2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
54 // Added more evilness needed for MSVC
56 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
57 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
61 extern float multiplier;
63 extern int environment;
64 extern Terrain terrain;
65 extern float screenwidth, screenheight;
68 extern float texdetail;
69 extern Objects objects;
71 extern float slomodelay;
72 extern bool floatjump;
75 extern float camerashake;
77 extern float blackout;
78 extern bool cellophane;
79 extern bool musictoggle;
80 extern int difficulty;
81 extern int bloodtoggle;
82 extern bool invertmouse;
84 extern float precipdelay;
85 extern XYZ viewerfacing;
86 extern bool ambientsound;
87 extern bool mousejump;
88 extern float viewdistance;
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int leveltheme;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool showdamagebar; // (des)activate the damage bar
104 extern bool skyboxtexture;
105 extern float skyboxr;
106 extern float skyboxg;
107 extern float skyboxb;
108 extern float skyboxlightr;
109 extern float skyboxlightg;
110 extern float skyboxlightb;
111 extern float fadestart;
112 extern float slomospeed;
113 extern float slomofreq;
114 extern int tutoriallevel;
115 extern float smoketex;
116 extern float tutorialstagetime;
117 extern int tutorialstage;
118 extern float tutorialmaxtime;
119 extern float tutorialsuccess;
120 extern bool againbonus;
121 extern bool reversaltrain;
122 extern bool canattack;
123 extern bool cananger;
124 extern float damagedealt;
126 extern int editoractive;
127 extern int editorpathtype;
129 extern float hostiletime;
131 extern bool gamestarted;
133 extern int numhotspots;
134 extern int killhotspot;
135 extern XYZ hotspot[40];
136 extern int hotspottype[40];
137 extern float hotspotsize[40];
138 extern char hotspottext[40][256];
139 extern int currenthotspot;
143 extern bool stillloading;
144 extern bool winfreeze;
146 extern bool campaign;
148 extern void toggleFullscreen();
159 std::string description;
162 0 = Immediately load next level at the end of this one.
163 1 = Go back to the world map.
164 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
166 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
167 std::vector<int> nextlevel;
169 CampaignLevel() : width(10) {
175 return 30 + 120 + location.x * 400 / 512;
178 return 30 + 30 + (512 - location.y) * 400 / 512;
181 return getStartX() + width;
184 return getStartY() + width;
188 center.x = getStartX() + width / 2;
189 center.y = getStartY() + width / 2;
195 istream& operator<< (istream& is) {
202 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
203 description.replace(pos, 1, 1, ' ');
210 for (int j = 0; j < numnext; j++) {
213 nextlevel.push_back(next - 1);
221 friend istream& operator>> (istream& is, CampaignLevel& cl) {
228 vector<CampaignLevel> campaignlevels;
231 bool winhotspot = false;
232 bool windialogue = false;
235 float cameradist = 0;
236 bool oldattackkey = 0;
238 float musicvolume[4] = {};
239 float oldmusicvolume[4] = {};
240 int musicselected = 0;
242 const char *rabbitskin[] = {
247 "Textures/Otter.jpg",
249 "Textures/Sable.jpg",
250 "Textures/Chocolate.jpg",
255 const char *wolfskin[] = {
257 "Textures/DarkWolf.jpg",
258 "Textures/SnowWolf.jpg"
261 const char **creatureskin[] = {rabbitskin, wolfskin};
263 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
264 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
268 // TODO: this is slightly incorrect
269 inline float roughDirection(XYZ vec)
272 float angle = -asin(-vec.x) * 180 / M_PI;
277 inline float roughDirectionTo(XYZ start, XYZ end)
279 return roughDirection(end - start);
281 inline float pitchOf(XYZ vec)
284 return -asin(vec.y) * 180 / M_PI;
286 inline float pitchTo(XYZ start, XYZ end)
288 return pitchOf(end - start);
290 inline float sq(float n)
294 inline float stepTowardf(float from, float to, float by)
296 if (fabs(from - to) < by)
304 void Game::playdialoguescenesound()
307 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
308 temppos = temppos - viewer;
313 switch (Dialog::currentScene().sound) {
318 sound = consolefailsound;
321 sound = consolesuccesssound;
324 sound = firestartsound;
327 sound = fireendsound;
330 sound = rabbitchitter;
333 sound = rabbitchitter2;
336 sound = rabbitpainsound;
339 sound = rabbitpain1sound;
342 sound = rabbitattacksound;
345 sound = rabbitattack2sound;
348 sound = rabbitattack3sound;
351 sound = rabbitattack4sound;
375 sound = barkgrowlsound;
381 emit_sound_at(sound, temppos);
384 // ================================================================
386 int Game::findClosestPlayer()
389 float closestdist = std::numeric_limits<float>::max();
391 for (unsigned i = 1; i < Person::players.size(); i++) {
392 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
393 if (distance < closestdist) {
394 closestdist = distance;
401 static int findClosestObject()
404 float closestdist = std::numeric_limits<float>::max();
406 for (int i = 0; i < objects.numobjects; i++) {
407 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
408 if (distance < closestdist) {
409 closestdist = distance;
416 static void cmd_dispatch(const string cmd)
418 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
420 for (i = 0; i < n_cmds; i++)
421 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
422 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
423 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
426 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
429 /********************> Tick() <*****/
430 extern bool save_screenshot(const char * fname);
431 void Screenshot (void)
434 time_t t = time(NULL);
435 struct tm *tme = localtime(&t);
436 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
437 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
440 mkdir("Screenshots");
443 save_screenshot(filename);
446 void Game::SetUpLighting()
448 if (environment == snowyenvironment)
449 light.setColors(.65, .65, .7, .4, .4, .44);
450 if (environment == desertenvironment)
451 light.setColors(.95, .95, .95, .4, .35, .3);
452 if (environment == grassyenvironment)
453 light.setColors(.95, .95, 1, .4, .4, .44);
455 light.setColors(1, 1, 1, .4, .4, .4);
457 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
458 light.color[0] *= (skyboxlightr + average) / 2;
459 light.color[1] *= (skyboxlightg + average) / 2;
460 light.color[2] *= (skyboxlightb + average) / 2;
461 light.ambient[0] *= (skyboxlightr + average) / 2;
462 light.ambient[1] *= (skyboxlightg + average) / 2;
463 light.ambient[2] *= (skyboxlightb + average) / 2;
466 int findPathDist(int start, int end)
468 int smallestcount, count, connected;
469 int last, last2, last3, last4;
472 smallestcount = 1000;
473 for (int i = 0; i < 50; i++) {
479 while (last != end && count < 30) {
481 for (int j = 0; j < numpathpoints; j++) {
482 if (j != last && j != last2 && j != last3 && j != last4) {
484 if (numpathpointconnect[j])
485 for (int k = 0; k < numpathpointconnect[j]; k++) {
486 if (pathpointconnect[j][k] == last)connected = 1;
489 if (numpathpointconnect[last])
490 for (int k = 0; k < numpathpointconnect[last]; k++) {
491 if (pathpointconnect[last][k] == j)connected = 1;
494 if (closest == -1 || Random() % 2 == 0) {
505 if (count < smallestcount)
506 smallestcount = count;
508 return smallestcount;
511 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
513 static XYZ colpoint, colviewer, coltarget;
