ||
2531 Person::players[k]->animTarget == crouchremoveknifeanim ||
2532 Person::players[k]->animTarget == flipanim ||
2533 Person::players[k]->animTarget == fightsidestep ||
2534 Person::players[k]->animTarget == walkanim) {
2535 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2539 if (Person::players[k]->isStop() ||
2540 Person::players[k]->isLanding() ||
2541 Person::players[k]->animTarget == staggerbackhighanim ||
2542 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2543 Person::players[k]->animTarget == staggerbackhardanim ||
2544 Person::players[k]->animTarget == backhandspringanim ||
2545 Person::players[k]->animTarget == dodgebackanim ||
2546 Person::players[k]->animTarget == rollanim ||
2547 (Animation::animations[Person::players[k]->animTarget].attack &&
2548 Person::players[k]->animTarget != rabbitkickanim &&
2549 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2550 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2551 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2554 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2555 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2558 Person::players[k]->DoStuff();
2559 if (Person::players[k]->immobile && k != 0)
2560 Person::players[k]->coords = Person::players[k]->realoldcoords;
2562 //if player's position has changed (?)
2563 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2564 !Person::players[k]->skeleton.free &&
2565 Person::players[k]->animTarget != climbanim &&
2566 Person::players[k]->animTarget != hanganim) {
2567 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2569 bool tempcollide = 0;
2571 if (Person::players[k]->collide < -.3)
2572 Person::players[k]->collide = -.3;
2573 if (Person::players[k]->collide > 1)
2574 Person::players[k]->collide = 1;
2575 Person::players[k]->collide -= multiplier * 30;
2578 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2580 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2581 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2582 if (objects.type[i] != rocktype ||
2583 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2584 objects.position[i].y > Person::players[k]->coords.y) {
2585 lowpoint = Person::players[k]->coords;
2586 if (Person::players[k]->animTarget != jumpupanim &&
2587 Person::players[k]->animTarget != jumpdownanim &&
2588 !Person::players[k]->isFlip())
2592 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2593 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2594 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2595 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2596 flatfacing = lowpoint - Person::players[k]->coords;
2597 Person::players[k]->coords = lowpoint;
2598 Person::players[k]->coords.y -= 1.3;
2599 Person::players[k]->collide = 1;
2602 //TODO: refactor four similar blocks
2603 if (Person::players[k]->aitype == playercontrolled &&
2604 (Person::players[k]->animTarget == jumpupanim ||
2605 Person::players[k]->animTarget == jumpdownanim ||
2606 Person::players[k]->isFlip()) &&
2607 !Person::players[k]->jumptogglekeydown &&
2608 Person::players[k]->jumpkeydown) {
2609 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2610 XYZ tempcoords1 = lowpoint;
2611 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2612 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2613 Person::players[k]->setAnimation(walljumpleftanim);
2614 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2616 pause_sound(whooshsound);
2618 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2619 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2620 if (lowpointtarget.z < 0)
2621 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2622 Person::players[k]->targetyaw = Person::players[k]->yaw;
2623 Person::players[k]->lowyaw = Person::players[k]->yaw;
2627 lowpoint = tempcoords1;
2628 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2629 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2630 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2631 Person::players[k]->setAnimation(walljumprightanim);
2632 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2634 pause_sound(whooshsound);
2636 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2637 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2638 if (lowpointtarget.z < 0)
2639 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2640 Person::players[k]->targetyaw = Person::players[k]->yaw;
2641 Person::players[k]->lowyaw = Person::players[k]->yaw;
2645 lowpoint = tempcoords1;
2646 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2647 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2648 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2649 Person::players[k]->setAnimation(walljumpbackanim);
2650 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2652 pause_sound(whooshsound);
2654 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2655 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2656 if (lowpointtarget.z < 0)
2657 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2658 Person::players[k]->targetyaw = Person::players[k]->yaw;
2659 Person::players[k]->lowyaw = Person::players[k]->yaw;
2663 lowpoint = tempcoords1;
2664 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2665 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2666 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2667 Person::players[k]->setAnimation(walljumpfrontanim);
2668 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2670 pause_sound(whooshsound);
2672 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2673 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2674 if (lowpointtarget.z < 0)
2675 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2676 Person::players[k]->yaw += 180;
2677 Person::players[k]->targetyaw = Person::players[k]->yaw;
2678 Person::players[k]->lowyaw = Person::players[k]->yaw;
2687 } else if (objects.type[i] == rocktype) {
2688 lowpoint2 = Person::players[k]->coords;
2689 lowpoint = Person::players[k]->coords;
2691 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2692 Person::players[k]->coords = colpoint;
2693 Person::players[k]->collide = 1;
2696 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2697 //flipped into a rock
2698 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2699 Person::players[k]->RagDoll(0);
2701 if (Person::players[k]->animTarget == jumpupanim) {
2702 Person::players[k]->jumppower = -4;
2703 Person::players[k]->animTarget = Person::players[k]->getIdle();
2705 Person::players[k]->target = 0;
2706 Person::players[k]->frameTarget = 0;
2707 Person::players[k]->onterrain = 1;
2709 if (Person::players[k]->id == 0) {
2710 pause_sound(whooshsound);
2711 OPENAL_SetVolume(channels[whooshsound], 0);
2715 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2716 if (Person::players[k]->isFlip())
2717 Person::players[k]->jumppower = -4;
2718 Person::players[k]->animTarget = Person::players[k]->getLanding();
2719 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2721 addEnvSound(Person::players[k]->coords);
2730 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2731 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2732 lowpoint = Person::players[k]->coords;
2734 if (objects.type[i] != rocktype)
2735 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2736 if (Person::players[k]->animTarget != jumpupanim &&
2737 Person::players[k]->animTarget != jumpdownanim &&
2738 Person::players[k]->onterrain)
2739 Person::players[k]->avoidcollided = 1;
2740 Person::players[k]->coords = lowpoint;
2741 Person::players[k]->coords.y -= 1.35;
2742 Person::players[k]->collide = 1;
2744 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2745 (Person::players[k]->animCurrent != climbanim &&
2746 Person::players[k]->animCurrent != hanganim &&
2747 !Person::players[k]->isWallJump() ||
2748 Person::players[k]->animTarget == jumpupanim ||
2749 Person::players[k]->animTarget == jumpdownanim)) {
2750 lowpoint = Person::players[k]->coords;
2751 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2752 lowpoint = Person::players[k]->coords;
2756 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2757 lowpointtarget = lowpoint + facing * 1.4;
2758 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2759 if (whichhit != -1) {
2760 lowpoint = Person::players[k]->coords;
2762 lowpointtarget = lowpoint + facing * 1.4;
2763 lowpoint2 = lowpoint;
2764 lowpointtarget2 = lowpointtarget;
2765 lowpoint3 = lowpoint;
2766 lowpointtarget3 = lowpointtarget;
2767 lowpoint4 = lowpoint;
2768 lowpointtarget4 = lowpointtarget;
2769 lowpoint5 = lowpoint;
2770 lowpointtarget5 = lowpointtarget;
2771 lowpoint6 = lowpoint;
2772 lowpointtarget6 = lowpointtarget;
2773 lowpoint7 = lowpoint;
2774 lowpointtarget7 = lowpoint;
2776 lowpointtarget2.x += .1;
2778 lowpointtarget3.z += .1;
2780 lowpointtarget4.x -= .1;
2782 lowpointtarget5.z -= .1;
2783 lowpoint6.y += 45 / 13;
2784 lowpointtarget6.y += 45 / 13;
2785 lowpointtarget6 += facing * .6;
2786 lowpointtarget7.y += 90 / 13;
2787 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2788 if (objects.friction[i] > .5)
2789 if (whichhit != -1) {
2790 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2791 Person::players[k]->collided = 1;
2792 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2793 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2794 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2795 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2796 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2797 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2798 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2799 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2800 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2801 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2802 for (int j = 0; j < 45; j++) {
2803 lowpoint = Person::players[k]->coords;
2804 lowpoint.y += (float)j / 13;
2805 lowpointtarget = lowpoint + facing * 1.4;
2806 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2807 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2808 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2810 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2811 lowpoint = Person::players[k]->coords;
2812 lowpoint.y += (float)j / 13;
2813 lowpointtarget = lowpoint + facing * 1.3;
2814 flatfacing = Person::players[k]->coords;
2815 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2816 Person::players[k]->coords.y = lowpointtarget.y - .07;
2817 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2819 if (j > 10 || !Person::players[k]->isRun()) {
2820 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2822 pause_sound(whooshsound);
2824 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2826 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2827 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2828 if (lowpointtarget.z < 0)
2829 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2830 Person::players[k]->targetyaw = Person::players[k]->yaw;
2831 Person::players[k]->lowyaw = Person::players[k]->yaw;
2833 //Person::players[k]->velocity=lowpointtarget*.03;
2834 Person::players[k]->velocity = 0;
2837 if (Person::players[k]->animTarget == jumpupanim) {
2838 Person::players[k]->animTarget = climbanim;
2839 Person::players[k]->jumppower = 0;
2840 Person::players[k]->jumpclimb = 1;
2842 Person::players[k]->transspeed = 6;
2843 Person::players[k]->target = 0;
2844 Person::players[k]->frameTarget = 1;
2847 Person::players[k]->setAnimation(hanganim);
2848 Person::players[k]->jumppower = 0;
2860 if (Person::players[k]->collide <= 0) {
2862 if (!Person::players[k]->onterrain &&
2863 Person::players[k]->animTarget != jumpupanim &&
2864 Person::players[k]->animTarget != jumpdownanim &&
2865 Person::players[k]->animTarget != climbanim &&
2866 Person::players[k]->animTarget != hanganim &&
2867 !Person::players[k]->isWallJump() &&
2868 !Person::players[k]->isFlip()) {
2869 if (Person::players[k]->animCurrent != climbanim &&
2870 Person::players[k]->animCurrent != tempanim &&
2871 Person::players[k]->animTarget != backhandspringanim &&
2872 (Person::players[k]->animTarget != rollanim ||
2873 Person::players[k]->frameTarget < 2 ||
2874 Person::players[k]->frameTarget > 6)) {
2875 //stagger off ledge (?)
2876 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2877 Person::players[k]->RagDoll(0);
2878 Person::players[k]->setAnimation(jumpdownanim);
2881 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2884 Person::players[k]->velocity.y += gravity;
2888 Person::players[k]->realoldcoords = Person::players[k]->coords;
2894 static int randattack;
2895 static bool playerrealattackkeydown = 0;
2897 if (!Input::isKeyDown(attackkey))
2900 Person::players[0]->attackkeydown = 0;
2902 playerrealattackkeydown = 0;
2904 playerrealattackkeydown = Input::isKeyDown(attackkey);
2905 if ((Person::players[0]->parriedrecently <= 0 ||
2906 Person::players[0]->weaponactive == -1) &&
2909 Person::players[0]->lastattack != swordslashanim &&
2910 Person::players[0]->lastattack != knifeslashstartanim &&
2911 Person::players[0]->lastattack != staffhitanim &&
2912 Person::players[0]->lastattack != staffspinhitanim)))
2913 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2914 if (Input::isKeyDown(attackkey) &&
2916 !Person::players[0]->backkeydown) {
2917 for (unsigned k = 0; k < Person::players.size(); k++) {
2918 if ((Person::players[k]->animTarget == swordslashanim ||
2919 Person::players[k]->animTarget == staffhitanim ||
2920 Person::players[k]->animTarget == staffspinhitanim) &&
2921 Person::players[0]->animCurrent != dodgebackanim &&
2922 !Person::players[k]->skeleton.free)
2923 Person::players[k]->Reverse();
2927 if (!hostile || Dialog::inDialog())
2928 Person::players[0]->attackkeydown = 0;
2930 for (unsigned k = 0; k < Person::players.size(); k++) {
2931 if (Dialog::inDialog())
2932 Person::players[k]->attackkeydown = 0;
2933 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2934 if (Person::players[k]->aitype != playercontrolled)
2935 Person::players[k]->victim = Person::players[0];
2936 //attack key pressed
2937 if (Person::players[k]->attackkeydown) {
2939 if (Person::players[k]->backkeydown &&
2940 Person::players[k]->animTarget != backhandspringanim &&
2941 (Person::players[k]->isIdle() ||
2942 Person::players[k]->isStop() ||
2943 Person::players[k]->isRun() ||
2944 Person::players[k]->animTarget == walkanim)) {
2945 if (Person::players[k]->jumppower <= 1) {
2946 Person::players[k]->jumppower -= 2;
2948 for (unsigned i = 0; i < Person::players.size(); i++) {
2951 if (Person::players[i]->animTarget == swordslashanim ||
2952 Person::players[i]->animTarget == knifeslashstartanim ||
2953 Person::players[i]->animTarget == staffhitanim ||
2954 Person::players[i]->animTarget == staffspinhitanim)
2955 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2956 Person::players[k]->setAnimation(dodgebackanim);
2957 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2958 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2961 if (Person::players[k]->animTarget != dodgebackanim) {
2964 Person::players[k]->setAnimation(backhandspringanim);
2965 Person::players[k]->targetyaw = -yaw + 180;
2966 if (Person::players[k]->leftkeydown)
2967 Person::players[k]->targetyaw -= 45;
2968 if (Person::players[k]->rightkeydown)
2969 Person::players[k]->targetyaw += 45;
2970 Person::players[k]->yaw = Person::players[k]->targetyaw;
2971 Person::players[k]->jumppower -= 2;
2976 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2977 !Person::players[k]->backkeydown &&
2978 (Person::players[k]->isIdle() ||
2979 Person::players[k]->isRun() ||
2980 Person::players[k]->animTarget == walkanim ||
2981 Person::players[k]->animTarget == sneakanim ||
2982 Person::players[k]->isCrouch())) {
2983 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2984 //normal attacks (?)