514 static float minx, minz, maxx, maxz, miny, maxy;
516 minx = min(startpoint.x, endpoint.x) - 1;
517 miny = min(startpoint.y, endpoint.y) - 1;
518 minz = min(startpoint.z, endpoint.z) - 1;
519 maxx = max(startpoint.x, endpoint.x) + 1;
520 maxy = max(startpoint.y, endpoint.y) + 1;
521 maxz = max(startpoint.z, endpoint.z) + 1;
523 for (int i = 0; i < objects.numobjects; i++) {
524 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
525 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
526 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
527 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
528 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
529 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
530 if ( objects.type[i] != treeleavestype &&
531 objects.type[i] != bushtype &&
532 objects.type[i] != firetype) {
533 colviewer = startpoint;
534 coltarget = endpoint;
535 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
544 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
546 static XYZ colpoint, colviewer, coltarget;
547 static float minx, minz, maxx, maxz, miny, maxy;
548 static int i; //FIXME: see below
550 minx = min(startpoint.x, endpoint.x) - 1;
551 miny = min(startpoint.y, endpoint.y) - 1;
552 minz = min(startpoint.z, endpoint.z) - 1;
553 maxx = max(startpoint.x, endpoint.x) + 1;
554 maxy = max(startpoint.y, endpoint.y) + 1;
555 maxz = max(startpoint.z, endpoint.z) + 1;
558 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
559 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
560 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
561 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
562 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
563 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
564 if ( objects.type[what] != treeleavestype &&
565 objects.type[what] != bushtype &&
566 objects.type[what] != firetype) {
567 colviewer = startpoint;
568 coltarget = endpoint;
570 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
577 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
583 void Setenvironment(int which)
587 LOG(" Setting environment...");
592 pause_sound(stream_snowtheme);
593 pause_sound(stream_grasstheme);
594 pause_sound(stream_deserttheme);
595 pause_sound(stream_wind);
596 pause_sound(stream_desertambient);
599 if (environment == snowyenvironment) {
603 emit_stream_np(stream_wind);
605 objects.treetextureptr.load("Textures/SnowTree.png", 0);
606 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
607 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
608 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
610 footstepsound = footstepsn1;
611 footstepsound2 = footstepsn2;
612 footstepsound3 = footstepst1;
613 footstepsound4 = footstepst2;
615 terraintexture.load("Textures/Snow.jpg", 1);
616 terraintexture2.load("Textures/Rock.jpg", 1);
619 temptexdetail = texdetail;
622 skybox->load( "Textures/Skybox(snow)/Front.jpg",
623 "Textures/Skybox(snow)/Left.jpg",
624 "Textures/Skybox(snow)/Back.jpg",
625 "Textures/Skybox(snow)/Right.jpg",
626 "Textures/Skybox(snow)/Up.jpg",
627 "Textures/Skybox(snow)/Down.jpg");
632 texdetail = temptexdetail;
633 } else if (environment == desertenvironment) {
636 objects.treetextureptr.load("Textures/DesertTree.png", 0);
637 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
638 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
639 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
643 emit_stream_np(stream_desertambient);
645 footstepsound = footstepsn1;
646 footstepsound2 = footstepsn2;
647 footstepsound3 = footstepsn1;
648 footstepsound4 = footstepsn2;
650 terraintexture.load("Textures/Sand.jpg", 1);
651 terraintexture2.load("Textures/SandSlope.jpg", 1);
654 temptexdetail = texdetail;
657 skybox->load( "Textures/Skybox(sand)/Front.jpg",
658 "Textures/Skybox(sand)/Left.jpg",
659 "Textures/Skybox(sand)/Back.jpg",
660 "Textures/Skybox(sand)/Right.jpg",
661 "Textures/Skybox(sand)/Up.jpg",
662 "Textures/Skybox(sand)/Down.jpg");
667 texdetail = temptexdetail;
668 } else if (environment == grassyenvironment) {
671 objects.treetextureptr.load("Textures/Tree.png", 0);
672 objects.bushtextureptr.load("Textures/Bush.png", 0);
673 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
674 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
677 emit_stream_np(stream_wind, 100.);
679 footstepsound = footstepgr1;
680 footstepsound2 = footstepgr2;
681 footstepsound3 = footstepst1;
682 footstepsound4 = footstepst2;
684 terraintexture.load("Textures/GrassDirt.jpg", 1);
685 terraintexture2.load("Textures/MossRock.jpg", 1);
688 temptexdetail = texdetail;
691 skybox->load( "Textures/Skybox(grass)/Front.jpg",
692 "Textures/Skybox(grass)/Left.jpg",
693 "Textures/Skybox(grass)/Back.jpg",
694 "Textures/Skybox(grass)/Right.jpg",
695 "Textures/Skybox(grass)/Up.jpg",
696 "Textures/Skybox(grass)/Down.jpg");
700 texdetail = temptexdetail;
702 temptexdetail = texdetail;
704 terrain.load("Textures/HeightMap.png");
706 texdetail = temptexdetail;
713 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
714 if (!ipstream.good()) {
715 if (accountactive->getCurrentCampaign() == "main") {
716 cerr << "Could not found main campaign!" << endl;
719 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
720 accountactive->setCurrentCampaign("main");
721 return LoadCampaign();
723 ipstream.ignore(256, ':');
725 ipstream >> numlevels;
726 campaignlevels.clear();
727 for (int i = 0; i < numlevels; i++) {
730 campaignlevels.push_back(cl);
734 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
736 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
738 Mainmenuitems[7].load("Textures/World.png", 0);
741 if (accountactive->getCampaignChoicesMade() == 0) {
742 accountactive->setCampaignScore(0);
743 accountactive->resetFasttime();
747 vector<string> ListCampaigns()
750 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
751 struct dirent *campaign = NULL;
753 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
756 vector<string> campaignNames;
757 while ((campaign = readdir(campaigns)) != NULL) {
758 string name(campaign->d_name);
759 if (name.length() < 5)
761 if (!name.compare(name.length() - 4, 4, ".txt")) {
762 campaignNames.push_back(name.substr(0, name.length() - 4));
766 return campaignNames;
769 void Game::Loadlevel(int which)
776 Loadlevel("tutorial");
777 } else if (which >= 0 && which <= 15) {
779 snprintf(buf, 32, "map%d", which + 1); // challenges
782 Loadlevel("mapsave");
785 void Game::Loadlevel(const std::string& name)
787 int indemo; // FIXME this should be removed
793 LOG(std::string("Loading level...") + name);
805 if (tutoriallevel != -1)
810 if (tutoriallevel == 1)
812 if (tutorialstage == 0) {
813 tutorialstagetime = 0;
816 pause_sound(whooshsound);
817 pause_sound(stream_firesound);
822 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
824 pause_sound(stream_firesound);
830 animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
832 Dialog::dialogs.clear();
834 Dialog::indialogue = -1;
841 difficulty = accountactive->getDifficulty();
855 for (int i = 0; i < 100; i++)
864 numunarmedattack = 0;
875 bonustotal = startbonustotal;
880 emit_sound_np(consolesuccesssound);
885 if (!stealthloading) {
886 terrain.numdecals = 0;
887 Sprite::deleteSprites();
888 for (int i = 0; i < objects.numobjects; i++)
889 objects.model[i].numdecals = 0;
891 int j = objects.numobjects;
892 for (int i = 0; i < j; i++) {
893 objects.DeleteObject(0);
898 for (int i = 0; i < subdivision; i++)
899 for (int j = 0; j < subdivision; j++)
900 terrain.patchobjectnum[i][j] = 0;
906 Person::players.resize(1);
908 funpackf(tfile, "Bi", &mapvers);
910 funpackf(tfile, "Bi", &indemo);
914 funpackf(tfile, "Bi", &maptype);
916 maptype = mapkilleveryone;
918 funpackf(tfile, "Bi", &hostile);
922 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
928 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
936 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
938 skyboxlightr = skyboxr;
939 skyboxlightg = skyboxg;
940 skyboxlightb = skyboxb;
943 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);
945 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
946 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
947 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
948 Person::players[0]->weaponids[j] = weapons.size();
950 funpackf(tfile, "Bi", &type);
951 weapons.push_back(Weapon(type, 0));
957 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
958 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
959 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
960 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
962 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
965 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
967 Person::players[0]->whichskin = 0;
968 Person::players[0]->creature = rabbittype;
971 Person::players[0]->lastattack = -1;
972 Person::players[0]->lastattack2 = -1;
973 Person::players[0]->lastattack3 = -1;
977 Dialog::loadDialogs(tfile);
980 for (int k = 0; k < Person::players[0]->numclothes; k++) {
981 funpackf(tfile, "Bi", &templength);
982 for (int l = 0; l < templength; l++)
983 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
984 Person::players[0]->clothes[k][templength] = '\0';
985 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
988 funpackf(tfile, "Bi", &environment);
990 funpackf(tfile, "Bi", &objects.numobjects);
991 for (int i = 0; i < objects.numobjects; i++) {
992 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]);
993 if (objects.type[i] == treeleavestype)
994 objects.scale[i] = objects.scale[i - 1];
998 funpackf(tfile, "Bi", &numhotspots);
999 for (int i = 0; i < numhotspots; i++) {
1000 funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
1001 funpackf(tfile, "Bi", &templength);
1003 for (int l = 0; l < templength; l++)
1004 funpackf(tfile, "Bb", &hotspottext[i][l]);
1005 hotspottext[i][templength] = '\0';
1006 if (hotspottype[i] == -111)
1015 if (!stealthloading) {
1017 for (int i = 0; i < objects.numobjects; i++)
1018 objects.center += objects.position[i];
1019 objects.center /= objects.numobjects;
1025 float maxdistance = 0;
1027 for (int i = 0; i < objects.numobjects; i++) {
1028 tempdist = distsq(&objects.center, &objects.position[i]);
1029 if (tempdist > maxdistance) {
1030 maxdistance = tempdist;
1033 objects.radius = fast_sqrt(maxdistance);
1040 funpackf(tfile, "Bi", &numplayers);
1041 if (numplayers > maxplayers) {
1042 cout << "Warning: this level contains more players than allowed" << endl;
1044 for (int i = 1; i < numplayers; i++) {
1047 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1049 } catch (InvalidPersonException e) {
1055 funpackf(tfile, "Bi", &numpathpoints);
1056 if (numpathpoints > 30 || numpathpoints < 0)
1058 for (int j = 0; j < numpathpoints; j++) {
1059 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1060 for (int k = 0; k < numpathpointconnect[j]; k++) {
1061 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1067 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1070 if (environment != oldenvironment)
1071 Setenvironment(environment);
1072 oldenvironment = environment;
1074 if (!stealthloading) {
1075 int j = objects.numobjects;
1076 objects.numobjects = 0;
1077 for (int i = 0; i < j; i++) {
1078 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1083 terrain.DoShadows();
1086 objects.DoShadows();
1093 for (unsigned i = 0; i < Person::players.size(); i++) {
1096 Person::players[i]->burnt = 0;
1097 Person::players[i]->bled = 0;
1098 Person::players[i]->onfire = 0;
1099 if (i == 0 || Person::players[i]->scale < 0)
1100 Person::players[i]->scale = .2;
1101 Person::players[i]->skeleton.free = 0;
1102 Person::players[i]->skeleton.id = i;
1103 if (i == 0 && mapvers < 9)
1104 Person::players[i]->creature = rabbittype;
1105 if (Person::players[i]->creature != wolftype) {
1106 Person::players[i]->skeleton.Load(
1107 (char *)"Skeleton/BasicFigure",
1108 (char *)"Skeleton/BasicFigureLow",
1109 (char *)"Skeleton/RabbitBelt",
1110 (char *)"Models/Body.solid",
1111 (char *)"Models/Body2.solid",
1112 (char *)"Models/Body3.solid",
1113 (char *)"Models/Body4.solid",
1114 (char *)"Models/Body5.solid",
1115 (char *)"Models/Body6.solid",
1116 (char *)"Models/Body7.solid",
1117 (char *)"Models/BodyLow.solid",
1118 (char *)"Models/Belt.solid", 0);
1120 if (Person::players[i]->creature != wolftype) {
1121 Person::players[i]->skeleton.Load(
1122 (char *)"Skeleton/BasicFigure",
1123 (char *)"Skeleton/BasicFigureLow",
1124 (char *)"Skeleton/RabbitBelt",
1125 (char *)"Models/Body.solid",
1126 (char *)"Models/Body2.solid",
1127 (char *)"Models/Body3.solid",
1128 (char *)"Models/Body4.solid",
1129 (char *)"Models/Body5.solid",
1130 (char *)"Models/Body6.solid",
1131 (char *)"Models/Body7.solid",
1132 (char *)"Models/BodyLow.solid",
1133 (char *)"Models/Belt.solid", 1);
1134 Person::players[i]->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
1136 if (Person::players[i]->creature == wolftype) {
1137 Person::players[i]->skeleton.Load(
1138 (char *)"Skeleton/BasicFigureWolf",
1139 (char *)"Skeleton/BasicFigureWolfLow",
1140 (char *)"Skeleton/RabbitBelt",
1141 (char *)"Models/Wolf.solid",
1142 (char *)"Models/Wolf2.solid",
1143 (char *)"Models/Wolf3.solid",
1144 (char *)"Models/Wolf4.solid",
1145 (char *)"Models/Wolf5.solid",
1146 (char *)"Models/Wolf6.solid",
1147 (char *)"Models/Wolf7.solid",
1148 (char *)"Models/WolfLow.solid",
1149 (char *)"Models/Belt.solid", 0);
1153 Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
1155 Person::players[i]->addClothes();
1157 Person::players[i]->animCurrent = bounceidleanim;
1158 Person::players[i]->animTarget = bounceidleanim;
1159 Person::players[i]->frameCurrent = 0;
1160 Person::players[i]->frameTarget = 1;
1161 Person::players[i]->target = 0;
1162 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1163 if (difficulty == 0)
1164 Person::players[i]->speed -= .2;
1165 if (difficulty == 1)
1166 Person::players[i]->speed -= .1;
1168 Person::players[i]->velocity = 0;
1169 Person::players[i]->oldcoords = Person::players[i]->coords;
1170 Person::players[i]->realoldcoords = Person::players[i]->coords;
1172 Person::players[i]->id = i;
1173 Person::players[i]->skeleton.id = i;
1174 Person::players[i]->updatedelay = 0;
1175 Person::players[i]->normalsupdatedelay = 0;
1177 Person::players[i]->aitype = passivetype;
1180 Person::players[i]->proportionhead = 1.2;
1181 Person::players[i]->proportionbody = 1.05;
1182 Person::players[i]->proportionarms = 1.00;
1183 Person::players[i]->proportionlegs = 1.1;
1184 Person::players[i]->proportionlegs.y = 1.05;
1186 Person::players[i]->headless = 0;
1187 Person::players[i]->currentoffset = 0;
1188 Person::players[i]->targetoffset = 0;
1190 Person::players[i]->damagetolerance = 200;
1192 if (Person::players[i]->creature == wolftype) {
1193 if (i == 0 || Person::players[i]->scale < 0)
1194 Person::players[i]->scale = .23;