2985 Person::players[k]->hasvictim = 0;
2986 if (Person::players.size() > 1)
2987 for (unsigned i = 0; i < Person::players.size(); i++) {
2988 if (i == k || !(k == 0 || i == 0))
2990 if (!Person::players[k]->hasvictim)
2991 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2993 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2994 if (distance < 4.5 &&
2995 !Person::players[i]->skeleton.free &&
2996 Person::players[i]->howactive < typedead1 &&
2997 Person::players[i]->animTarget != jumpreversedanim &&
2998 Person::players[i]->animTarget != rabbitkickreversedanim &&
2999 Person::players[i]->animTarget != rabbitkickanim &&
3000 Person::players[k]->animTarget != rabbitkickanim &&
3001 Person::players[i]->animTarget != getupfrombackanim &&
3002 (Person::players[i]->animTarget != staggerbackhighanim &&
3003 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
3004 Person::players[i]->animTarget != jumpdownanim &&
3005 Person::players[i]->animTarget != jumpupanim &&
3006 Person::players[i]->animTarget != getupfromfrontanim) {
3007 Person::players[k]->victim = Person::players[i];
3008 Person::players[k]->hasvictim = 1;
3009 if (Person::players[k]->aitype == playercontrolled) { //human player
3011 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3012 Person::players[k]->crouchkeydown &&
3013 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3014 Person::players[k]->animTarget = sweepanim;
3016 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3017 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3018 !Person::players[k]->forwardkeydown &&
3019 !Person::players[k]->leftkeydown &&
3020 !Person::players[k]->rightkeydown &&
3021 !Person::players[k]->crouchkeydown &&
3024 Person::players[k]->animTarget = winduppunchanim;
3026 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3027 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3028 !Person::players[k]->forwardkeydown &&
3029 !Person::players[k]->leftkeydown &&
3030 !Person::players[k]->rightkeydown &&
3031 !Person::players[k]->crouchkeydown &&
3033 Person::players[k]->animTarget = upunchanim;
3035 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3036 Person::players[i]->staggerdelay > 0 &&
3037 attackweapon == knife &&
3038 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3039 Person::players[k]->animTarget = knifefollowanim;
3041 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3042 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3043 !Person::players[k]->forwardkeydown &&
3044 !Person::players[k]->leftkeydown &&
3045 !Person::players[k]->rightkeydown &&
3046 !Person::players[k]->crouchkeydown &&
3047 attackweapon == knife &&
3048 Person::players[k]->weaponmissdelay <= 0)
3049 Person::players[k]->animTarget = knifeslashstartanim;
3051 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3052 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3053 !Person::players[k]->crouchkeydown &&
3054 attackweapon == sword &&
3055 Person::players[k]->weaponmissdelay <= 0)
3056 Person::players[k]->animTarget = swordslashanim;
3058 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3059 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3060 !Person::players[k]->crouchkeydown &&
3061 attackweapon == staff &&
3062 Person::players[k]->weaponmissdelay <= 0 &&
3063 !Person::players[k]->leftkeydown &&
3064 !Person::players[k]->rightkeydown &&
3065 !Person::players[k]->forwardkeydown)
3066 Person::players[k]->animTarget = staffhitanim;
3068 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3069 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3070 !Person::players[k]->crouchkeydown &&
3071 attackweapon == staff &&
3072 Person::players[k]->weaponmissdelay <= 0)
3073 Person::players[k]->animTarget = staffspinhitanim;
3075 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3076 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3077 Person::players[k]->animTarget = spinkickanim;
3079 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3080 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3081 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3082 Person::players[k]->animTarget = lowkickanim;
3083 } else { //AI player
3084 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3085 randattack = abs(Random() % 5);
3086 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3088 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3089 Person::players[k]->animTarget = sweepanim;
3091 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3093 Person::players[k]->animTarget = upunchanim;
3095 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3096 Person::players[k]->animTarget = spinkickanim;
3098 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3099 Person::players[k]->animTarget = lowkickanim;
3103 if ((tutoriallevel != 1 || !attackweapon) &&
3104 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3106 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3107 Person::players[k]->animTarget = sweepanim;
3109 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3110 attackweapon == knife &&
3111 Person::players[k]->weaponmissdelay <= 0)
3112 Person::players[k]->animTarget = knifeslashstartanim;
3114 else if (!(Person::players[0]->victim == Person::players[i] &&
3115 Person::players[0]->hasvictim &&
3116 Person::players[0]->animTarget == swordslashanim) &&
3117 attackweapon == sword &&
3118 Person::players[k]->weaponmissdelay <= 0)
3119 Person::players[k]->animTarget = swordslashanim;
3121 else if (!(Person::players[0]->victim == Person::players[i] &&
3122 Person::players[0]->hasvictim &&
3123 Person::players[0]->animTarget == swordslashanim) &&
3124 attackweapon == staff &&
3125 Person::players[k]->weaponmissdelay <= 0 &&
3127 Person::players[k]->animTarget = staffhitanim;
3129 else if (!(Person::players[0]->victim == Person::players[i] &&
3130 Person::players[0]->hasvictim &&
3131 Person::players[0]->animTarget == swordslashanim) &&
3132 attackweapon == staff &&
3133 Person::players[k]->weaponmissdelay <= 0 &&
3135 Person::players[k]->animTarget = staffspinhitanim;
3137 else if ((tutoriallevel != 1 || !attackweapon) &&
3138 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3140 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3141 Person::players[k]->animTarget = spinkickanim;
3143 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3144 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3145 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3146 Person::players[k]->animTarget = lowkickanim;
3150 //upunch becomes wolfslap
3151 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3152 Person::players[k]->animTarget = wolfslapanim;
3155 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3156 Person::players[i]->howactive < typedead1 &&
3157 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3158 !Person::players[i]->skeleton.free &&
3159 Person::players[i]->animTarget != getupfrombackanim &&
3160 Person::players[i]->animTarget != getupfromfrontanim &&
3161 (Person::players[i]->surprised > 0 ||
3162 Person::players[i]->aitype == passivetype ||
3163 attackweapon && Person::players[i]->stunned > 0) &&
3164 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3166 if (!attackweapon) {
3167 Person::players[k]->animCurrent = sneakattackanim;
3168 Person::players[k]->animTarget = sneakattackanim;
3169 Person::players[i]->animCurrent = sneakattackedanim;
3170 Person::players[i]->animTarget = sneakattackedanim;
3171 Person::players[k]->oldcoords = Person::players[k]->coords;
3172 Person::players[k]->coords = Person::players[i]->coords;
3175 if (attackweapon == knife) {
3176 Person::players[k]->animCurrent = knifesneakattackanim;
3177 Person::players[k]->animTarget = knifesneakattackanim;
3178 Person::players[i]->animCurrent = knifesneakattackedanim;
3179 Person::players[i]->animTarget = knifesneakattackedanim;
3180 Person::players[i]->oldcoords = Person::players[i]->coords;
3181 Person::players[i]->coords = Person::players[k]->coords;
3184 if (attackweapon == sword) {
3185 Person::players[k]->animCurrent = swordsneakattackanim;
3186 Person::players[k]->animTarget = swordsneakattackanim;
3187 Person::players[i]->animCurrent = swordsneakattackedanim;
3188 Person::players[i]->animTarget = swordsneakattackedanim;
3189 Person::players[i]->oldcoords = Person::players[i]->coords;
3190 Person::players[i]->coords = Person::players[k]->coords;
3192 if (attackweapon != staff) {
3193 Person::players[k]->victim = Person::players[i];
3194 Person::players[k]->hasvictim = 1;
3195 Person::players[i]->targettilt2 = 0;
3196 Person::players[i]->frameTarget = 1;
3197 Person::players[i]->frameCurrent = 0;
3198 Person::players[i]->target = 0;
3199 Person::players[i]->velocity = 0;
3200 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3201 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3202 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3203 Person::players[k]->target = Person::players[i]->target;
3204 Person::players[k]->velocity = 0;
3205 Person::players[k]->targetyaw = Person::players[i]->yaw;
3206 Person::players[k]->yaw = Person::players[i]->yaw;
3207 Person::players[i]->targetyaw = Person::players[i]->yaw;
3210 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3211 Person::players[k]->victim == Person::players[i] &&
3212 (!Person::players[i]->skeleton.free)) {
3214 Person::players[k]->frameTarget = 0;
3215 Person::players[k]->target = 0;
3217 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3218 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3219 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3220 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3221 Person::players[k]->lastattack = Person::players[k]->animTarget;
3223 if (Person::players[k]->animTarget == knifefollowanim &&
3224 Person::players[k]->victim == Person::players[i]) {
3226 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3227 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3228 Person::players[k]->victim = Person::players[i];
3229 Person::players[k]->hasvictim = 1;
3230 Person::players[i]->animTarget = knifefollowedanim;
3231 Person::players[i]->animCurrent = knifefollowedanim;
3232 Person::players[i]->targettilt2 = 0;
3233 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3234 Person::players[i]->frameTarget = 1;
3235 Person::players[i]->frameCurrent = 0;
3236 Person::players[i]->target = 0;
3237 Person::players[i]->velocity = 0;
3238 Person::players[k]->animCurrent = knifefollowanim;
3239 Person::players[k]->animTarget = knifefollowanim;
3240 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3241 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3242 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3243 Person::players[k]->target = Person::players[i]->target;
3244 Person::players[k]->velocity = 0;
3245 Person::players[k]->oldcoords = Person::players[k]->coords;
3246 Person::players[i]->coords = Person::players[k]->coords;
3247 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3248 Person::players[i]->yaw = Person::players[k]->targetyaw;
3249 Person::players[k]->yaw = Person::players[k]->targetyaw;
3250 Person::players[i]->yaw = Person::players[k]->targetyaw;
3254 const bool hasstaff = attackweapon == staff;
3255 if (k == 0 && Person::players.size() > 1)
3256 for (unsigned i = 0; i < Person::players.size(); i++) {
3259 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3260 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3261 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3262 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3263 if (Person::players[i]->skeleton.free)
3264 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3265 (Person::players[i]->dead ||
3266 Person::players[i]->skeleton.longdead > 1000 ||
3267 Person::players[k]->isRun() ||
3270 (Person::players[i]->skeleton.longdead > 2000 ||
3271 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3272 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3273 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3274 Person::players[k]->victim = Person::players[i];
3275 Person::players[k]->hasvictim = 1;
3276 if (attackweapon && tutoriallevel != 1) {
3278 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3279 Person::players[k]->animTarget = crouchstabanim;
3281 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3282 Person::players[k]->animTarget = swordgroundstabanim;
3284 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3285 Person::players[k]->animTarget = staffgroundsmashanim;
3287 if (distance < 2.5 &&
3288 Person::players[k]->crouchkeydown &&
3289 Person::players[k]->animTarget != crouchstabanim &&
3291 Person::players[i]->dead &&
3292 Person::players[i]->skeleton.free &&
3293 Person::players[i]->skeleton.longdead > 1000) {
3294 Person::players[k]->animTarget = killanim;
3295 //TODO: refactor this out, what does it do?
3296 for (int j = 0; j < terrain.numdecals; j++) {
3297 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3298 terrain.decalalivetime[j] < 2)
3299 terrain.DeleteDecal(j);
3301 for (int l = 0; l < objects.numobjects; l++) {
3302 if (objects.model[l].type == decalstype)
3303 for (int j = 0; j < objects.model[l].numdecals; j++) {
3304 if ((objects.model[l].decaltype[j] == blooddecal ||
3305 objects.model[l].decaltype[j] == blooddecalslow) &&
3306 objects.model[l].decalalivetime[j] < 2)
3307 objects.model[l].DeleteDecal(j);
3311 if (!Person::players[i]->dead || musictype != 2)
3312 if (distance < 3.5 &&
3313 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3314 Person::players[k]->staggerdelay <= 0 &&
3315 (Person::players[i]->dead ||
3316 Person::players[i]->skeleton.longdead < 300 &&
3317 Person::players[k]->lastattack != spinkickanim &&
3318 Person::players[i]->skeleton.free) &&
3319 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3320 Person::players[k]->animTarget = dropkickanim;
3321 for (int j = 0; j < terrain.numdecals; j++) {
3322 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3323 terrain.decalalivetime[j] < 2) {
3324 terrain.DeleteDecal(j);
3327 for (int l = 0; l < objects.numobjects; l++) {
3328 if (objects.model[l].type == decalstype)
3329 for (int j = 0; j < objects.model[l].numdecals; j++) {
3330 if ((objects.model[l].decaltype[j] == blooddecal ||
3331 objects.model[l].decaltype[j] == blooddecalslow) &&
3332 objects.model[l].decalalivetime[j] < 2) {
3333 objects.model[l].DeleteDecal(j);
3339 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3340 Person::players[k]->victim == Person::players[i] &&
3341 (!Person::players[i]->skeleton.free ||
3342 Person::players[k]->animTarget == killanim ||
3343 Person::players[k]->animTarget == crouchstabanim ||
3344 Person::players[k]->animTarget == swordgroundstabanim ||
3345 Person::players[k]->animTarget == staffgroundsmashanim ||
3346 Person::players[k]->animTarget == dropkickanim)) {
3348 Person::players[k]->frameTarget = 0;
3349 Person::players[k]->target = 0;
3351 XYZ targetpoint = Person::players[i]->coords;
3352 if (Person::players[k]->animTarget == crouchstabanim ||
3353 Person::players[k]->animTarget == swordgroundstabanim ||
3354 Person::players[k]->animTarget == staffgroundsmashanim) {
3355 targetpoint += (Person::players[i]->jointPos(abdomen) +
3356 Person::players[i]->jointPos(neck)) / 2 *
3357 Person::players[i]->scale;
3359 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3360 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3362 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3363 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3366 if (Person::players[k]->animTarget == staffgroundsmashanim)
3367 Person::players[k]->targettilt2 += 10;
3369 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3370 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3371 Person::players[k]->lastattack = Person::players[k]->animTarget;
3373 if (Person::players[k]->animTarget == swordgroundstabanim) {
3374 Person::players[k]->targetyaw += 30;
3379 if (!Person::players[k]->hasvictim) {
3381 for (unsigned i = 0; i < Person::players.size(); i++) {
3382 if (i == k || !(i == 0 || k == 0))
3384 if (!Person::players[i]->skeleton.free) {
3385 if (Person::players[k]->hasvictim) {
3386 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3387 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3388 Person::players[k]->victim = Person::players[i];
3390 Person::players[k]->victim = Person::players[i];
3391 Person::players[k]->hasvictim = 1;
3396 if (Person::players[k]->aitype == playercontrolled)
3398 if (Person::players[k]->attackkeydown &&
3399 Person::players[k]->isRun() &&
3400 Person::players[k]->wasRun() &&
3401 ((Person::players[k]->hasvictim &&
3402 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3403 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3404 !Person::players[k]->victim->skeleton.free &&
3405 Person::players[k]->victim->animTarget != getupfrombackanim &&
3406 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3407 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3408 Person::players[k]->aitype != playercontrolled && //wat???
3409 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3410 Person::players[k]->rabbitkickenabled) ||
3411 Person::players[k]->jumpkeydown)) {
3413 Person::players[k]->setAnimation(rabbitkickanim);
3416 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3418 switch (attackweapon) {
3439 void doPlayerCollisions()
3441 static XYZ rotatetarget;
3442 static float collisionradius;
3443 if (Person::players.size() > 1)
3444 for (unsigned k = 0; k < Person::players.size(); k++)
3445 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3446 //neither player is part of a reversal
3447 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3448 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3449 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3450 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3451 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3452 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3453 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3454 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3455 //neither is sleeping
3456 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3457 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3458 //in same patch, neither is climbing
3459 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3460 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3461 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3462 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3463 Person::players[i]->animTarget != climbanim &&
3464 Person::players[i]->animTarget != hanganim &&
3465 Person::players[k]->animTarget != climbanim &&
3466 Person::players[k]->animTarget != hanganim)
3467 //players are close (bounding box test)
3468 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3469 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3470 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3471 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3472 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3473 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3474 //spread fire from player to player
3475 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3476 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3477 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3478 if (!Person::players[i]->onfire)
3479 Person::players[i]->CatchFire();
3480 if (!Person::players[k]->onfire)
3481 Person::players[k]->CatchFire();
3485 XYZ tempcoords1 = Person::players[i]->coords;
3486 XYZ tempcoords2 = Person::players[k]->coords;
3487 if (!Person::players[i]->skeleton.oldfree)
3488 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3489 if (!Person::players[k]->skeleton.oldfree)
3490 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3491 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3492 if (Person::players[0]->hasvictim)
3493 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3494 collisionradius = 3;
3495 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3496 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3497 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3498 //jump down on a dead body
3499 if (k == 0 || i == 0) {
3501 if (Person::players[0]->animTarget == jumpdownanim &&
3502 !Person::players[0]->skeleton.oldfree &&
3503 !Person::players[0]->skeleton.free &&
3504 Person::players[l]->skeleton.oldfree &&
3505 Person::players[l]->skeleton.free &&
3506 Person::players[l]->dead &&
3507 Person::players[0]->lastcollide <= 0 &&
3508 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3509 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3510 Person::players[0]->coords.y = Person::players[l]->coords.y;
3511 Person::players[l]->velocity = Person::players[0]->velocity;
3512 Person::players[l]->skeleton.free = 0;
3513 Person::players[l]->yaw = 0;
3514 Person::players[l]->RagDoll(0);
3515 Person::players[l]->DoDamage(20);
3517 Person::players[l]->skeleton.longdead = 0;
3518 Person::players[0]->lastcollide = 1;
3522 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3523 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3524 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3525 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3526 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3527 Person::players[i]->skeleton.free) &&
3528 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3529 Person::players[k]->skeleton.free))
3530 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3531 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3532 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3534 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3535 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3536 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3537 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3538 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3540 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3541 (k != 0 || Person::players[k]->skeleton.free) ||
3542 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3543 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3544 if (tutoriallevel != 1) {
3545 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3548 Person::players[i]->RagDoll(0);
3549 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3550 award_bonus(0, aimbonus);
3552 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3553 Person::players[k]->RagDoll(0);
3554 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3555 award_bonus(0, aimbonus); // Huh, again?