1195 Person::players[i]->damagetolerance = 300;
1201 Person::players[i]->proportionhead.z = 0;
1202 Person::players[i]->proportionbody.z = 0;
1203 Person::players[i]->proportionarms.z = 0;
1204 Person::players[i]->proportionlegs.z = 0;
1207 Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
1209 Person::players[i]->headmorphness = 0;
1210 Person::players[i]->targetheadmorphness = 1;
1211 Person::players[i]->headmorphstart = 0;
1212 Person::players[i]->headmorphend = 0;
1214 Person::players[i]->pausetime = 0;
1216 Person::players[i]->dead = 0;
1217 Person::players[i]->jumppower = 5;
1218 Person::players[i]->damage = 0;
1219 Person::players[i]->permanentdamage = 0;
1220 Person::players[i]->superpermanentdamage = 0;
1222 Person::players[i]->forwardkeydown = 0;
1223 Person::players[i]->leftkeydown = 0;
1224 Person::players[i]->backkeydown = 0;
1225 Person::players[i]->rightkeydown = 0;
1226 Person::players[i]->jumpkeydown = 0;
1227 Person::players[i]->crouchkeydown = 0;
1228 Person::players[i]->throwkeydown = 0;
1230 Person::players[i]->collided = -10;
1231 Person::players[i]->loaded = 1;
1232 Person::players[i]->bloodloss = 0;
1233 Person::players[i]->weaponactive = -1;
1234 Person::players[i]->weaponstuck = -1;
1235 Person::players[i]->bleeding = 0;
1236 Person::players[i]->deathbleeding = 0;
1237 Person::players[i]->stunned = 0;
1238 Person::players[i]->hasvictim = 0;
1239 Person::players[i]->wentforweapon = 0;
1242 Person::players[0]->aitype = playercontrolled;
1243 Person::players[0]->weaponactive = -1;
1245 if (difficulty == 1) {
1246 Person::players[0]->power = 1 / .9;
1247 Person::players[0]->damagetolerance = 250;
1248 } else if (difficulty == 0) {
1249 Person::players[0]->power = 1 / .8;
1250 Person::players[0]->damagetolerance = 300;
1251 Person::players[0]->armorhead *= 1.5;
1252 Person::players[0]->armorhigh *= 1.5;
1253 Person::players[0]->armorlow *= 1.5;
1256 cameraloc = Person::players[0]->coords;
1258 yaw = Person::players[0]->yaw;
1260 hawkcoords = Person::players[0]->coords;
1266 LOG("Starting background music...");
1268 OPENAL_StopSound(OPENAL_ALL);
1270 if (environment == snowyenvironment) {
1271 emit_stream_np(stream_wind);
1272 } else if (environment == desertenvironment) {
1273 emit_stream_np(stream_desertambient);
1274 } else if (environment == grassyenvironment) {
1275 emit_stream_np(stream_wind, 100.);
1278 oldmusicvolume[0] = 0;
1279 oldmusicvolume[1] = 0;
1280 oldmusicvolume[2] = 0;
1281 oldmusicvolume[3] = 0;
1292 if (tutorialstagetime > tutorialmaxtime) {
1294 tutorialsuccess = 0;
1295 if (tutorialstage <= 1) {
1300 switch (tutorialstage) {
1302 tutorialmaxtime = 5;
1305 tutorialmaxtime = 2;
1308 tutorialmaxtime = 600;
1311 tutorialmaxtime = 1000;
1314 tutorialmaxtime = 600;
1317 tutorialmaxtime = 600;
1320 tutorialmaxtime = 600;
1323 tutorialmaxtime = 600;
1326 tutorialmaxtime = 600;
1329 tutorialmaxtime = 2;
1332 tutorialmaxtime = 1000;
1335 tutorialmaxtime = 1000;
1338 tutorialmaxtime = 2;
1341 tutorialmaxtime = 3;
1352 Person::players[1]->coords = (temp + temp2) / 2;
1354 emit_sound_at(fireendsound, Person::players[1]->coords);
1356 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1357 if (Random() % 2 == 0) {
1358 if (!Person::players[1]->skeleton.free)
1359 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1360 if (Person::players[1]->skeleton.free)
1361 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1362 if (!Person::players[1]->skeleton.free)
1363 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;
1364 if (Person::players[1]->skeleton.free)
1365 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1366 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1372 tutorialmaxtime = 500;
1375 tutorialmaxtime = 500;
1378 tutorialmaxtime = 500;
1381 tutorialmaxtime = 500;
1387 tutorialmaxtime = 500;
1390 tutorialmaxtime = 500;
1391 if (bonus == cannon) {
1398 tutorialmaxtime = 500;
1401 tutorialmaxtime = 500;
1404 tutorialmaxtime = 500;
1407 tutorialmaxtime = 500;
1410 tutorialmaxtime = 2;
1413 tutorialmaxtime = 4;
1416 Person::players[1]->aitype = attacktypecutoff;
1419 tutorialmaxtime = 400;
1422 tutorialmaxtime = 400;
1423 Person::players[0]->escapednum = 0;
1426 tutorialmaxtime = 4;
1429 Person::players[1]->aitype = passivetype;
1432 tutorialmaxtime = 13;
1435 tutorialmaxtime = 8;
1438 tutorialmaxtime = 400;
1441 Person::players[1]->aitype = attacktypecutoff;
1444 tutorialmaxtime = 400;
1447 tutorialmaxtime = 400;
1450 tutorialmaxtime = 2;
1453 Person::players[1]->aitype = passivetype;
1458 tutorialmaxtime = 50;
1461 Person::players[1]->aitype = attacktypecutoff;
1464 tutorialmaxtime = 4;
1467 Person::players[1]->aitype = passivetype;
1479 Weapon w(knife, -1);
1480 w.position = (temp + temp2) / 2;
1481 w.tippoint = (temp + temp2) / 2;
1484 w.tipvelocity = 0.1;
1491 weapons.push_back(w);
1495 tutorialmaxtime = 300;
1498 tutorialmaxtime = 300;
1501 tutorialmaxtime = 8;
1504 tutorialmaxtime = 300;
1507 weapons[0].owner = 1;
1508 Person::players[0]->weaponactive = -1;
1509 Person::players[0]->num_weapons = 0;
1510 Person::players[1]->weaponactive = 0;
1511 Person::players[1]->num_weapons = 1;
1512 Person::players[1]->weaponids[0] = 0;
1516 Person::players[1]->aitype = attacktypecutoff;
1518 tutorialmaxtime = 300;
1521 weapons[0].owner = 1;
1522 Person::players[0]->weaponactive = -1;
1523 Person::players[0]->num_weapons = 0;
1524 Person::players[1]->weaponactive = 0;
1525 Person::players[1]->num_weapons = 1;
1526 Person::players[1]->weaponids[0] = 0;
1528 tutorialmaxtime = 300;
1531 weapons[0].owner = 1;
1532 Person::players[0]->weaponactive = -1;
1533 Person::players[0]->num_weapons = 0;
1534 Person::players[1]->weaponactive = 0;
1535 Person::players[1]->num_weapons = 1;
1536 Person::players[1]->weaponids[0] = 0;
1538 weapons[0].setType(sword);
1540 tutorialmaxtime = 300;
1543 tutorialmaxtime = 10;
1554 Weapon w(sword, -1);
1555 w.position = (temp + temp2) / 2;
1556 w.tippoint = (temp + temp2) / 2;
1559 w.tipvelocity = 0.1;
1566 weapons.push_back(w);
1568 weapons[0].owner = 1;
1569 weapons[1].owner = 0;
1570 Person::players[0]->weaponactive = 0;
1571 Person::players[0]->num_weapons = 1;
1572 Person::players[0]->weaponids[0] = 1;
1573 Person::players[1]->weaponactive = 0;
1574 Person::players[1]->num_weapons = 1;
1575 Person::players[1]->weaponids[0] = 0;
1582 Person::players[1]->aitype = passivetype;
1584 tutorialmaxtime = 15;
1586 weapons[0].owner = 1;
1587 weapons[1].owner = 0;
1588 Person::players[0]->weaponactive = 0;
1589 Person::players[0]->num_weapons = 1;
1590 Person::players[0]->weaponids[0] = 1;
1591 Person::players[1]->weaponactive = 0;
1592 Person::players[1]->num_weapons = 1;
1593 Person::players[1]->weaponids[0] = 0;
1595 if (Person::players[0]->weaponactive != -1)
1596 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1598 weapons[0].setType(staff);
1603 Person::players[1]->aitype = passivetype;
1605 tutorialmaxtime = 200;
1607 weapons[1].position = 1000;
1608 weapons[1].tippoint = 1000;
1610 weapons[0].setType(knife);
1612 weapons[0].owner = 0;
1613 Person::players[1]->weaponactive = -1;
1614 Person::players[1]->num_weapons = 0;
1615 Person::players[0]->weaponactive = 0;
1616 Person::players[0]->num_weapons = 1;
1617 Person::players[0]->weaponids[0] = 0;
1621 tutorialmaxtime = 8;
1624 emit_sound_at(fireendsound, Person::players[1]->coords);
1626 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
1627 if (Random() % 2 == 0) {
1628 if (!Person::players[1]->skeleton.free)
1629 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1630 if (Person::players[1]->skeleton.free)
1631 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1632 if (!Person::players[1]->skeleton.free)
1633 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;
1634 if (Person::players[1]->skeleton.free)
1635 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1636 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1640 Person::players[1]->num_weapons = 0;
1641 Person::players[1]->weaponstuck = -1;
1642 Person::players[1]->weaponactive = -1;
1648 tutorialmaxtime = 80000;
1653 if (tutorialstage <= 51)
1654 tutorialstagetime = 0;
1658 if (tutorialstagetime < tutorialmaxtime - 3) {
1659 switch (tutorialstage) {
1661 if (deltah || deltav)
1662 tutorialsuccess += multiplier;
1665 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1666 tutorialsuccess += multiplier;
1669 if (Person::players[0]->jumpkeydown)
1670 tutorialsuccess = 1;
1673 if (Person::players[0]->isCrouch())
1674 tutorialsuccess = 1;
1677 if (Person::players[0]->animTarget == rollanim)
1678 tutorialsuccess = 1;
1681 if (Person::players[0]->animTarget == sneakanim)
1682 tutorialsuccess += multiplier;
1685 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1686 tutorialsuccess += multiplier;
1689 if (Person::players[0]->isWallJump())
1690 tutorialsuccess = 1;
1693 if (Person::players[0]->animTarget == flipanim)
1694 tutorialsuccess = 1;
1697 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1698 tutorialsuccess = 1;
1701 if (Person::players[0]->animTarget == winduppunchanim)
1702 tutorialsuccess = 1;
1705 if (Person::players[0]->animTarget == spinkickanim)
1706 tutorialsuccess = 1;
1709 if (Person::players[0]->animTarget == sweepanim)
1710 tutorialsuccess = 1;
1713 if (Person::players[0]->animTarget == dropkickanim)
1714 tutorialsuccess = 1;
1717 if (Person::players[0]->animTarget == rabbitkickanim)
1718 tutorialsuccess = 1;
1721 if (bonus == cannon)
1722 tutorialsuccess = 1;
1725 if (bonus == spinecrusher)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1730 tutorialsuccess = 1;
1733 if (Person::players[0]->animTarget == rabbittacklinganim)
1734 tutorialsuccess = 1;
1737 if (Person::players[0]->animTarget == backhandspringanim)
1738 tutorialsuccess = 1;
1741 if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1742 tutorialsuccess = 1;
1745 if (Person::players[0]->escapednum == 2) {
1746 tutorialsuccess = 1;
1749 Person::players[1]->aitype = passivetype;
1753 if (animation[Person::players[0]->animTarget].attack == reversal)
1754 tutorialsuccess = 1;
1757 if (animation[Person::players[0]->animTarget].attack == reversal)
1758 tutorialsuccess = 1;
1761 if (animation[Person::players[0]->animTarget].attack == reversal) {
1762 tutorialsuccess = 1;
1765 Person::players[1]->aitype = passivetype;
1769 if (Person::players[0]->num_weapons > 0)
1770 tutorialsuccess = 1;
1773 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1774 tutorialsuccess = 1;
1777 if (Person::players[0]->animTarget == knifeslashstartanim)
1778 tutorialsuccess = 1;
1781 if (animation[Person::players[0]->animTarget].attack == reversal)
1782 tutorialsuccess = 1;
1785 if (animation[Person::players[0]->animTarget].attack == reversal)
1786 tutorialsuccess = 1;
1789 if (animation[Person::players[0]->animTarget].attack == reversal)
1790 tutorialsuccess = 1;
1793 if (Person::players[1]->weaponstuck != -1)
1794 tutorialsuccess = 1;
1799 if (tutorialsuccess >= 1)
1800 tutorialstagetime = tutorialmaxtime - 3;
1803 if (tutorialstagetime == tutorialmaxtime - 3) {
1804 emit_sound_np(consolesuccesssound);
1807 if (tutorialsuccess >= 1) {
1808 if (tutorialstage == 34 || tutorialstage == 35)
1809 tutorialstagetime = tutorialmaxtime - 1;
1813 if (tutorialstage < 14 || tutorialstage >= 50) {
1814 Person::players[1]->coords.y = 300;
1815 Person::players[1]->velocity = 0;
1821 float headprop, bodyprop, armprop, legprop;
1823 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1824 Person::players[0]->damagetolerance = 200000;
1825 Person::players[0]->damage = 0;
1826 Person::players[0]->burnt = 0;
1827 Person::players[0]->permanentdamage = 0;
1828 Person::players[0]->superpermanentdamage = 0;
1831 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1833 if (environment > 2)
1835 Setenvironment(environment);
1838 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1839 cameramode = !cameramode;
1842 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1843 if (Person::players[0]->num_weapons > 0) {
1844 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1845 weapons[Person::players[0]->weaponids[0]].setType(staff);
1846 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1847 weapons[Person::players[0]->weaponids[0]].setType(knife);
1849 weapons[Person::players[0]->weaponids[0]].setType(sword);
1853 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1854 int closest = findClosestPlayer();
1856 if (Person::players[closest]->num_weapons) {
1857 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1858 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1859 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1860 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1862 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1864 if (!Person::players[closest]->num_weapons) {
1865 Person::players[closest]->weaponids[0] = weapons.size();
1867 weapons.push_back(Weapon(knife, closest));
1869 Person::players[closest]->num_weapons = 1;
1874 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1875 int closest = findClosestPlayer();
1877 Person::players[closest]->yaw += multiplier * 50;
1878 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1883 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1884 int closest = findClosestPlayer();
1885 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1889 Person::players[closest]->whichskin++;
1890 if (Person::players[closest]->whichskin > 9)
1891 Person::players[closest]->whichskin = 0;
1892 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1893 Person::players[closest]->whichskin = 0;
1895 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1896 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1899 Person::players[closest]->addClothes();
1902 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1903 int closest = findClosestPlayer();
1905 if (Person::players[closest]->creature == wolftype) {
1906 headprop = Person::players[closest]->proportionhead.x / 1.1;
1907 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1908 armprop = Person::players[closest]->proportionarms.x / 1.1;
1909 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1912 if (Person::players[closest]->creature == rabbittype) {
1913 headprop = Person::players[closest]->proportionhead.x / 1.2;
1914 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1915 armprop = Person::players[closest]->proportionarms.x / 1.00;
1916 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1920 if (Person::players[closest]->creature == rabbittype) {
1921 Person::players[closest]->skeleton.id = closest;
1922 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
1923 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1924 Person::players[closest]->whichskin = 0;
1925 Person::players[closest]->creature = wolftype;
1927 Person::players[closest]->proportionhead = 1.1;
1928 Person::players[closest]->proportionbody = 1.1;
1929 Person::players[closest]->proportionarms = 1.1;