3557 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3559 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3560 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3562 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3563 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3568 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3569 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3570 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3571 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3573 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3574 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3575 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3576 Normalise(&rotatetarget);
3577 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3578 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3579 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3580 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3581 if (Person::players[k]->howactive == typeactive || hostile)
3582 if (Person::players[k]->isIdle()) {
3583 if (Person::players[k]->howactive < typesleeping)
3584 Person::players[k]->setAnimation(Person::players[k]->getStop());
3585 else if (Person::players[k]->howactive == typesleeping)
3586 Person::players[k]->setAnimation(getupfromfrontanim);
3588 Person::players[k]->howactive = typeactive;
3590 if (Person::players[i]->howactive == typeactive || hostile)
3591 if (Person::players[i]->isIdle()) {
3592 if (Person::players[i]->howactive < typesleeping)
3593 Person::players[i]->setAnimation(Person::players[k]->getStop());
3595 Person::players[i]->setAnimation(getupfromfrontanim);
3597 Person::players[i]->howactive = typeactive;
3600 //jump down on player
3602 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3603 !Person::players[i]->isCrouch() &&
3604 Person::players[i]->animTarget != rollanim &&
3605 !Person::players[k]->skeleton.oldfree && !
3606 Person::players[k]->skeleton.free &&
3607 Person::players[k]->lastcollide <= 0 &&
3608 Person::players[k]->velocity.y < -10) {
3609 Person::players[i]->velocity = Person::players[k]->velocity;
3610 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3611 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3612 Person::players[i]->DoDamage(20);
3613 Person::players[i]->RagDoll(0);
3614 Person::players[k]->lastcollide = 1;
3615 award_bonus(k, AboveBonus);
3617 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3618 !Person::players[k]->isCrouch() &&
3619 Person::players[k]->animTarget != rollanim &&
3620 !Person::players[i]->skeleton.oldfree &&
3621 !Person::players[i]->skeleton.free &&
3622 Person::players[i]->lastcollide <= 0 &&
3623 Person::players[i]->velocity.y < -10) {
3624 Person::players[k]->velocity = Person::players[i]->velocity;
3625 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3626 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3627 Person::players[k]->DoDamage(20);
3628 Person::players[k]->RagDoll(0);
3629 Person::players[i]->lastcollide = 1;
3630 award_bonus(i, AboveBonus);
3636 Person::players[i]->CheckKick();
3637 Person::players[k]->CheckKick();
3643 void doAI(unsigned i)
3645 static bool connected;
3646 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3647 Person::players[i]->jumpclimb = 0;
3648 //disable movement in editor
3650 Person::players[i]->stunned = 1;
3652 Person::players[i]->pause = 0;
3653 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3654 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3655 !Person::players[0]->onterrain)
3656 Person::players[i]->pause = 1;
3659 if (Person::players[i]->aitype == pathfindtype) {
3660 if (Person::players[i]->finalpathfindpoint == -1) {
3661 float closestdistance;
3666 closestdistance = -1;
3667 for (int j = 0; j < numpathpoints; j++)
3668 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3669 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3671 Person::players[i]->finaltarget = pathpoint[j];
3673 Person::players[i]->finalpathfindpoint = closest;
3674 for (int j = 0; j < numpathpoints; j++)
3675 for (int k = 0; k < numpathpointconnect[j]; k++) {
3676 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3677 if (sq(tempdist) < closestdistance)
3678 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3679 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3680 closestdistance = sq(tempdist);
3682 Person::players[i]->finaltarget = colpoint;
3685 Person::players[i]->finalpathfindpoint = closest;
3688 if (Person::players[i]->targetpathfindpoint == -1) {
3689 float closestdistance;
3694 closestdistance = -1;
3695 if (Person::players[i]->lastpathfindpoint == -1) {
3696 for (int j = 0; j < numpathpoints; j++) {
3697 if (j != Person::players[i]->lastpathfindpoint)
3698 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3699 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3703 Person::players[i]->targetpathfindpoint = closest;
3704 for (int j = 0; j < numpathpoints; j++)
3705 if (j != Person::players[i]->lastpathfindpoint)
3706 for (int k = 0; k < numpathpointconnect[j]; k++) {
3707 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3708 if (sq(tempdist) < closestdistance) {
3709 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3710 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3711 closestdistance = sq(tempdist);
3716 Person::players[i]->targetpathfindpoint = closest;
3718 for (int j = 0; j < numpathpoints; j++)
3719 if (j != Person::players[i]->lastpathfindpoint &&
3720 j != Person::players[i]->lastpathfindpoint2 &&
3721 j != Person::players[i]->lastpathfindpoint3 &&
3722 j != Person::players[i]->lastpathfindpoint4) {
3724 if (numpathpointconnect[j])
3725 for (int k = 0; k < numpathpointconnect[j]; k++)
3726 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3729 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3730 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3731 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3734 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3735 if (closest == -1 || tempdist < closestdistance) {
3736 closestdistance = tempdist;
3741 Person::players[i]->targetpathfindpoint = closest;
3744 Person::players[i]->losupdatedelay -= multiplier;
3746 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3747 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3749 //reached target point
3750 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3751 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3752 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3753 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3754 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3755 if (Person::players[i]->lastpathfindpoint2 == -1)
3756 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3757 if (Person::players[i]->lastpathfindpoint3 == -1)
3758 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3759 if (Person::players[i]->lastpathfindpoint4 == -1)
3760 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3761 Person::players[i]->targetpathfindpoint = -1;
3763 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3764 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3765 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3766 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3767 Person::players[i]->aitype = passivetype;
3770 Person::players[i]->forwardkeydown = 1;
3771 Person::players[i]->leftkeydown = 0;
3772 Person::players[i]->backkeydown = 0;
3773 Person::players[i]->rightkeydown = 0;
3774 Person::players[i]->crouchkeydown = 0;
3775 Person::players[i]->attackkeydown = 0;
3776 Person::players[i]->throwkeydown = 0;
3778 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3779 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3781 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3782 Person::players[i]->jumpkeydown = 0;
3783 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3784 Person::players[i]->jumpkeydown = 1;
3786 if ((tutoriallevel != 1 || cananger) &&
3788 !Person::players[0]->dead &&
3789 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3790 Person::players[i]->occluded < 25) {
3791 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3792 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3794 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3795 Person::players[i]->aitype = attacktypecutoff;
3796 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3797 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3799 Person::players[i]->aitype = attacktypecutoff;
3801 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3802 Person::players[i]->losupdatedelay = .2;
3803 for (unsigned j = 0; j < Person::players.size(); j++)
3804 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3805 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3806 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3807 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3808 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3809 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3810 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3811 *Person::players[i]->scale + Person::players[i]->coords,
3812 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3813 *Person::players[j]->scale + Person::players[j]->coords) ||
3814 (Person::players[j]->animTarget == hanganim &&
3815 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3816 Person::players[i]->aitype = searchtype;
3817 Person::players[i]->lastchecktime = 12;
3818 Person::players[i]->lastseen = Person::players[j]->coords;
3819 Person::players[i]->lastseentime = 12;
3823 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3824 if (Person::players[i]->creature != wolftype) {
3825 Person::players[i]->stunned = .6;
3826 Person::players[i]->surprised = .6;
3830 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3831 Person::players[i]->howactive = typeactive;
3833 if (Person::players[i]->aitype == passivetype) {
3834 Person::players[i]->aiupdatedelay -= multiplier;
3835 Person::players[i]->losupdatedelay -= multiplier;
3836 Person::players[i]->lastseentime += multiplier;
3837 Person::players[i]->pausetime -= multiplier;
3838 if (Person::players[i]->lastseentime > 1)
3839 Person::players[i]->lastseentime = 1;
3841 if (Person::players[i]->aiupdatedelay < 0) {
3842 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3843 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3844 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3845 Person::players[i]->aiupdatedelay = .05;
3847 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3848 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3849 Person::players[i]->pausetime = 4;
3850 Person::players[i]->waypoint++;
3851 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3852 Person::players[i]->waypoint = 0;
3857 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3858 Person::players[i]->forwardkeydown = 1;
3860 Person::players[i]->forwardkeydown = 0;
3861 Person::players[i]->leftkeydown = 0;
3862 Person::players[i]->backkeydown = 0;
3863 Person::players[i]->rightkeydown = 0;
3864 Person::players[i]->crouchkeydown = 0;
3865 Person::players[i]->attackkeydown = 0;
3866 Person::players[i]->throwkeydown = 0;
3868 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3869 if (!Person::players[i]->avoidsomething)
3870 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3872 XYZ leftpos, rightpos;
3873 float leftdist, rightdist;
3874 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3875 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3876 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3877 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3878 if (leftdist < rightdist)
3879 Person::players[i]->targetyaw += 90;
3881 Person::players[i]->targetyaw -= 90;
3885 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3886 Person::players[i]->jumpkeydown = 0;
3887 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3888 Person::players[i]->jumpkeydown = 1;
3892 if (!editorenabled) {
3893 if (Person::players[i]->howactive <= typesleeping)
3894 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3895 for (int j = 0; j < numenvsounds; j++) {
3896 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3897 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3898 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3899 Person::players[i]->aitype = attacktypecutoff;
3902 if (Person::players[i]->aitype != passivetype) {
3903 if (Person::players[i]->howactive == typesleeping)
3904 Person::players[i]->setAnimation(getupfromfrontanim);
3905 Person::players[i]->howactive = typeactive;
3909 if (Person::players[i]->howactive < typesleeping &&
3910 ((tutoriallevel != 1 || cananger) && hostile) &&
3911 !Person::players[0]->dead &&
3912 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3913 Person::players[i]->occluded < 25) {
3914 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3915 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3916 Person::players[i]->aitype = attacktypecutoff;
3917 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3918 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3919 Person::players[i]->aitype = attacktypecutoff;
3922 if (Person::players[i]->creature == wolftype) {
3924 for (unsigned j = 0; j < Person::players.size(); j++) {
3925 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3926 float smelldistance = 50;
3927 if (j == 0 && Person::players[j]->num_weapons > 0) {
3928 if (weapons[Person::players[j]->weaponids[0]].bloody)
3929 smelldistance = 100;
3930 if (Person::players[j]->num_weapons == 2)
3931 if (weapons[Person::players[j]->weaponids[1]].bloody)
3932 smelldistance = 100;
3935 smelldistance = 100;
3936 windsmell = windvector;
3937 Normalise(&windsmell);
3938 windsmell = windsmell * 2 + Person::players[j]->coords;
3939 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3940 Person::players[i]->aitype = attacktypecutoff;
3945 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3946 Person::players[i]->losupdatedelay = .2;
3947 for (unsigned j = 0; j < Person::players.size(); j++) {
3948 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3949 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3950 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3951 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3952 if ((-1 == checkcollide(
3953 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3954 Person::players[i]->scale + Person::players[i]->coords,
3955 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3956 Person::players[j]->scale + Person::players[j]->coords) &&
3957 !Person::players[j]->isWallJump()) ||
3958 (Person::players[j]->animTarget == hanganim &&
3959 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3960 Person::players[i]->lastseentime -= .2;
3961 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3962 Person::players[i]->lastseentime -= .4;
3964 Person::players[i]->lastseentime -= .6;
3966 if (Person::players[i]->lastseentime <= 0) {
3967 Person::players[i]->aitype = searchtype;
3968 Person::players[i]->lastchecktime = 12;
3969 Person::players[i]->lastseen = Person::players[j]->coords;
3970 Person::players[i]->lastseentime = 12;
3977 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3978 if (Person::players[i]->creature != wolftype) {
3979 Person::players[i]->stunned = .6;
3980 Person::players[i]->surprised = .6;
3982 if (Person::players[i]->creature == wolftype) {
3983 Person::players[i]->stunned = .47;
3984 Person::players[i]->surprised = .47;
3992 if (Person::players[i]->aitype == searchtype) {
3993 Person::players[i]->aiupdatedelay -= multiplier;
3994 Person::players[i]->losupdatedelay -= multiplier;
3995 if (!Person::players[i]->pause)
3996 Person::players[i]->lastseentime -= multiplier;
3997 Person::players[i]->lastchecktime -= multiplier;
3999 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4000 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4001 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4003 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4005 j = checkcollide(test2, test, Person::players[i]->laststanding);
4007 j = checkcollide(test2, test);
4009 Person::players[i]->velocity = 0;
4010 Person::players[i]->setAnimation(Person::players[i]->getStop());
4011 Person::players[i]->targetyaw += 180;
4012 Person::players[i]->stunned = .5;
4013 //Person::players[i]->aitype=passivetype;
4014 Person::players[i]->aitype = pathfindtype;
4015 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4016 Person::players[i]->finalpathfindpoint = -1;
4017 Person::players[i]->targetpathfindpoint = -1;
4018 Person::players[i]->lastpathfindpoint = -1;
4019 Person::players[i]->lastpathfindpoint2 = -1;
4020 Person::players[i]->lastpathfindpoint3 = -1;
4021 Person::players[i]->lastpathfindpoint4 = -1;
4023 Person::players[i]->laststanding = j;
4026 //check out last seen location
4027 if (Person::players[i]->aiupdatedelay < 0) {
4028 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4029 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4030 Person::players[i]->aiupdatedelay = .05;
4031 Person::players[i]->forwardkeydown = 1;
4033 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4034 Person::players[i]->forwardkeydown = 0;
4035 Person::players[i]->aiupdatedelay = 1;
4036 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4037 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4038 Person::players[i]->lastchecktime = 3;
4041 Person::players[i]->leftkeydown = 0;
4042 Person::players[i]->backkeydown = 0;
4043 Person::players[i]->rightkeydown = 0;
4044 Person::players[i]->crouchkeydown = 0;
4045 Person::players[i]->attackkeydown = 0;
4046 Person::players[i]->throwkeydown = 0;
4048 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4049 if (!Person::players[i]->avoidsomething)
4050 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4052 XYZ leftpos, rightpos;
4053 float leftdist, rightdist;