1930 Person::players[closest]->proportionlegs = 1.1;
1931 Person::players[closest]->proportionlegs.y = 1.1;
1932 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1934 Person::players[closest]->damagetolerance = 300;
1936 Person::players[closest]->skeleton.id = closest;
1937 Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
1938 Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1939 Person::players[closest]->whichskin = 0;
1940 Person::players[closest]->creature = rabbittype;
1942 Person::players[closest]->proportionhead = 1.2;
1943 Person::players[closest]->proportionbody = 1.05;
1944 Person::players[closest]->proportionarms = 1.00;
1945 Person::players[closest]->proportionlegs = 1.1;
1946 Person::players[closest]->proportionlegs.y = 1.05;
1947 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1949 Person::players[closest]->damagetolerance = 200;
1952 if (Person::players[closest]->creature == wolftype) {
1953 Person::players[closest]->proportionhead = 1.1 * headprop;
1954 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1955 Person::players[closest]->proportionarms = 1.1 * armprop;
1956 Person::players[closest]->proportionlegs = 1.1 * legprop;
1959 if (Person::players[closest]->creature == rabbittype) {
1960 Person::players[closest]->proportionhead = 1.2 * headprop;
1961 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1962 Person::players[closest]->proportionarms = 1.00 * armprop;
1963 Person::players[closest]->proportionlegs = 1.1 * legprop;
1964 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1970 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1976 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1978 float closestdist = std::numeric_limits<float>::max();
1980 for (unsigned i = 1; i < Person::players.size(); i++) {
1981 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1982 if (!Person::players[i]->headless)
1983 if (distance < closestdist) {
1984 closestdist = distance;
1989 XYZ flatfacing2, flatvelocity2;
1991 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1992 blah = Person::players[closest]->coords;
1993 XYZ headspurtdirection;
1994 //int i = Person::players[closest]->skeleton.jointlabels[head];
1995 Joint& headjoint = Person::players[closest]->joint(head);
1996 for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
1997 if (!Person::players[closest]->skeleton.free)
1998 flatvelocity2 = Person::players[closest]->velocity;
1999 if (Person::players[closest]->skeleton.free)
2000 flatvelocity2 = headjoint.velocity;
2001 if (!Person::players[closest]->skeleton.free)
2002 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;
2003 if (Person::players[closest]->skeleton.free)
2004 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
2005 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2006 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2007 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2008 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
2009 Normalise(&headspurtdirection);
2010 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
2011 flatvelocity2 += headspurtdirection * 8;
2012 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
2014 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2016 emit_sound_at(splattersound, blah);
2017 emit_sound_at(breaksound2, blah, 100.);
2019 if (Person::players[closest]->skeleton.free == 2)
2020 Person::players[closest]->skeleton.free = 0;
2021 Person::players[closest]->RagDoll(0);
2022 Person::players[closest]->dead = 2;
2023 Person::players[closest]->headless = 1;
2024 Person::players[closest]->DoBloodBig(3, 165);
2030 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
2031 int closest = findClosestPlayer();
2032 XYZ flatfacing2, flatvelocity2;
2034 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
2035 blah = Person::players[closest]->coords;
2036 emit_sound_at(splattersound, blah);
2037 emit_sound_at(breaksound2, blah);
2039 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2040 if (!Person::players[closest]->skeleton.free)
2041 flatvelocity2 = Person::players[closest]->velocity;
2042 if (Person::players[closest]->skeleton.free)
2043 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2044 if (!Person::players[closest]->skeleton.free)
2045 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;
2046 if (Person::players[closest]->skeleton.free)
2047 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2048 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2049 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2050 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2051 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2052 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2053 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2056 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2057 if (!Person::players[closest]->skeleton.free)
2058 flatvelocity2 = Person::players[closest]->velocity;
2059 if (Person::players[closest]->skeleton.free)
2060 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2061 if (!Person::players[closest]->skeleton.free)
2062 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;
2063 if (Person::players[closest]->skeleton.free)
2064 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2065 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2066 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2067 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2068 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2069 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2072 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2073 if (!Person::players[closest]->skeleton.free)
2074 flatvelocity2 = Person::players[closest]->velocity;
2075 if (Person::players[closest]->skeleton.free)
2076 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2077 if (!Person::players[closest]->skeleton.free)
2078 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;
2079 if (Person::players[closest]->skeleton.free)
2080 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2081 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2082 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2083 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2084 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2085 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2088 for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
2089 if (!Person::players[closest]->skeleton.free)
2090 flatvelocity2 = Person::players[closest]->velocity;
2091 if (Person::players[closest]->skeleton.free)
2092 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2093 if (!Person::players[closest]->skeleton.free)
2094 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;
2095 if (Person::players[closest]->skeleton.free)
2096 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2097 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2098 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2099 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2100 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2101 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2105 for (unsigned j = 0; j < Person::players.size(); j++) {
2106 if (int(j) != closest) {
2107 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2108 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2109 if (Person::players[j]->skeleton.free == 2)
2110 Person::players[j]->skeleton.free = 1;
2111 Person::players[j]->skeleton.longdead = 0;
2112 Person::players[j]->RagDoll(0);