4054 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4055 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4056 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4057 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4058 if (leftdist < rightdist)
4059 Person::players[i]->targetyaw += 90;
4061 Person::players[i]->targetyaw -= 90;
4065 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4066 Person::players[i]->jumpkeydown = 0;
4067 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4068 Person::players[i]->jumpkeydown = 1;
4070 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4071 for (int k = 0; k < numenvsounds; k++) {
4072 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4073 Person::players[i]->aitype = attacktypecutoff;
4077 if (!Person::players[0]->dead &&
4078 Person::players[i]->losupdatedelay < 0 &&
4080 Person::players[i]->occluded < 2 &&
4081 ((tutoriallevel != 1 || cananger) && hostile)) {
4082 Person::players[i]->losupdatedelay = .2;
4083 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4084 Person::players[i]->aitype = attacktypecutoff;
4085 Person::players[i]->lastseentime = 1;
4087 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4088 //TODO: factor out canSeePlayer()
4089 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4090 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4092 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4093 Person::players[i]->scale + Person::players[i]->coords,
4094 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4095 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4096 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4097 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4098 /* //TODO: changed j to 0 on a whim, make sure this is correct
4099 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4100 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4102 Person::players[i]->aitype = attacktypecutoff;
4103 Person::players[i]->lastseentime = 1;
4107 if (Person::players[i]->lastseentime < 0) {
4108 //Person::players[i]->aitype=passivetype;
4110 Person::players[i]->aitype = pathfindtype;
4111 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4112 Person::players[i]->finalpathfindpoint = -1;
4113 Person::players[i]->targetpathfindpoint = -1;
4114 Person::players[i]->lastpathfindpoint = -1;
4115 Person::players[i]->lastpathfindpoint2 = -1;
4116 Person::players[i]->lastpathfindpoint3 = -1;
4117 Person::players[i]->lastpathfindpoint4 = -1;
4121 if (Person::players[i]->aitype != gethelptype)
4122 Person::players[i]->runninghowlong = 0;
4124 //get help from buddies
4125 if (Person::players[i]->aitype == gethelptype) {
4126 Person::players[i]->runninghowlong += multiplier;
4127 Person::players[i]->aiupdatedelay -= multiplier;
4129 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4130 Person::players[i]->aiupdatedelay = .2;
4133 //TODO: factor out closest search somehow
4134 if (!Person::players[i]->ally) {
4136 float closestdist = -1;
4137 for (unsigned k = 0; k < Person::players.size(); k++) {
4138 if (k != i && k != 0 && !Person::players[k]->dead &&
4139 Person::players[k]->howactive < typedead1 &&
4140 !Person::players[k]->skeleton.free &&
4141 Person::players[k]->aitype == passivetype) {
4142 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4143 if (closestdist == -1 || distance < closestdist) {
4144 closestdist = distance;
4151 Person::players[i]->ally = closest;
4153 Person::players[i]->ally = 0;
4154 Person::players[i]->lastseen = Person::players[0]->coords;
4155 Person::players[i]->lastseentime = 12;
4159 Person::players[i]->lastchecktime = 12;
4161 XYZ facing = Person::players[i]->coords;
4162 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4163 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4164 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4165 if (-1 != checkcollide(facing, flatfacing))
4166 Person::players[i]->lastseentime -= .1;
4168 //no available ally, run back to player
4169 if (Person::players[i]->ally <= 0 ||
4170 Person::players[Person::players[i]->ally]->skeleton.free ||
4171 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4172 Person::players[i]->lastseentime <= 0) {
4173 Person::players[i]->aitype = searchtype;
4174 Person::players[i]->lastseentime = 12;
4178 if (Person::players[i]->ally > 0) {
4179 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4180 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4181 Person::players[i]->aiupdatedelay = .05;
4182 Person::players[i]->forwardkeydown = 1;
4184 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4185 Person::players[i]->aitype = searchtype;
4186 Person::players[i]->lastseentime = 12;
4187 Person::players[Person::players[i]->ally]->aitype = searchtype;
4188 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4189 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4190 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4191 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4195 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4196 if (!Person::players[i]->avoidsomething)
4197 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4199 XYZ leftpos, rightpos;
4200 float leftdist, rightdist;
4201 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4202 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4203 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4204 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4205 if (leftdist < rightdist)
4206 Person::players[i]->targetyaw += 90;
4208 Person::players[i]->targetyaw -= 90;
4213 Person::players[i]->leftkeydown = 0;
4214 Person::players[i]->backkeydown = 0;
4215 Person::players[i]->rightkeydown = 0;
4216 Person::players[i]->crouchkeydown = 0;
4217 Person::players[i]->attackkeydown = 0;
4219 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4220 Person::players[i]->jumpkeydown = 0;
4221 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4222 Person::players[i]->jumpkeydown = 1;
4225 //retreiving a weapon on the ground
4226 if (Person::players[i]->aitype == getweapontype) {
4227 Person::players[i]->aiupdatedelay -= multiplier;
4228 Person::players[i]->lastchecktime -= multiplier;
4230 if (Person::players[i]->aiupdatedelay < 0) {
4231 Person::players[i]->aiupdatedelay = .2;
4234 if (Person::players[i]->ally < 0) {
4236 float closestdist = -1;
4237 for (unsigned k = 0; k < weapons.size(); k++)
4238 if (weapons[k].owner == -1) {
4239 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4240 if (closestdist == -1 || distance < closestdist) {
4241 closestdist = distance;
4247 Person::players[i]->ally = closest;
4249 Person::players[i]->ally = -1;
4252 Person::players[i]->lastseentime = 12;
4254 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4255 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4256 Person::players[i]->aitype = attacktypecutoff;
4257 Person::players[i]->lastseentime = 1;
4259 if (!Person::players[0]->dead)
4260 if (Person::players[i]->ally >= 0) {
4261 if (weapons[Person::players[i]->ally].owner != -1 ||
4262 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4263 Person::players[i]->aitype = attacktypecutoff;
4264 Person::players[i]->lastseentime = 1;
4266 //TODO: factor these out as moveToward()
4267 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4268 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4269 Person::players[i]->aiupdatedelay = .05;
4270 Person::players[i]->forwardkeydown = 1;
4273 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4274 if (!Person::players[i]->avoidsomething)
4275 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4277 XYZ leftpos, rightpos;
4278 float leftdist, rightdist;
4279 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4280 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4281 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4282 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4283 if (leftdist < rightdist)
4284 Person::players[i]->targetyaw += 90;
4286 Person::players[i]->targetyaw -= 90;
4291 Person::players[i]->leftkeydown = 0;
4292 Person::players[i]->backkeydown = 0;
4293 Person::players[i]->rightkeydown = 0;
4294 Person::players[i]->attackkeydown = 0;
4295 Person::players[i]->throwkeydown = 1;
4296 Person::players[i]->crouchkeydown = 0;
4297 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4298 Person::players[i]->animTarget != removeknifeanim)
4299 Person::players[i]->throwtogglekeydown = 0;
4300 Person::players[i]->drawkeydown = 0;
4302 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4303 Person::players[i]->jumpkeydown = 0;
4304 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4305 Person::players[i]->jumpkeydown = 1;
4308 if (Person::players[i]->aitype == attacktypecutoff) {
4309 Person::players[i]->aiupdatedelay -= multiplier;
4310 //dodge or reverse rabbit kicks, knife throws, flips
4311 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4312 if ((Person::players[0]->animTarget == rabbitkickanim ||
4313 Person::players[0]->animTarget == knifethrowanim ||
4314 (Person::players[0]->isFlip() &&
4315 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4316 !Person::players[0]->skeleton.free &&
4317 (Person::players[i]->aiupdatedelay < .1)) {
4318 Person::players[i]->attackkeydown = 0;
4319 if (Person::players[i]->isIdle())
4320 Person::players[i]->crouchkeydown = 1;
4321 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4322 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4323 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4324 if (abs(Random() % 2) == 0)
4325 Person::players[i]->setAnimation(backhandspringanim);
4327 Person::players[i]->setAnimation(rollanim);
4328 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4329 Person::players[i]->wentforweapon = 0;
4331 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4332 Person::players[i]->setAnimation(flipanim);
4335 Person::players[i]->forwardkeydown = 0;
4336 Person::players[i]->aiupdatedelay = .02;
4338 //get confused by flips
4339 if (Person::players[0]->isFlip() &&
4340 !Person::players[0]->skeleton.free &&
4341 Person::players[0]->animTarget != walljumprightkickanim &&
4342 Person::players[0]->animTarget != walljumpleftkickanim) {
4343 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4344 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4345 Person::players[i]->stunned = 1;
4347 //go for weapon on the ground
4348 if (Person::players[i]->wentforweapon < 3)
4349 for (unsigned k = 0; k < weapons.size(); k++)
4350 if (Person::players[i]->creature != wolftype)
4351 if (Person::players[i]->num_weapons == 0 &&
4352 weapons[k].owner == -1 &&
4353 weapons[i].velocity.x == 0 &&
4354 weapons[i].velocity.z == 0 &&
4355 weapons[i].velocity.y == 0) {
4356 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4357 Person::players[i]->wentforweapon++;
4358 Person::players[i]->lastchecktime = 6;
4359 Person::players[i]->aitype = getweapontype;
4360 Person::players[i]->ally = -1;
4363 //dodge/reverse walljump kicks
4364 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4365 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4366 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4367 ((Person::players[0]->animTarget == walljumprightkickanim ||
4368 Person::players[0]->animTarget == walljumpleftkickanim) &&
4369 ((Person::players[i]->aiupdatedelay < .15 &&
4371 (Person::players[i]->aiupdatedelay < .08 &&
4372 difficulty != 2)))) {
4373 Person::players[i]->crouchkeydown = 1;
4375 //walked off a ledge (?)
4376 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4377 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4378 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4380 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4382 j = checkcollide(test2, test, Person::players[i]->laststanding);
4384 j = checkcollide(test2, test);
4386 Person::players[i]->velocity = 0;
4387 Person::players[i]->setAnimation(Person::players[i]->getStop());
4388 Person::players[i]->targetyaw += 180;
4389 Person::players[i]->stunned = .5;
4390 Person::players[i]->aitype = pathfindtype;
4391 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4392 Person::players[i]->finalpathfindpoint = -1;
4393 Person::players[i]->targetpathfindpoint = -1;
4394 Person::players[i]->lastpathfindpoint = -1;
4395 Person::players[i]->lastpathfindpoint2 = -1;
4396 Person::players[i]->lastpathfindpoint3 = -1;
4397 Person::players[i]->lastpathfindpoint4 = -1;
4399 Person::players[i]->laststanding = j;
4401 //lose sight of player in the air (?)
4402 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4403 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4404 !Person::players[0]->onterrain) {
4405 Person::players[i]->aitype = pathfindtype;
4406 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4407 Person::players[i]->finalpathfindpoint = -1;
4408 Person::players[i]->targetpathfindpoint = -1;
4409 Person::players[i]->lastpathfindpoint = -1;
4410 Person::players[i]->lastpathfindpoint2 = -1;
4411 Person::players[i]->lastpathfindpoint3 = -1;
4412 Person::players[i]->lastpathfindpoint4 = -1;
4414 //it's time to think (?)
4415 if (Person::players[i]->aiupdatedelay < 0 &&
4416 !Animation::animations[Person::players[i]->animTarget].attack &&
4417 Person::players[i]->animTarget != staggerbackhighanim &&
4418 Person::players[i]->animTarget != staggerbackhardanim &&
4419 Person::players[i]->animTarget != backhandspringanim &&
4420 Person::players[i]->animTarget != dodgebackanim) {
4422 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4423 Person::players[i]->drawkeydown = Random() % 2;
4425 Person::players[i]->drawkeydown = 0;
4426 Person::players[i]->rabbitkickenabled = Random() % 2;
4428 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4429 XYZ targetpoint = Person::players[0]->coords;
4430 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4431 distsq(&rotatetarget, &Person::players[i]->coords))
4432 targetpoint += Person::players[0]->velocity *
4433 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4434 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4435 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4436 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4438 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4439 Person::players[i]->forwardkeydown = 1;
4440 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4441 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4442 Person::players[0]->weaponactive != -1)
4443 Person::players[i]->forwardkeydown = 1;
4444 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4445 Person::players[i]->forwardkeydown = 1;
4447 Person::players[i]->forwardkeydown = 0;
4448 //chill out around the corpse
4449 if (Person::players[0]->dead) {
4450 Person::players[i]->forwardkeydown = 0;
4451 if (Random() % 10 == 0)
4452 Person::players[i]->forwardkeydown = 1;
4453 if (Random() % 100 == 0) {
4454 Person::players[i]->aitype = pathfindtype;
4455 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4456 Person::players[i]->finalpathfindpoint = -1;
4457 Person::players[i]->targetpathfindpoint = -1;
4458 Person::players[i]->lastpathfindpoint = -1;
4459 Person::players[i]->lastpathfindpoint2 = -1;
4460 Person::players[i]->lastpathfindpoint3 = -1;
4461 Person::players[i]->lastpathfindpoint4 = -1;
4464 Person::players[i]->leftkeydown = 0;
4465 Person::players[i]->backkeydown = 0;
4466 Person::players[i]->rightkeydown = 0;
4467 Person::players[i]->crouchkeydown = 0;
4468 Person::players[i]->throwkeydown = 0;
4470 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4471 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4473 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4474 Person::players[i]->attackkeydown = 1;
4476 Person::players[i]->attackkeydown = 0;
4477 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4478 Person::players[i]->attackkeydown = 0;
4481 if (Person::players[i]->aitype != playercontrolled &&
4482 (Person::players[i]->isIdle() ||
4483 Person::players[i]->isCrouch() ||
4484 Person::players[i]->isRun())) {
4486 for (unsigned j = 0; j < Person::players.size(); j++)
4487 if (j != i && !Person::players[j]->skeleton.free &&
4488 Person::players[j]->hasvictim &&
4489 (tutoriallevel == 1 && reversaltrain ||
4490 Random() % 2 == 0 && difficulty == 2 ||
4491 Random() % 4 == 0 && difficulty == 1 ||
4492 Random() % 8 == 0 && difficulty == 0 ||
4493 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4494 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4495 (Random() % 2 == 0 || difficulty == 2) ||
4496 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4497 Person::players[j]->weaponactive != -1 ||
4498 Person::players[j]->animTarget == swordslashanim &&
4499 Person::players[i]->weaponactive != -1 ||
4500 Person::players[j]->animTarget == staffhitanim ||
4501 Person::players[j]->animTarget == staffspinhitanim))
4502 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4503 Person::players[j]->victim == Person::players[i] &&
4504 (Person::players[j]->animTarget == sweepanim ||
4505 Person::players[j]->animTarget == spinkickanim ||
4506 Person::players[j]->animTarget == staffhitanim ||
4507 Person::players[j]->animTarget == staffspinhitanim ||
4508 Person::players[j]->animTarget == winduppunchanim ||
4509 Person::players[j]->animTarget == upunchanim ||
4510 Person::players[j]->animTarget == wolfslapanim ||
4511 Person::players[j]->animTarget == knifeslashstartanim ||
4512 Person::players[j]->animTarget == swordslashanim &&
4513 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4514 Person::players[i]->weaponactive != -1))) {
4521 Person::players[target]->Reverse();
4524 if (Person::players[i]->collided < 1)
4525 Person::players[i]->jumpkeydown = 0;
4526 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4527 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4528 Person::players[i]->onterrain &&
4529 Person::players[i]->creature == rabbittype)
4530 Person::players[i]->jumpkeydown = 1;
4531 //TODO: why are we controlling the human?
4532 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4533 Person::players[0]->jumpkeydown = 0;
4534 if (Person::players[0]->animTarget == jumpdownanim &&
4535 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4536 Person::players[i]->crouchkeydown = 1;
4537 if (Person::players[i]->jumpkeydown)
4538 Person::players[i]->attackkeydown = 0;
4540 if (tutoriallevel == 1)
4542 Person::players[i]->attackkeydown = 0;
4545 XYZ facing = Person::players[i]->coords;
4546 XYZ flatfacing = Person::players[0]->coords;
4547 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4548 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4549 if (Person::players[i]->occluded >= 2)
4550 if (-1 != checkcollide(facing, flatfacing)) {
4551 if (!Person::players[i]->pause)
4552 Person::players[i]->lastseentime -= .2;
4553 if (Person::players[i]->lastseentime <= 0 &&
4554 (Person::players[i]->creature != wolftype ||
4555 Person::players[i]->weaponstuck == -1)) {
4556 Person::players[i]->aitype = searchtype;
4557 Person::players[i]->lastchecktime = 12;
4558 Person::players[i]->lastseen = Person::players[0]->coords;
4559 Person::players[i]->lastseentime = 12;
4562 Person::players[i]->lastseentime = 1;
4565 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4566 (Person::players[i]->aitype == attacktypecutoff ||
4567 Person::players[i]->aitype == searchtype))
4568 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4569 XYZ test = Person::players[0]->coords;
4571 if (-1 == checkcollide(Person::players[0]->coords, test))
4572 Person::players[i]->stunned = 1;
4575 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4576 Person::players[i]->stunned > 0 ||
4577 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4578 if (Person::players[i]->pause)
4579 Person::players[i]->lastseentime = 1;
4580 Person::players[i]->targetyaw = Person::players[i]->yaw;
4581 Person::players[i]->forwardkeydown = 0;
4582 Person::players[i]->leftkeydown = 0;
4583 Person::players[i]->backkeydown = 0;
4584 Person::players[i]->rightkeydown = 0;
4585 Person::players[i]->jumpkeydown = 0;
4586 Person::players[i]->attackkeydown = 0;
4587 Person::players[i]->crouchkeydown = 0;
4588 Person::players[i]->throwkeydown = 0;
4596 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4597 facing = flatfacing;
4599 if (Person::players[i]->aitype == attacktypecutoff) {
4600 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4601 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4602 } else if (Person::players[i]->howactive >= typesleeping) {
4603 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4604 Person::players[i]->targetheadpitch = 0;
4606 if (Person::players[i]->interestdelay <= 0) {
4607 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4608 Person::players[i]->headtarget = Person::players[i]->coords;
4609 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4610 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4611 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4612 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4614 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4615 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4622 void updateSettingsMenu()
4625 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4626 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4628 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4629 Menu::setText(0, sbuf);
4630 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4631 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4632 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4633 if (newdetail == 2) Menu::setText(1, "Detail: High");
4634 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4635 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4636 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4637 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4638 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4639 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4640 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4641 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4642 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4643 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4644 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4645 Menu::setText(10, sbuf);
4646 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4647 Menu::setText(11, sbuf);
4648 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4649 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4650 sprintf (sbuf, "Back");
4652 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4653 Menu::setText(8, sbuf);
4656 void updateStereoConfigMenu()
4659 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4660 Menu::setText(0, sbuf);
4661 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4662 Menu::setText(1, sbuf);
4663 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4664 Menu::setText(2, sbuf);
4667 void updateControlsMenu()
4669 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4670 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4671 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4672 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4673 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4674 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4675 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4676 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4677 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4679 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4684 Values of mainmenu :
4686 2 Menu pause (resume/end game)
4688 4 Controls configuration menu
4689 5 Main game menu (choose level or challenge)
4690 6 Deleting user menu
4691 7 User managment menu (select/add)
4692 8 Choose difficulty menu
4693 9 Challenge level selection menu
4694 10 End of the campaign congratulation (is that really a menu?)
4695 11 Same that 9 ??? => unused
4696 18 stereo configuration
4699 void Game::LoadMenu()
4705 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4706 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4707 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4708 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4711 Menu::addButton( 0, "", 10 + 20, 440);
4712 Menu::addButton(14, "", 10 + 400, 440);
4713 Menu::addButton( 1, "", 10 + 60, 405);
4714 Menu::addButton( 2, "", 10 + 70, 370);
4715 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4716 Menu::addButton( 4, "", 10 , 335);
4717 Menu::addButton( 5, "", 10 + 60, 300);
4718 Menu::addButton( 6, "", 10 + 70, 265);
4719 Menu::addButton( 9, "", 10 , 230);
4720 Menu::addButton(10, "", 20 , 195);
4721 Menu::addButton(11, "", 10 + 60, 160);
4722 Menu::addButton(13, "", 30 , 125);
4723 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4724 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4725 Menu::addButton(8, "Back", 10, 10);
4726 updateSettingsMenu();
4729 Menu::addButton(0, "", 10 , 400);
4730 Menu::addButton(1, "", 10 + 40, 360);
4731 Menu::addButton(2, "", 10 + 40, 320);
4732 Menu::addButton(3, "", 10 + 30, 280);
4733 Menu::addButton(4, "", 10 + 20, 240);
4734 Menu::addButton(5, "", 10 + 40, 200);
4735 Menu::addButton(6, "", 10 + 40, 160);
4736 Menu::addButton(7, "", 10 + 30, 120);
4737 Menu::addButton(8, "", 10 + 20, 80);
4739 Menu::addButton(9, "", 10 + 10, 40);
4741 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4742 updateControlsMenu();
4746 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4747 Menu::addButton(1, "Tutorial", 5, 300);
4748 Menu::addButton(2, "Challenge", 5, 240);
4749 Menu::addButton(3, "Delete User", 400, 10);
4750 Menu::addButton(4, "Main Menu", 5, 10);
4751 Menu::addButton(5, "Change User", 5, 180);
4752 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4755 //with (2,-5) offset from old code
4756 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4758 int numlevels = accountactive->getCampaignChoicesMade();
4759 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4760 for (int i = 0; i < numlevels; i++) {
4761 XYZ midpoint = campaignlevels[i].getCenter();
4762 float itemsize = campaignlevels[i].getWidth();
4763 const bool active = i >= accountactive->getCampaignChoicesMade();
4768 XYZ start = campaignlevels[i - 1].getCenter();
4769 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);
4771 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4772 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4775 Menu::addMapLabel(-2, campaignlevels[i].description,
4776 campaignlevels[i].getStartX() + 10,
4777 campaignlevels[i].getStartY() - 4);
4783 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4784 Menu::addButton(1, "Yes", 10, 360);
4785 Menu::addButton(2, "No", 10, 320);
4788 if (Account::getNbAccounts() < 8)
4789 Menu::addButton(0, "New User", 10, 400);
4791 Menu::addLabel(0, "No More Users", 10, 400);
4792 Menu::addLabel(-2, "", 20, 400);
4793 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4794 for (int i = 0; i < Account::getNbAccounts(); i++)
4795 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4798 Menu::addButton(0, "Easier", 10, 400);
4799 Menu::addButton(1, "Difficult", 10, 360);
4800 Menu::addButton(2, "Insane", 10, 320);
4803 for (int i = 0; i < numchallengelevels; i++) {
4806 sprintf (temp, "Level %d", i + 1);
4807 for (int j = strlen(temp); j < 17; j++)
4810 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4811 for (int j = strlen(temp); j < (32 - 17); j++)
4814 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4815 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4818 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4821 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4824 Menu::addButton(-1, " High Score Best Time", 10, 440);
4825 Menu::addButton(numchallengelevels, "Back", 10, 10);
4828 Menu::addLabel(0, "Congratulations!", 220, 330);
4829 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4830 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4831 Menu::addButton(3, "Back", 10, 10);
4833 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4834 Menu::addLabel(4, sbuf, 190, 200);
4835 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4836 Menu::addLabel(5, sbuf, 190, 180);
4840 Menu::addButton(0, "", 70, 400);
4841 Menu::addButton(1, "", 10, 360);
4842 Menu::addButton(2, "", 40, 320);
4843 Menu::addButton(3, "Back", 10, 10);
4844 updateStereoConfigMenu();
4849 extern set<pair<int,int>> resolutions;
4854 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4856 // some specific case where we do something even if the left mouse button is not pressed.
4857 if ((mainmenu == 5) && (endgame == 2)) {
4858 accountactive->endGame();
4863 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4864 stereoseparation -= 0.001;
4865 updateStereoConfigMenu();
4868 static int oldmainmenu = mainmenu;
4870 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4871 set<pair<int,int>>::iterator newscreenresolution;
4877 if (gameon) { //resume
4879 pause_sound(stream_menutheme);
4880 resume_stream(leveltheme);
4882 fireSound(firestartsound);
4884 mainmenu = (accountactive ? 5 : 7);
4896 if (newscreenwidth > 3000)
4897 newscreenwidth = screenwidth;
4898 if (newscreenwidth < 0)
4899 newscreenwidth = screenwidth;
4900 if (newscreenheight > 3000)
4901 newscreenheight = screenheight;
4902 if (newscreenheight < 0)
4903 newscreenheight = screenheight;
4908 if (gameon) { //end game
4913 pause_sound(stream_menutheme);
4922 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4923 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4924 newscreenresolution++;
4925 if (newscreenresolution == resolutions.end()) {
4926 /* It was the last one (or not found), go back to the beginning */
4927 newscreenresolution = resolutions.begin();
4929 newscreenwidth = newscreenresolution->first;
4930 newscreenheight = newscreenresolution->second;
4939 if (bloodtoggle > 2)
4948 ismotionblur = !ismotionblur;
4954 musictoggle = !musictoggle;
4956 emit_stream_np(stream_menutheme);
4958 pause_sound(leveltheme);
4959 pause_sound(stream_fighttheme);
4960 pause_sound(stream_menutheme);
4962 for (int i = 0; i < 4; i++) {
4963 oldmusicvolume[i] = 0;
4977 mainmenu = gameon ? 2 : 1;
4980 invertmouse = !invertmouse;
4983 usermousesensitivity += .2;
4984 if (usermousesensitivity > 2)
4985 usermousesensitivity = .2;
4989 if (volume > 1.0001f)
4991 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4995 newstereomode = stereomode;
5000 showdamagebar = !showdamagebar;
5006 updateSettingsMenu();
5011 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5012 keyselect = selected;
5013 if (keyselect != -1)
5015 if (selected == (debugmode ? 10 : 9)) {
5020 updateControlsMenu();
5025 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5026 startbonustotal = 0;
5035 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5036 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5039 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5043 pause_sound(stream_menutheme);
5047 startbonustotal = 0;
5060 pause_sound(stream_menutheme);
5069 mainmenu = (gameon ? 2 : 1);
5075 vector<string> campaigns = ListCampaigns();
5076 vector<string>::iterator c;
5077 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5078 if (!campaigns.empty())
5079 accountactive->setCurrentCampaign(campaigns.front());
5082 if (c == campaigns.end())
5083 c = campaigns.begin();
5084 accountactive->setCurrentCampaign(*c);
5092 if (selected == 1) {
5094 accountactive = Account::destroy(accountactive);
5096 } else if (selected == 2) {
5103 if (selected == 0 && Account::getNbAccounts() < 8) {
5105 } else if (selected < Account::getNbAccounts() + 1) {
5108 accountactive = Account::get(selected - 1);
5109 } else if (selected == Account::getNbAccounts() + 1) {
5115 displaytext[0].clear();
5116 displayselected = 0;
5124 accountactive->setDifficulty(selected);
5128 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5132 startbonustotal = 0;
5136 targetlevel = selected;
5141 Loadlevel(selected);
5146 pause_sound(stream_menutheme);
5148 if (selected == numchallengelevels) {
5155 if (selected == 3) {
5163 stereoseparation += 0.001;
5166 if (selected == 0) {
5167 newstereomode = (StereoMode)(newstereomode + 1);
5168 while (!CanInitStereo(newstereomode)) {
5169 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5170 newstereomode = (StereoMode)(newstereomode + 1);
5171 if (newstereomode >= stereoCount)
5172 newstereomode = stereoNone;
5174 } else if (selected == 2) {
5175 stereoreverse = !stereoreverse;
5176 } else if (selected == 3) {
5180 stereomode = newstereomode;
5181 InitStereo(stereomode);
5184 updateStereoConfigMenu();
5189 OPENAL_SetFrequency(channels[stream_menutheme]);
5192 inputText(displaytext[0], &displayselected);
5193 if (!waiting) { // the input as finished
5194 if (!displaytext[0].empty()) { // with enter
5195 accountactive = Account::add(string(displaytext[0]));
5201 fireSound(firestartsound);
5203 displaytext[0].clear();
5205 displayselected = 0;
5211 displayblinkdelay -= multiplier;
5212 if (displayblinkdelay <= 0) {
5213 displayblinkdelay = .3;
5214 displayblink = !displayblink;
5219 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5220 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5223 if (oldmainmenu != mainmenu)
5225 oldmainmenu = mainmenu;
5231 static XYZ facing, flatfacing;
5234 for (int i = 0; i < 15; i++) {
5235 displaytime[i] += multiplier;
5240 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5241 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5242 stereoreverse = true;
5244 stereoreverse = false;
5247 printf("Stereo reversed\n");
5249 printf("Stereo unreversed\n");
5252 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5253 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5254 stereoseparation -= 0.001;
5256 stereoseparation -= 0.010;
5257 printf("Stereo decreased increased to %f\n", stereoseparation);
5260 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5261 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5262 stereoseparation += 0.001;
5264 stereoseparation += 0.010;
5265 printf("Stereo separation increased to %f\n", stereoseparation);
5269 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5270 if (tutorialstage != 51)
5271 tutorialstagetime = tutorialmaxtime;
5272 emit_sound_np(consolefailsound, 128.);
5276 Values of mainmenu :
5278 2 Menu pause (resume/end game)
5280 4 Controls configuration menu
5281 5 Main game menu (choose level or challenge)
5282 6 Deleting user menu
5283 7 User managment menu (select/add)
5284 8 Choose difficulty menu
5285 9 Challenge level selection menu
5286 10 End of the campaign congratulation (is that really a menu?)