2113 for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
2114 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2115 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2116 flatvelocity2 = temppos - Person::players[closest]->coords;
2117 Normalise(&flatvelocity2);
2118 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2125 Person::players[closest]->DoDamage(10000);
2126 Person::players[closest]->RagDoll(0);
2127 Person::players[closest]->dead = 2;
2128 Person::players[closest]->coords = 20;
2129 Person::players[closest]->skeleton.free = 2;
2136 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2137 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2138 if (Person::players[0]->onfire) {
2139 Person::players[0]->CatchFire();
2141 if (!Person::players[0]->onfire) {
2142 emit_sound_at(fireendsound, Person::players[0]->coords);
2143 pause_sound(stream_firesound);
2147 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2148 Person::players[0]->RagDoll(0);
2150 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2153 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2154 for (int i = 0; i < objects.numobjects; i++) {
2155 if (objects.type[i] == treeleavestype) {
2156 objects.scale[i] *= .9;
2161 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2162 editorenabled = !editorenabled;
2163 if (editorenabled) {
2164 Person::players[0]->damagetolerance = 100000;
2166 Person::players[0]->damagetolerance = 200;
2168 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2169 Person::players[0]->permanentdamage = 0;
2170 Person::players[0]->superpermanentdamage = 0;
2171 Person::players[0]->bloodloss = 0;
2172 Person::players[0]->deathbleeding = 0;
2176 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2178 if (targetlevel > numchallengelevels - 1)
2184 if (editorenabled) {
2185 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2186 int closest = findClosestPlayer();
2188 Person::players.erase(Person::players.begin()+closest);
2192 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2193 int closest = findClosestObject();
2195 objects.position[closest].y -= 500;
2198 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2199 if (objects.numobjects < max_objects - 1) {
2201 scenecoords.x = Person::players[0]->coords.x;
2202 scenecoords.z = Person::players[0]->coords.z;
2203 scenecoords.y = Person::players[0]->coords.y - 3;
2204 if (editortype == bushtype)
2205 scenecoords.y = Person::players[0]->coords.y - .5;
2206 if (editortype == firetype)
2207 scenecoords.y = Person::players[0]->coords.y - .5;
2208 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2209 float temprotat, temprotat2;
2210 temprotat = editoryaw;
2211 temprotat2 = editorpitch;
2212 if (temprotat < 0 || editortype == bushtype)
2213 temprotat = Random() % 360;
2215 temprotat2 = Random() % 360;
2217 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2218 if (editortype == treetrunktype)
2219 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2223 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2224 Person::players.push_back(shared_ptr<Person>(new Person()));
2226 Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
2227 Person::players.back()->creature = rabbittype;
2228 Person::players.back()->howactive = editoractive;
2229 Person::players.back()->skeleton.id = Person::players.size()-1;
2230 Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
2232 int k = abs(Random() % 2) + 1;
2234 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2235 Person::players.back()->whichskin = 0;
2236 } else if (k == 1) {
2237 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2238 Person::players.back()->whichskin = 1;
2240 Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
2241 Person::players.back()->whichskin = 2;
2244 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2245 Person::players.back()->power = 1;
2246 Person::players.back()->speedmult = 1;
2247 Person::players.back()->animCurrent = bounceidleanim;
2248 Person::players.back()->animTarget = bounceidleanim;
2249 Person::players.back()->frameCurrent = 0;
2250 Person::players.back()->frameTarget = 1;
2251 Person::players.back()->target = 0;
2252 Person::players.back()->bled = 0;
2253 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2255 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2256 Person::players.back()->yaw = Person::players[0]->yaw;
2258 Person::players.back()->velocity = 0;
2259 Person::players.back()->coords = Person::players[0]->coords;
2260 Person::players.back()->oldcoords = Person::players.back()->coords;
2261 Person::players.back()->realoldcoords = Person::players.back()->coords;
2263 Person::players.back()->id = Person::players.size()-1;
2264 Person::players.back()->updatedelay = 0;
2265 Person::players.back()->normalsupdatedelay = 0;
2267 Person::players.back()->aitype = passivetype;
2269 if (Person::players[0]->creature == wolftype) {
2270 headprop = Person::players[0]->proportionhead.x / 1.1;
2271 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2272 armprop = Person::players[0]->proportionarms.x / 1.1;
2273 legprop = Person::players[0]->proportionlegs.x / 1.1;
2276 if (Person::players[0]->creature == rabbittype) {
2277 headprop = Person::players[0]->proportionhead.x / 1.2;
2278 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2279 armprop = Person::players[0]->proportionarms.x / 1.00;
2280 legprop = Person::players[0]->proportionlegs.x / 1.1;
2283 if (Person::players.back()->creature == wolftype) {
2284 Person::players.back()->proportionhead = 1.1 * headprop;
2285 Person::players.back()->proportionbody = 1.1 * bodyprop;
2286 Person::players.back()->proportionarms = 1.1 * armprop;
2287 Person::players.back()->proportionlegs = 1.1 * legprop;
2290 if (Person::players.back()->creature == rabbittype) {
2291 Person::players.back()->proportionhead = 1.2 * headprop;
2292 Person::players.back()->proportionbody = 1.05 * bodyprop;
2293 Person::players.back()->proportionarms = 1.00 * armprop;
2294 Person::players.back()->proportionlegs = 1.1 * legprop;
2295 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2298 Person::players.back()->headless = 0;
2299 Person::players.back()->onfire = 0;
2302 Person::players.back()->proportionhead.z = 0;
2303 Person::players.back()->proportionbody.z = 0;
2304 Person::players.back()->proportionarms.z = 0;
2305 Person::players.back()->proportionlegs.z = 0;
2308 Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
2310 Person::players.back()->damagetolerance = 200;
2312 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2313 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2314 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2315 Person::players.back()->armorhead = Person::players[0]->armorhead;
2316 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2317 Person::players.back()->armorlow = Person::players[0]->armorlow;
2318 Person::players.back()->metalhead = Person::players[0]->metalhead;
2319 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2320 Person::players.back()->metallow = Person::players[0]->metallow;
2322 Person::players.back()->immobile = Person::players[0]->immobile;
2324 Person::players.back()->numclothes = Person::players[0]->numclothes;
2325 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2326 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2327 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2328 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2329 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2331 Person::players.back()->addClothes();