5287 11 Same that 9 ??? => unused
5288 18 stereo configuration
5293 if (mainmenu && endgame == 1)
5295 //go to level select after completing a campaign level
5296 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5303 OPENAL_SetFrequency(OPENAL_ALL);
5304 emit_stream_np(stream_menutheme);
5305 pause_sound(leveltheme);
5309 //escape key pressed
5310 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5311 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5313 if (mainmenu == 0 && !winfreeze)
5314 mainmenu = 2; //pause
5315 else if (mainmenu == 1 || mainmenu == 2) {
5316 mainmenu = 0; //unpause
5319 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5320 OPENAL_SetFrequency(OPENAL_ALL);
5321 emit_stream_np(stream_menutheme);
5322 pause_sound(leveltheme);
5324 //on resume, play level music
5326 pause_sound(stream_menutheme);
5327 resume_stream(leveltheme);
5329 //finished with settings menu
5330 if (mainmenu == 3) {
5334 if (mainmenu >= 3 && mainmenu != 8) {
5342 mainmenu = gameon ? 2 : 1;
5364 hostiletime += multiplier;
5368 leveltime += multiplier;
5371 if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5374 OPENAL_SetFrequency(OPENAL_ALL);
5378 if (Input::isKeyPressed(consolekey) && debugmode) {
5381 OPENAL_SetFrequency(OPENAL_ALL);
5390 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5391 inputText(consoletext[0], &consoleselected);
5393 if (!consoletext[0].empty()) {
5394 cmd_dispatch(consoletext[0]);
5395 for (int k = 14; k >= 1; k--) {
5396 consoletext[k] = consoletext[k - 1];
5398 consoletext[0].clear();
5399 consoleselected = 0;
5403 consoleblinkdelay -= multiplier;
5404 if (consoleblinkdelay <= 0) {
5405 consoleblinkdelay = .3;
5406 consoleblink = !consoleblink;
5410 static int oldwinfreeze;
5411 if (winfreeze && !oldwinfreeze) {
5412 OPENAL_SetFrequency(OPENAL_ALL);
5413 emit_sound_np(consolesuccesssound);
5416 oldwinfreeze = winfreeze;
5420 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5423 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5427 } else if (winfreeze) {
5435 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5438 static float talkdelay = 0;
5440 if (Dialog::inDialog())
5442 talkdelay -= multiplier;
5444 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5445 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5446 Dialog::dialogs[i].tick(i);
5450 windvar += multiplier;
5451 smoketex += multiplier;
5452 tutorialstagetime += multiplier;
5455 static float hotspotvisual[40];
5456 if (Hotspot::hotspots.size()) {
5459 for (int i = 0; i < Hotspot::hotspots.size(); i++)
5460 hotspotvisual[i] -= multiplier / 320;
5462 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5463 while (hotspotvisual[i] < 0) {
5465 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5466 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5467 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5468 hotspotsprite += Hotspot::hotspots[i].position;
5469 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5470 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5474 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5475 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5476 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5482 if (tutoriallevel) {
5487 if (tutoriallevel != 1) {
5488 if (bonustime == 0 &&
5489 bonus != solidhit &&
5490 bonus != spinecrusher &&
5491 bonus != tracheotomy &&
5492 bonus != backstab &&
5494 emit_sound_np(consolesuccesssound);
5496 } else if (bonustime == 0) {
5497 emit_sound_np(fireendsound);
5499 if (bonustime == 0) {
5500 if (bonus != solidhit &&
5501 bonus != twoxcombo &&
5502 bonus != threexcombo &&
5503 bonus != fourxcombo &&
5507 bonusnum[bonus] += 0.15;
5510 bonusvalue /= bonusnum[bonus];
5511 bonustotal += bonusvalue;
5513 bonustime += multiplier;
5516 if (environment == snowyenvironment) {
5517 precipdelay -= multiplier;
5518 while (precipdelay < 0) {
5522 XYZ footvel, footpoint;
5525 footpoint = viewer + viewerfacing * 6;
5526 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5527 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5528 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5529 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5534 doAerialAcrobatics();
5537 static XYZ oldviewer;
5540 if (!Dialog::inDialog()) {
5541 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5542 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5543 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5544 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5545 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5546 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5547 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5548 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5550 Person::players[0]->forwardkeydown = 0;
5551 Person::players[0]->leftkeydown = 0;
5552 Person::players[0]->backkeydown = 0;
5553 Person::players[0]->rightkeydown = 0;
5554 Person::players[0]->jumpkeydown = 0;
5555 Person::players[0]->crouchkeydown = 0;
5556 Person::players[0]->drawkeydown = 0;
5557 Person::players[0]->throwkeydown = 0;
5560 if (!Person::players[0]->jumpkeydown)
5561 Person::players[0]->jumpclimb = 0;
5564 if (Dialog::inDialog()) {
5566 if (Dialog::directing) {
5570 facing = DoRotation(facing, -pitch, 0, 0);
5571 facing = DoRotation(facing, 0, 0 - yaw, 0);
5576 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5578 if (Input::isKeyDown(forwardkey))
5579 viewer += facing * multiplier * 4;
5580 if (Input::isKeyDown(backkey))
5581 viewer -= facing * multiplier * 4;
5582 if (Input::isKeyDown(leftkey))
5583 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5584 if (Input::isKeyDown(rightkey))
5585 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5586 if (Input::isKeyDown(jumpkey))
5587 viewer.y += multiplier * 4;
5588 if (Input::isKeyDown(crouchkey))
5589 viewer.y -= multiplier * 4;
5590 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5591 Input::isKeyPressed(SDL_SCANCODE_2) ||
5592 Input::isKeyPressed(SDL_SCANCODE_3) ||
5593 Input::isKeyPressed(SDL_SCANCODE_4) ||
5594 Input::isKeyPressed(SDL_SCANCODE_5) ||
5595 Input::isKeyPressed(SDL_SCANCODE_6) ||
5596 Input::isKeyPressed(SDL_SCANCODE_7) ||
5597 Input::isKeyPressed(SDL_SCANCODE_8) ||
5598 Input::isKeyPressed(SDL_SCANCODE_9) ||
5599 Input::isKeyPressed(SDL_SCANCODE_0) ||
5600 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5602 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5603 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5604 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5605 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5606 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5607 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5608 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5609 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5610 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5611 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5612 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5614 if (whichend != -1) {
5615 Dialog::currentScene().participantfocus = whichend;
5616 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5617 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5619 if (whichend == -1) {
5620 Dialog::currentScene().participantfocus = -1;
5622 /* FIXME: potentially accessing -1 in Person::players! */
5623 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5624 Dialog::indialogue = -1;
5625 Dialog::directing = false;
5628 Dialog::currentScene().camera = viewer;
5629 Dialog::currentScene().camerayaw = yaw;
5630 Dialog::currentScene().camerapitch = pitch;
5631 Dialog::indialogue++;
5632 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5633 if (Dialog::currentScene().sound != 0) {
5634 playdialoguescenesound();
5638 for (unsigned j = 0; j < Person::players.size(); j++) {
5639 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5642 //TODO: should these be KeyDown or KeyPressed?
5643 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5644 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5645 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5646 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5647 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5648 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5649 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5650 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5651 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5652 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5654 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5655 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5656 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5657 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5658 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5659 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5660 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5661 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5662 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5663 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5664 Dialog::currentScene().participantfacing[whichend] = facing;
5666 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5667 Dialog::indialogue = -1;
5668 Dialog::directing = false;
5672 if (!Dialog::directing) {
5673 pause_sound(whooshsound);
5674 viewer = Dialog::currentScene().camera;
5675 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5676 yaw = Dialog::currentScene().camerayaw;
5677 pitch = Dialog::currentScene().camerapitch;
5678 if (Dialog::dialoguetime > 0.5) {
5679 if (Input::isKeyPressed(attackkey)) {
5680 Dialog::indialogue++;
5681 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5682 if (Dialog::currentScene().sound != 0) {
5683 playdialoguescenesound();
5684 if (Dialog::currentScene().sound == -5) {
5685 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5687 if (Dialog::currentScene().sound == -6) {
5691 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5692 Dialog::indialogue = -1;
5693 Dialog::directing = false;
5700 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5701 Dialog::indialogue = -1;
5702 Dialog::directing = false;
5704 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5707 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5710 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5712 for (unsigned i = 1; i < Person::players.size(); i++) {
5713 Person::players[i]->aitype = attacktypecutoff;
5720 if (!Person::players[0]->jumpkeydown) {
5721 Person::players[0]->jumptogglekeydown = 0;
5723 if (Person::players[0]->jumpkeydown &&
5724 Person::players[0]->animTarget != jumpupanim &&
5725 Person::players[0]->animTarget != jumpdownanim &&
5726 !Person::players[0]->isFlip())
5727 Person::players[0]->jumptogglekeydown = 1;
5730 Dialog::dialoguetime += multiplier;
5731 hawkyaw += multiplier * 25;
5733 realhawkcoords.x = 25;
5734 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5735 hawkcalldelay -= multiplier / 2;
5737 if (hawkcalldelay <= 0) {
5738 emit_sound_at(hawksound, realhawkcoords);
5740 hawkcalldelay = 16 + abs(Random() % 8);
5747 doPlayerCollisions();
5751 for (unsigned k = 0; k < Person::players.size(); k++)
5752 if (k != 0 && Person::players[k]->immobile)
5753 Person::players[k]->coords = Person::players[k]->realoldcoords;
5755 for (unsigned k = 0; k < Person::players.size(); k++) {
5756 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5757 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5758 Person::players[k]->DoDamage(1000);
5764 static bool respawnkeydown;
5765 if (!editorenabled &&
5766 (whichlevel != -2 &&
5767 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5768 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5770 (Input::isKeyDown(jumpkey) &&
5773 Person::players[0]->dead))) {
5774 targetlevel = whichlevel;
5778 respawnkeydown = Input::isKeyDown(jumpkey);
5781 static bool movekey;
5784 for (unsigned i = 0; i < Person::players.size(); i++) {
5785 static float oldtargetyaw;
5786 if (!Person::players[i]->skeleton.free) {
5787 oldtargetyaw = Person::players[i]->targetyaw;
5788 if (i == 0 && !Dialog::inDialog()) {
5789 //TODO: refactor repetitive code
5790 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5791 Person::players[0]->animTarget != staggerbackhighanim &&
5792 Person::players[0]->animTarget != staggerbackhardanim &&
5793 Person::players[0]->animTarget != crouchremoveknifeanim &&
5794 Person::players[0]->animTarget != removeknifeanim &&
5795 Person::players[0]->animTarget != backhandspringanim &&
5796 Person::players[0]->animTarget != dodgebackanim &&
5797 Person::players[0]->animTarget != walljumprightkickanim &&
5798 Person::players[0]->animTarget != walljumpleftkickanim) {
5800 Person::players[0]->targetyaw = 0;
5802 Person::players[0]->targetyaw = -yaw + 180;
5808 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5810 facing = flatfacing;
5812 facing = DoRotation(facing, -pitch, 0, 0);
5813 facing = DoRotation(facing, 0, 0 - yaw, 0);
5816 Person::players[0]->lookyaw = -yaw;
5818 Person::players[i]->targetheadyaw = yaw;
5819 Person::players[i]->targetheadpitch = pitch;
5821 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5822 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5823 Person::players[i]->animTarget != staggerbackhighanim &&
5824 Person::players[i]->animTarget != staggerbackhardanim &&
5825 Person::players[i]->animTarget != crouchremoveknifeanim &&
5826 Person::players[i]->animTarget != removeknifeanim &&
5827 Person::players[i]->animTarget != backhandspringanim &&
5828 Person::players[i]->animTarget != dodgebackanim &&
5829 Person::players[i]->animTarget != walljumprightkickanim &&
5830 Person::players[i]->animTarget != walljumpleftkickanim) {
5831 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5837 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5839 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5840 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5842 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5843 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5845 if (Dialog::inDialog()) {
5846 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5847 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5853 Person::players[i]->avoidsomething = 0;
5855 //avoid flaming things
5856 for (int j = 0; j < objects.numobjects; j++)
5857 if (objects.onfire[j])
5858 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5859 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5860 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5861 Person::players[i]->collided = 0;
5862 Person::players[i]->avoidcollided = 1;
5863 if (Person::players[i]->avoidsomething == 0 ||
5864 distsq(&Person::players[i]->coords, &objects.position[j]) <
5865 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5866 Person::players[i]->avoidwhere = objects.position[j];
5867 Person::players[i]->avoidsomething = 1;
5871 //avoid flaming players
5872 for (unsigned j = 0; j < Person::players.size(); j++)
5873 if (Person::players[j]->onfire)
5874 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5875 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5876 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5877 Person::players[i]->collided = 0;
5878 Person::players[i]->avoidcollided = 1;
5879 if (Person::players[i]->avoidsomething == 0 ||
5880 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5881 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5882 Person::players[i]->avoidwhere = Person::players[j]->coords;
5883 Person::players[i]->avoidsomething = 1;
5887 if (Person::players[i]->collided > .8)
5888 Person::players[i]->avoidcollided = 0;
5892 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5893 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5894 Person::players[i]->forwardkeydown = 0;
5895 Person::players[i]->leftkeydown = 0;
5896 Person::players[i]->backkeydown = 0;
5897 Person::players[i]->rightkeydown = 0;
5898 Person::players[i]->jumpkeydown = 0;
5899 Person::players[i]->attackkeydown = 0;
5900 //Person::players[i]->crouchkeydown=0;
5901 Person::players[i]->throwkeydown = 0;
5904 if (Dialog::inDialog()) {
5905 Person::players[i]->forwardkeydown = 0;
5906 Person::players[i]->leftkeydown = 0;
5907 Person::players[i]->backkeydown = 0;
5908 Person::players[i]->rightkeydown = 0;
5909 Person::players[i]->jumpkeydown = 0;
5910 Person::players[i]->crouchkeydown = 0;
5911 Person::players[i]->drawkeydown = 0;
5912 Person::players[i]->throwkeydown = 0;
5915 if (Person::players[i]->collided < -.3)
5916 Person::players[i]->collided = -.3;
5917 if (Person::players[i]->collided > 1)
5918 Person::players[i]->collided = 1;
5919 Person::players[i]->collided -= multiplier * 4;
5920 Person::players[i]->whichdirectiondelay -= multiplier;
5921 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5922 Person::players[i]->avoidcollided = -.3;
5923 Person::players[i]->whichdirection = abs(Random() % 2);
5924 Person::players[i]->whichdirectiondelay = .4;
5926 if (Person::players[i]->avoidcollided > 1)
5927 Person::players[i]->avoidcollided = 1;
5928 Person::players[i]->avoidcollided -= multiplier / 4;
5929 if (!Person::players[i]->skeleton.free) {
5930 Person::players[i]->stunned -= multiplier;
5931 Person::players[i]->surprised -= multiplier;
5933 if (i != 0 && Person::players[i]->surprised <= 0 &&
5934 Person::players[i]->aitype == attacktypecutoff &&
5935 !Person::players[i]->dead &&
5936 !Person::players[i]->skeleton.free &&
5937 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5940 if (!Person::players[i]->throwkeydown)
5941 Person::players[i]->throwtogglekeydown = 0;
5944 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5945 if (Person::players[i]->weaponactive == -1 &&
5946 Person::players[i]->num_weapons < 2 &&
5947 (Person::players[i]->isIdle() ||
5948 Person::players[i]->isCrouch() ||
5949 Person::players[i]->animTarget == sneakanim ||
5950 Person::players[i]->animTarget == rollanim ||
5951 Person::players[i]->animTarget == backhandspringanim ||
5952 Person::players[i]->isFlip() ||
5953 Person::players[i]->aitype != playercontrolled)) {
5954 for (unsigned j = 0; j < weapons.size(); j++) {
5955 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5956 Person::players[i]->aitype == playercontrolled) &&
5957 weapons[j].owner == -1 &&
5958 Person::players[i]->weaponactive == -1)
5959 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5960 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5961 if (Person::players[i]->isCrouch() ||
5962 Person::players[i]->animTarget == sneakanim ||
5963 Person::players[i]->isRun() ||
5964 Person::players[i]->isIdle() ||
5965 Person::players[i]->aitype != playercontrolled) {
5966 Person::players[i]->throwtogglekeydown = 1;
5967 Person::players[i]->setAnimation(crouchremoveknifeanim);
5968 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5969 Person::players[i]->hasvictim = 0;
5971 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5972 Person::players[i]->throwtogglekeydown = 1;
5973 Person::players[i]->hasvictim = 0;
5975 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5976 Person::players[i]->aitype == playercontrolled) &&
5977 weapons[j].owner == -1 ||
5978 Person::players[i]->victim &&
5979 weapons[j].owner == int(Person::players[i]->victim->id))
5980 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5981 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5982 if (weapons[j].getType() != staff)
5983 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5985 Person::players[i]->takeWeapon(j);
5988 } else if ((Person::players[i]->isIdle() ||
5989 Person::players[i]->isFlip() ||
5990 Person::players[i]->aitype != playercontrolled) &&
5991 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5992 Person::players[i]->coords.y < weapons[j].position.y) {
5993 if (!Person::players[i]->isFlip()) {
5994 Person::players[i]->throwtogglekeydown = 1;
5995 Person::players[i]->setAnimation(removeknifeanim);
5996 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5998 if (Person::players[i]->isFlip()) {
5999 Person::players[i]->throwtogglekeydown = 1;
6000 Person::players[i]->hasvictim = 0;
6002 for (unsigned k = 0; k < weapons.size(); k++) {
6003 if (Person::players[i]->weaponactive == -1)
6004 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6005 Person::players[i]->aitype == playercontrolled) &&
6006 weapons[k].owner == -1 ||
6007 Person::players[i]->victim &&
6008 weapons[k].owner == int(Person::players[i]->victim->id))
6009 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6010 Person::players[i]->weaponactive == -1) {
6011 if (weapons[k].getType() != staff)
6012 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6014 Person::players[i]->takeWeapon(k);
6021 if (Person::players[i]->isCrouch() ||
6022 Person::players[i]->animTarget == sneakanim ||
6023 Person::players[i]->isRun() ||
6024 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6025 Person::players[i]->animTarget == backhandspringanim) {
6026 if (Person::players.size() > 1)
6027 for (unsigned j = 0; j < Person::players.size(); j++) {
6028 if (Person::players[i]->weaponactive == -1)
6030 if (Person::players[j]->num_weapons &&
6031 Person::players[j]->skeleton.free &&
6032 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6033 (((Person::players[j]->skeleton.forward.y < 0 &&
6034 Person::players[j]->weaponstuckwhere == 0) ||
6035 (Person::players[j]->skeleton.forward.y > 0 &&
6036 Person::players[j]->weaponstuckwhere == 1)) ||
6037 Person::players[j]->weaponstuck == -1 ||
6038 Person::players[j]->num_weapons > 1)) {
6039 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6040 Person::players[i]->throwtogglekeydown = 1;
6041 Person::players[i]->victim = Person::players[j];
6042 Person::players[i]->hasvictim = 1;
6043 Person::players[i]->setAnimation(crouchremoveknifeanim);
6044 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6046 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6047 Person::players[i]->throwtogglekeydown = 1;
6048 Person::players[i]->victim = Person::players[j];
6049 Person::players[i]->hasvictim = 1;
6050 int k = Person::players[j]->weaponids[0];
6051 if (Person::players[i]->hasvictim) {
6054 if (Person::players[i]->victim->weaponstuck != -1) {
6055 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6060 if (weapons[k].getType() != staff)
6061 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6064 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6066 if (weapons[k].owner != -1) {
6067 if (Person::players[i]->victim->num_weapons == 1)
6068 Person::players[i]->victim->num_weapons = 0;
6070 Person::players[i]->victim->num_weapons = 1;
6072 Person::players[i]->victim->skeleton.longdead = 0;
6073 Person::players[i]->victim->skeleton.free = 1;
6074 Person::players[i]->victim->skeleton.broken = 0;
6076 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6077 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6078 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6084 Normalise(&relative);
6085 XYZ footvel, footpoint;
6087 footpoint = weapons[k].position;
6088 if (Person::players[i]->victim->weaponstuck != -1) {
6089 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6091 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6092 weapons[k].bloody = 2;
6093 weapons[k].blooddrip = 5;
6094 Person::players[i]->victim->weaponstuck = -1;
6095 Person::players[i]->victim->bloodloss += 2000;
6096 Person::players[i]->victim->DoDamage(2000);
6099 if (Person::players[i]->victim->num_weapons > 0) {
6100 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6101 Person::players[i]->victim->weaponstuck = 0;
6102 if (Person::players[i]->victim->weaponids[0] == k)
6103 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6106 Person::players[i]->victim->weaponactive = -1;
6108 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6109 Person::players[i]->victim->jointVel(neck) += relative * 6;
6110 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6111 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6113 Person::players[i]->takeWeapon(k);
6120 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6121 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6122 if (Person::players[i]->isIdle() ||
6123 Person::players[i]->isRun() ||
6124 Person::players[i]->isCrouch() ||
6125 Person::players[i]->animTarget == sneakanim ||
6126 Person::players[i]->isFlip())
6127 if (Person::players.size() > 1)
6128 for (unsigned j = 0; j < Person::players.size(); j++) {
6130 if (tutoriallevel != 1 || tutorialstage == 49)
6132 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6133 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6134 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6135 !Person::players[j]->skeleton.free &&
6136 -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)) {
6137 if (!Person::players[i]->isFlip()) {
6138 Person::players[i]->throwtogglekeydown = 1;
6139 Person::players[i]->victim = Person::players[j];
6140 Person::players[i]->setAnimation(knifethrowanim);
6141 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6142 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6144 if (Person::players[i]->isFlip()) {
6145 if (Person::players[i]->weaponactive != -1) {
6146 Person::players[i]->throwtogglekeydown = 1;
6147 Person::players[i]->victim = Person::players[j];
6149 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);
6152 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6154 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6155 Person::players[i]->num_weapons--;
6156 if (Person::players[i]->num_weapons) {
6157 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6159 Person::players[i]->weaponactive = -1;
6166 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6167 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6168 Person::players[i]->throwtogglekeydown = 1;
6169 XYZ tempVelocity = Person::players[i]->velocity * .2;
6170 if (tempVelocity.x == 0)
6171 tempVelocity.x = .1;
6172 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6173 Person::players[i]->num_weapons--;
6174 if (Person::players[i]->num_weapons) {
6175 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6176 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6177 Person::players[i]->weaponstuck = 0;
6180 Person::players[i]->weaponactive = -1;
6181 for (unsigned j = 0; j < Person::players.size(); j++) {
6182 Person::players[j]->wentforweapon = 0;
6190 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6191 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6192 (Person::players[i]->num_weapons == 2) &&
6193 (Person::players[i]->weaponactive == -1) &&
6194 Person::players[i]->isIdle() ||
6195 Person::players[0]->dead &&
6196 (Person::players[i]->weaponactive != -1) &&
6199 if (Person::players[i]->weaponactive != -1)
6200 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6202 if (isgood && Person::players[i]->creature != wolftype) {
6203 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6204 Person::players[i]->setAnimation(drawrightanim);
6205 Person::players[i]->drawtogglekeydown = 1;
6207 if ((Person::players[i]->isIdle() ||
6208 (Person::players[i]->aitype != playercontrolled &&
6209 Person::players[0]->weaponactive != -1 &&
6210 Person::players[i]->isRun())) &&
6211 Person::players[i]->num_weapons &&
6212 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6213 Person::players[i]->setAnimation(drawleftanim);
6214 Person::players[i]->drawtogglekeydown = 1;
6216 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6217 Person::players[i]->setAnimation(crouchdrawrightanim);
6218 Person::players[i]->drawtogglekeydown = 1;
6225 if (Person::players[i]->weaponactive != -1) {
6226 if (Person::players[i]->isCrouch() &&
6227 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6229 Person::players[i]->onterrain &&
6230 Person::players[i]->num_weapons &&
6231 Person::players[i]->attackkeydown &&
6232 musictype != stream_fighttheme) {
6233 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6234 Person::players[i]->setAnimation(crouchstabanim);
6235 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6236 Person::players[i]->setAnimation(swordgroundstabanim);
6237 Person::players[i]->hasvictim = 0;
6241 if (!Person::players[i]->drawkeydown)
6242 Person::players[i]->drawtogglekeydown = 0;
6247 absflatfacing.z = -1;
6249 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6251 absflatfacing = flatfacing;
6253 if (Dialog::inDialog()) {
6254 Person::players[i]->forwardkeydown = 0;
6255 Person::players[i]->leftkeydown = 0;
6256 Person::players[i]->backkeydown = 0;
6257 Person::players[i]->rightkeydown = 0;
6258 Person::players[i]->jumpkeydown = 0;
6259 Person::players[i]->crouchkeydown = 0;
6260 Person::players[i]->drawkeydown = 0;
6261 Person::players[i]->throwkeydown = 0;
6265 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6266 Person::players[i]->animTarget != staggerbackhighanim &&
6267 Person::players[i]->animTarget != staggerbackhardanim &&
6268 Person::players[i]->animTarget != backhandspringanim &&
6269 Person::players[i]->animTarget != dodgebackanim) {
6270 if (!Person::players[i]->forwardkeydown)
6271 Person::players[i]->forwardstogglekeydown = 0;
6272 if (Person::players[i]->crouchkeydown) {
6276 Person::players[i]->superruntoggle = 1;
6277 if (Person::players.size() > 1)
6278 for (unsigned j = 0; j < Person::players.size(); j++)
6279 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6280 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6281 Person::players[i]->superruntoggle = 0;
6284 if (Person::players.size() > 1)
6285 for (unsigned j = 0; j < Person::players.size(); j++) {
6286 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6287 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6288 Person::players[j]->victim == Person::players[i] &&
6289 (Person::players[j]->animTarget == sweepanim ||
6290 Person::players[j]->animTarget == upunchanim ||
6291 Person::players[j]->animTarget == wolfslapanim ||
6292 ((Person::players[j]->animTarget == swordslashanim ||
6293 Person::players[j]->animTarget == knifeslashstartanim ||
6294 Person::players[j]->animTarget == staffhitanim ||
6295 Person::players[j]->animTarget == staffspinhitanim) &&
6296 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6305 Person::players[target]->Reverse();
6306 Person::players[i]->lowreversaldelay = .5;
6308 if (Person::players[i]->isIdle()) {
6309 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6310 Person::players[i]->transspeed = 10;
6312 if (Person::players[i]->isRun() ||
6313 (Person::players[i]->isStop() &&
6314 (Person::players[i]->leftkeydown ||
6315 Person::players[i]->rightkeydown ||
6316 Person::players[i]->forwardkeydown ||
6317 Person::players[i]->backkeydown))) {
6318 Person::players[i]->setAnimation(rollanim);
6319 Person::players[i]->transspeed = 20;
6322 if (!Person::players[i]->crouchkeydown) {
6324 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6325 Person::players[i]->superruntoggle = 0;
6327 if (Person::players[i]->isCrouch()) {
6328 if (Person::players.size() > 1)
6329 for (unsigned j = 0; j < Person::players.size(); j++) {
6331 !Person::players[j]->skeleton.free &&
6332 Person::players[j]->victim &&
6333 Person::players[i]->highreversaldelay <= 0) {
6334 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6335 Person::players[j]->victim == Person::players[i] &&
6336 (Person::players[j]->animTarget == spinkickanim) &&
6337 Person::players[i]->isCrouch()) {
6346 Person::players[target]->Reverse();
6347 Person::players[i]->highreversaldelay = .5;
6349 if (Person::players[i]->isCrouch()) {
6350 if (!Person::players[i]->wasCrouch()) {
6351 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6352 Person::players[i]->frameCurrent = 0;
6354 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6355 Person::players[i]->transspeed = 10;
6358 if (Person::players[i]->animTarget == sneakanim) {
6359 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6360 Person::players[i]->transspeed = 10;
6363 if (Person::players[i]->forwardkeydown) {
6364 if (Person::players[i]->isIdle() ||
6365 (Person::players[i]->isStop() &&
6366 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6367 (Person::players[i]->isLanding() &&
6368 Person::players[i]->frameTarget > 0 &&
6369 !Person::players[i]->jumpkeydown) ||
6370 (Person::players[i]->isLandhard() &&
6371 Person::players[i]->frameTarget > 0 &&
6372 !Person::players[i]->jumpkeydown &&
6373 Person::players[i]->crouchkeydown)) {
6374 if (Person::players[i]->aitype == passivetype)
6375 Person::players[i]->setAnimation(walkanim);
6377 Person::players[i]->setAnimation(Person::players[i]->getRun());
6379 if (Person::players[i]->isCrouch()) {
6380 Person::players[i]->animTarget = sneakanim;
6381 if (Person::players[i]->wasCrouch())
6382 Person::players[i]->target = 0;
6383 Person::players[i]->frameTarget = 0;
6385 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6386 Person::players[i]->setAnimation(climbanim);
6387 Person::players[i]->frameTarget = 1;
6388 Person::players[i]->jumpclimb = 1;
6390 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6391 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6393 Person::players[i]->forwardstogglekeydown = 1;
6396 if (Person::players[i]->rightkeydown) {
6397 if (Person::players[i]->isIdle() ||
6398 (Person::players[i]->isStop() &&
6399 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6400 (Person::players[i]->isLanding() &&
6401 Person::players[i]->frameTarget > 0 &&
6402 !Person::players[i]->jumpkeydown) ||
6403 (Person::players[i]->isLandhard() &&
6404 Person::players[i]->frameTarget > 0 &&
6405 !Person::players[i]->jumpkeydown &&
6406 Person::players[i]->crouchkeydown)) {
6407 Person::players[i]->setAnimation(Person::players[i]->getRun());
6409 if (Person::players[i]->isCrouch()) {
6410 Person::players[i]->animTarget = sneakanim;
6411 if (Person::players[i]->wasCrouch())
6412 Person::players[i]->target = 0;
6413 Person::players[i]->frameTarget = 0;
6415 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6416 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6418 Person::players[i]->targetyaw -= 90;
6419 if (Person::players[i]->forwardkeydown)
6420 Person::players[i]->targetyaw += 45;
6421 if (Person::players[i]->backkeydown)
6422 Person::players[i]->targetyaw -= 45;
6425 if ( Person::players[i]->leftkeydown) {
6426 if (Person::players[i]->isIdle() ||
6427 (Person::players[i]->isStop() &&
6428 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6429 (Person::players[i]->isLanding() &&
6430 Person::players[i]->frameTarget > 0 &&
6431 !Person::players[i]->jumpkeydown) ||
6432 (Person::players[i]->isLandhard() &&
6433 Person::players[i]->frameTarget > 0 &&
6434 !Person::players[i]->jumpkeydown &&
6435 Person::players[i]->crouchkeydown)) {
6436 Person::players[i]->setAnimation(Person::players[i]->getRun());
6438 if (Person::players[i]->isCrouch()) {
6439 Person::players[i]->animTarget = sneakanim;
6440 if (Person::players[i]->wasCrouch())
6441 Person::players[i]->target = 0;
6442 Person::players[i]->frameTarget = 0;
6444 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6445 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6447 Person::players[i]->targetyaw += 90;
6448 if (Person::players[i]->forwardkeydown)
6449 Person::players[i]->targetyaw -= 45;
6450 if (Person::players[i]->backkeydown)
6451 Person::players[i]->targetyaw += 45;
6454 if (Person::players[i]->backkeydown) {
6455 if (Person::players[i]->isIdle() ||
6456 (Person::players[i]->isStop() &&
6457 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6458 (Person::players[i]->isLanding() &&
6459 Person::players[i]->frameTarget > 0 &&
6460 !Person::players[i]->jumpkeydown) ||
6461 (Person::players[i]->isLandhard() &&
6462 Person::players[i]->frameTarget > 0 &&
6463 !Person::players[i]->jumpkeydown &&
6464 Person::players[i]->crouchkeydown)) {
6465 Person::players[i]->setAnimation(Person::players[i]->getRun());
6467 if (Person::players[i]->isCrouch()) {
6468 Person::players[i]->animTarget = sneakanim;
6469 if (Person::players[i]->wasCrouch())
6470 Person::players[i]->target = 0;
6471 Person::players[i]->frameTarget = 0;
6473 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6474 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6476 if (Person::players[i]->animTarget == hanganim) {
6477 Person::players[i]->animCurrent = jumpdownanim;
6478 Person::players[i]->animTarget = jumpdownanim;
6479 Person::players[i]->target = 0;
6480 Person::players[i]->frameCurrent = 0;
6481 Person::players[i]->frameTarget = 1;
6482 Person::players[i]->velocity = 0;
6483 Person::players[i]->velocity.y += gravity;
6484 Person::players[i]->coords.y -= 1.4;
6485 Person::players[i]->grabdelay = 1;
6487 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6488 Person::players[i]->targetyaw += 180;
6491 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6492 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6493 Person::players[i]->isRun() ||
6494 Person::players[i]->animTarget == walkanim ||
6495 Person::players[i]->isCrouch() ||
6496 Person::players[i]->animTarget == sneakanim) &&
6497 Person::players[i]->jumppower > 1) &&
6498 ((Person::players[i]->animTarget != rabbitrunninganim &&
6499 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6500 Person::players[i]->jumpstart = 0;
6501 Person::players[i]->setAnimation(jumpupanim);
6502 Person::players[i]->yaw = Person::players[i]->targetyaw;
6503 Person::players[i]->transspeed = 20;
6504 Person::players[i]->FootLand(leftfoot, 1);
6505 Person::players[i]->FootLand(rightfoot, 1);
6509 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6512 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6514 Person::players[i]->velocity = 0;
6518 if (Person::players.size() > 1)
6519 for (unsigned j = 0; j < Person::players.size(); j++) {
6520 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6521 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6522 (Person::players[j]->victim == Person::players[i]) &&
6523 (Person::players[j]->animTarget == sweepanim)) {
6532 Person::players[i]->velocity.y = 1;
6534 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6535 Person::players[i]->velocity.y = 7;
6536 Person::players[i]->crouchtogglekeydown = 1;
6537 } else Person::players[i]->velocity.y = 5;
6539 if (mousejump && i == 0 && debugmode) {
6540 if (!Person::players[i]->isLanding())
6541 Person::players[i]->tempdeltav = deltav;
6542 if (Person::players[i]->tempdeltav < 0)
6543 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6546 Person::players[i]->coords.y += .2;
6547 Person::players[i]->jumppower -= 1;
6550 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6552 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6554 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6555 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6556 Person::players[i]->frameTarget = 2;
6557 Person::players[i]->landhard = 0;
6558 Person::players[i]->jumpstart = 1;
6559 Person::players[i]->tempdeltav = deltav;
6561 if (Person::players[i]->animTarget == jumpupanim &&
6565 Person::players[i]->aitype != playercontrolled)) {
6566 if (Person::players[i]->jumppower > multiplier * 6) {
6567 Person::players[i]->velocity.y += multiplier * 6;
6568 Person::players[i]->jumppower -= multiplier * 6;
6570 if (Person::players[i]->jumppower <= multiplier * 6) {
6571 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6572 Person::players[i]->jumppower = 0;
6575 if (((floatjump || editorenabled) && debugmode) && i == 0)
6576 Person::players[i]->velocity.y += multiplier * 30;
6580 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6581 Person::players[i]->setAnimation(Person::players[i]->getStop());
6582 if (Person::players[i]->animTarget == sneakanim) {
6583 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6584 if (Person::players[i]->animCurrent == sneakanim)
6585 Person::players[i]->target = 0;
6586 Person::players[i]->frameTarget = 0;
6589 if (Person::players[i]->animTarget == walkanim &&
6590 (Person::players[i]->aitype == attacktypecutoff ||
6591 Person::players[i]->aitype == searchtype ||
6592 (Person::players[i]->aitype == passivetype &&
6593 Person::players[i]->numwaypoints <= 1)))
6594 Person::players[i]->setAnimation(Person::players[i]->getStop());
6595 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6596 Person::players[i]->setAnimation(Person::players[i]->getStop());
6599 if (Person::players[i]->animTarget == rollanim)
6600 Person::players[i]->targetyaw = oldtargetyaw;
6604 for (unsigned k = 0; k < Person::players.size(); k++) {
6605 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6606 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6607 Person::players[k]->yaw -= 360;
6609 Person::players[k]->yaw += 360;
6612 //stop to turn in right direction
6613 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6614 Person::players[k]->setAnimation(Person::players[k]->getStop());
6616 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6617 Person::players[k]->targettilt = 0;
6619 if (Person::players[k]->animTarget != jumpupanim &&
6620 Person::players[k]->animTarget != backhandspringanim &&
6621 Person::players[k]->animTarget != jumpdownanim &&
6622 !Person::players[k]->isFlip()) {
6623 Person::players[k]->targettilt = 0;
6624 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6625 Person::players[k]->jumppower = 0;
6626 Person::players[k]->jumppower += multiplier * 7;
6627 if (Person::players[k]->isCrouch())
6628 Person::players[k]->jumppower += multiplier * 7;
6629 if (Person::players[k]->jumppower > 5)
6630 Person::players[k]->jumppower = 5;
6633 if (Person::players[k]->isRun())
6634 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6636 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6637 Person::players[k]->grabdelay -= multiplier;
6641 for (unsigned k = 0; k < Person::players.size(); k++) {
6642 Person::players[k]->DoAnimations();
6643 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6644 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6650 for (int j = numenvsounds - 1; j >= 0; j--) {
6651 envsoundlife[j] -= multiplier;
6652 if (envsoundlife[j] < 0) {
6654 envsoundlife[j] = envsoundlife[numenvsounds];
6655 envsound[j] = envsound[numenvsounds];
6658 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6660 if (tutoriallevel == 1) {
6677 if (tutorialstage >= 51)
6678 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6679 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6680 OPENAL_SetFrequency(OPENAL_ALL);
6682 emit_stream_np(stream_menutheme);
6691 if (tutorialstage < 51)
6692 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6693 emit_sound_at(fireendsound, Person::players[0]->coords);
6695 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6699 if (tutorialstage >= 14 && tutorialstage < 50)
6700 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6701 emit_sound_at(fireendsound, Person::players[1]->coords);
6703 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6704 if (Random() % 2 == 0) {
6705 if (!Person::players[1]->skeleton.free)
6706 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6707 if (Person::players[1]->skeleton.free)
6708 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6709 if (!Person::players[1]->skeleton.free)
6710 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;
6711 if (Person::players[1]->skeleton.free)
6712 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6713 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6717 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6718 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6719 Person::players[1]->skeleton.joints[i].velocity = 0;
6720 if (Random() % 2 == 0) {
6721 if (!Person::players[1]->skeleton.free)
6722 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6723 if (Person::players[1]->skeleton.free)
6724 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6725 if (!Person::players[1]->skeleton.free)
6726 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;
6727 if (Person::players[1]->skeleton.free)
6728 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6729 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6737 static float gLoc[3];
6741 static float vel[3];
6742 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6743 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6744 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6746 //Set orientation with forward and up vectors
6747 static XYZ upvector;
6751 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6752 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6757 facing = DoRotation(facing, -pitch, 0, 0);
6758 facing = DoRotation(facing, 0, 0 - yaw, 0);
6761 static float ori[6];
6765 ori[3] = -upvector.x;
6766 ori[4] = upvector.y;
6767 ori[5] = -upvector.z;
6769 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6776 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6780 void Game::TickOnce()
6783 yaw += multiplier * 5;
6784 } else if (Dialog::directing || !Dialog::inDialog()) {
6787 pitch -= deltav * .7;
6789 pitch += deltav * .7;
6798 void Game::TickOnceAfter()
6800 static XYZ colviewer;
6801 static XYZ coltarget;
6805 static float changedelay;
6806 static bool alldead;
6807 static float unseendelay;
6808 static float cameraspeed;
6811 static int oldmusictype = musictype;
6813 if (environment == snowyenvironment)
6814 leveltheme = stream_snowtheme;
6815 if (environment == grassyenvironment)
6816 leveltheme = stream_grasstheme;
6817 if (environment == desertenvironment)
6818 leveltheme = stream_deserttheme;
6822 musictype = leveltheme;
6823 for (unsigned i = 0; i < Person::players.size(); i++) {
6824 if ((Person::players[i]->aitype == attacktypecutoff ||
6825 Person::players[i]->aitype == getweapontype ||
6826 Person::players[i]->aitype == gethelptype ||
6827 Person::players[i]->aitype == searchtype) &&
6828 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6829 (Person::players[i]->animTarget != sneakattackedanim &&
6830 Person::players[i]->animTarget != knifesneakattackedanim &&
6831 Person::players[i]->animTarget != swordsneakattackedanim)) {
6832 musictype = stream_fighttheme;
6836 if (Person::players[0]->dead)
6837 musictype = stream_menutheme;
6840 if (musictype == stream_fighttheme)
6843 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6844 unseendelay -= multiplier;
6845 if (unseendelay > 0)
6846 musictype = stream_fighttheme;
6851 musictype = stream_menutheme;
6852 musicvolume[2] = 512;
6859 if (musictype != oldmusictype && musictype == stream_fighttheme)
6860 emit_sound_np(alarmsound);
6861 musicselected = musictype;
6863 if (musicselected == leveltheme)
6864 musicvolume[0] += multiplier * 450;
6866 musicvolume[0] -= multiplier * 450;
6867 if (musicselected == stream_fighttheme)
6868 musicvolume[1] += multiplier * 450;
6870 musicvolume[1] -= multiplier * 450;
6871 if (musicselected == stream_menutheme)
6872 musicvolume[2] += multiplier * 450;
6874 musicvolume[2] -= multiplier * 450;
6876 for (int i = 0; i < 3; i++) {
6877 if (musicvolume[i] < 0)
6879 if (musicvolume[i] > 512)
6880 musicvolume[i] = 512;
6883 if (musicvolume[2] > 128 && !loading && !mainmenu)
6884 musicvolume[2] = 128;
6887 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6888 emit_stream_np(leveltheme, musicvolume[0]);
6889 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6890 emit_stream_np(stream_fighttheme, musicvolume[1]);
6891 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6892 emit_stream_np(stream_menutheme, musicvolume[2]);
6893 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6894 pause_sound(leveltheme);
6895 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6896 pause_sound(stream_fighttheme);
6897 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6898 pause_sound(stream_menutheme);
6900 if (musicvolume[0] != oldmusicvolume[0])
6901 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6902 if (musicvolume[1] != oldmusicvolume[1])
6903 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6904 if (musicvolume[2] != oldmusicvolume[2])
6905 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6907 for (int i = 0; i < 3; i++)
6908 oldmusicvolume[i] = musicvolume[i];
6910 pause_sound(leveltheme);
6911 pause_sound(stream_fighttheme);
6912 pause_sound(stream_menutheme);
6914 for (int i = 0; i < 4; i++) {
6915 oldmusicvolume[i] = 0;
6920 Hotspot::killhotspot = 2;
6921 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6922 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6923 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6924 Hotspot::killhotspot = 0;
6925 else if (Hotspot::killhotspot == 2)
6926 Hotspot::killhotspot = 1;
6929 if (Hotspot::killhotspot == 2)
6930 Hotspot::killhotspot = 0;
6934 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6935 if (Hotspot::hotspots[i].type == -1)
6936 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6940 for (unsigned i = 1; i < Person::players.size(); i++)
6941 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6943 if (numalarmed > maxalarmed)
6944 maxalarmed = numalarmed;
6946 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6947 if (Person::players[0]->dead && changedelay <= 0) {
6949 targetlevel = whichlevel;
6952 for (unsigned i = 1; i < Person::players.size(); i++) {
6953 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6960 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6962 targetlevel = whichlevel + 1;
6963 if (targetlevel > numchallengelevels - 1)
6966 if (winhotspot || windialogue) {
6968 targetlevel = whichlevel + 1;
6969 if (targetlevel > numchallengelevels - 1)
6974 if (Hotspot::killhotspot) {
6976 targetlevel = whichlevel + 1;
6977 if (targetlevel > numchallengelevels - 1)
6981 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6982 //high scores, awards, win
6984 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6987 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6995 if (leveltime < 1) {
7000 Hotspot::killhotspot = 0;
7003 if (!editorenabled && gameon && !mainmenu) {
7004 if (changedelay != -999)
7005 changedelay -= multiplier / 7;
7006 if (Person::players[0]->dead)
7007 targetlevel = whichlevel;
7008 if (loading == 2 && !campaign) {
7011 fireSound(firestartsound);
7013 if (!Person::players[0]->dead && targetlevel != whichlevel)
7014 startbonustotal = bonustotal;
7015 if (Person::players[0]->dead)
7016 Loadlevel(whichlevel);
7018 Loadlevel(targetlevel);
7024 if (loading == 2 && targetlevel == whichlevel) {
7028 fireSound(firestartsound);
7030 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7036 if (changedelay <= -999 &&
7039 (Person::players[0]->dead ||
7040 (alldead && maptype == mapkilleveryone) ||
7042 (Hotspot::killhotspot)))
7044 if ((Person::players[0]->dead ||
7045 (alldead && maptype == mapkilleveryone) ||
7048 (Hotspot::killhotspot)) &&
7050 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7054 if (Person::players[0]->dead)
7060 // campaignchoosenext determines what to do when the level is complete:
7061 // 0 = load next level
7062 // 1 = go back to level select screen
7063 // 2 = stealthload next level
7064 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7065 if (campaignlevels[actuallevel].nextlevel.empty())
7067 } else if (mainmenu == 0 && winfreeze) {
7068 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7070 if (!stealthloading) {
7071 fireSound(firestartsound);
7076 startbonustotal = 0;
7086 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7089 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7093 pause_sound(stream_menutheme);
7104 oldmusictype = musictype;
7110 facing = DoRotation(facing, -pitch, 0, 0);
7111 facing = DoRotation(facing, 0, 0 - yaw, 0);
7112 viewerfacing = facing;
7115 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7116 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;
7118 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;
7120 if (Person::players[0]->skeleton.free) {
7121 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7122 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7123 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7127 if (Person::players[0]->skeleton.free != 2) {
7129 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7130 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7132 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7134 coltarget = target - cameraloc;
7135 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7138 Normalise(&coltarget);
7139 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7140 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7142 cameraloc = cameraloc + coltarget * multiplier * 8;
7146 cameradist += multiplier * 5;
7147 if (cameradist > 2.3)
7149 viewer = cameraloc - facing * cameradist;
7151 coltarget = cameraloc;
7152 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7153 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7154 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7155 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7157 coltarget = cameraloc;
7158 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7161 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7162 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7163 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7165 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7169 cameradist = findDistance(&viewer, &target);
7170 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7171 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7172 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7175 if (camerashake > .8)
7177 woozy += multiplier;
7178 if (Person::players[0]->dead)
7180 if (Person::players[0]->dead)
7182 camerashake -= multiplier * 2;
7183 blackout -= multiplier * 2;
7184 if (camerashake < 0)
7189 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7190 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7191 viewer.z += (float)(Random() % 100) * .0005 * camerashake;