2333 Person::players.back()->power = Person::players[0]->power;
2334 Person::players.back()->speedmult = Person::players[0]->speedmult;
2336 Person::players.back()->damage = 0;
2337 Person::players.back()->permanentdamage = 0;
2338 Person::players.back()->superpermanentdamage = 0;
2339 Person::players.back()->deathbleeding = 0;
2340 Person::players.back()->bleeding = 0;
2341 Person::players.back()->numwaypoints = 0;
2342 Person::players.back()->waypoint = 0;
2343 Person::players.back()->weaponstuck = -1;
2344 Person::players.back()->weaponactive = -1;
2345 Person::players.back()->num_weapons = 0;
2346 Person::players.back()->bloodloss = 0;
2347 Person::players.back()->dead = 0;
2349 Person::players.back()->loaded = 1;
2352 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2353 if (Person::players.back()->numwaypoints < 90) {
2354 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2355 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2356 Person::players.back()->numwaypoints++;
2360 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2361 if (numpathpoints < 30) {
2362 bool connected, alreadyconnected;
2364 if (numpathpoints > 1)
2365 for (int i = 0; i < numpathpoints; i++) {
2366 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2367 alreadyconnected = 0;
2368 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2369 if (pathpointconnect[pathpointselected][j] == i)
2370 alreadyconnected = 1;
2372 if (!alreadyconnected) {
2373 numpathpointconnect[pathpointselected]++;
2375 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2381 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2382 numpathpointconnect[numpathpoints - 1] = 0;
2383 if (numpathpoints > 1 && pathpointselected != -1) {
2384 numpathpointconnect[pathpointselected]++;
2385 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2387 pathpointselected = numpathpoints - 1;
2392 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2393 pathpointselected++;
2394 if (pathpointselected >= numpathpoints)
2395 pathpointselected = -1;
2397 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2398 pathpointselected--;
2399 if (pathpointselected <= -2)
2400 pathpointselected = numpathpoints - 1;
2402 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2403 if (pathpointselected != -1) {
2405 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2406 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2407 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2408 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2410 for (int i = 0; i < numpathpoints; i++) {
2411 for (int j = 0; j < numpathpointconnect[i]; j++) {
2412 if (pathpointconnect[i][j] == pathpointselected) {
2413 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2414 numpathpointconnect[i]--;
2416 if (pathpointconnect[i][j] == numpathpoints) {
2417 pathpointconnect[i][j] = pathpointselected;
2421 pathpointselected = numpathpoints - 1;
2425 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2427 if (editortype == treeleavestype || editortype == 10)
2430 editortype = firetype;
2433 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2435 if (editortype == treeleavestype || editortype == 10)
2437 if (editortype > firetype)
2441 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2442 editoryaw -= multiplier * 100;
2443 if (editoryaw < -.01)
2447 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2448 editoryaw += multiplier * 100;
2451 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2452 editorsize += multiplier;
2455 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2456 editorsize -= multiplier;
2457 if (editorsize < .1)
2462 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2463 mapradius -= multiplier * 10;
2466 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2467 mapradius += multiplier * 10;
2469 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2470 editorpitch += multiplier * 100;
2473 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2474 editorpitch -= multiplier * 100;
2475 if (editorpitch < -.01)
2478 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2479 int closest = findClosestObject();
2481 objects.DeleteObject(closest);
2487 void doJumpReversals()
2489 for (unsigned k = 0; k < Person::players.size(); k++)
2490 for (unsigned i = k; i < Person::players.size(); i++) {
2493 if ( Person::players[k]->skeleton.free == 0 &&
2494 Person::players[i]->skeleton.oldfree == 0 &&
2495 (Person::players[i]->animTarget == jumpupanim ||
2496 Person::players[k]->animTarget == jumpupanim) &&
2497 (Person::players[i]->aitype == playercontrolled ||
2498 Person::players[k]->aitype == playercontrolled) &&
2499 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2500 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2501 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2502 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2503 //TODO: refactor two huge similar ifs
2504 if (Person::players[i]->animTarget == jumpupanim &&
2505 Person::players[k]->animTarget != getupfrombackanim &&
2506 Person::players[k]->animTarget != getupfromfrontanim &&
2507 animation[Person::players[k]->animTarget].height == middleheight &&
2508 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2509 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2510 Person::players[k]->aitype != playercontrolled)) {
2511 Person::players[i]->victim = Person::players[k];
2512 Person::players[i]->velocity = 0;
2513 Person::players[i]->animCurrent = jumpreversedanim;
2514 Person::players[i]->animTarget = jumpreversedanim;
2515 Person::players[i]->frameCurrent = 0;
2516 Person::players[i]->frameTarget = 1;
2517 Person::players[i]->targettilt2 = 0;
2518 Person::players[k]->victim = Person::players[i];
2519 Person::players[k]->velocity = 0;
2520 Person::players[k]->animCurrent = jumpreversalanim;
2521 Person::players[k]->animTarget = jumpreversalanim;
2522 Person::players[k]->frameCurrent = 0;
2523 Person::players[k]->frameTarget = 1;
2524 Person::players[k]->targettilt2 = 0;
2525 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2526 Person::players[i]->animCurrent = rabbitkickreversedanim;
2527 Person::players[i]->animTarget = rabbitkickreversedanim;
2528 Person::players[i]->frameCurrent = 1;
2529 Person::players[i]->frameTarget = 2;
2530 Person::players[k]->animCurrent = rabbitkickreversalanim;
2531 Person::players[k]->animTarget = rabbitkickreversalanim;
2532 Person::players[k]->frameCurrent = 1;
2533 Person::players[k]->frameTarget = 2;
2535 Person::players[i]->target = 0;
2536 Person::players[k]->oldcoords = Person::players[k]->coords;
2537 Person::players[i]->coords = Person::players[k]->coords;
2538 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2539 Person::players[k]->yaw = Person::players[i]->targetyaw;
2540 if (Person::players[k]->aitype == attacktypecutoff)
2541 Person::players[k]->stunned = .5;
2543 if (Person::players[k]->animTarget == jumpupanim &&
2544 Person::players[i]->animTarget != getupfrombackanim &&
2545 Person::players[i]->animTarget != getupfromfrontanim &&
2546 animation[Person::players[i]->animTarget].height == middleheight &&
2547 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2548 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2549 Person::players[i]->aitype != playercontrolled)) {
2550 Person::players[k]->victim = Person::players[i];
2551 Person::players[k]->velocity = 0;
2552 Person::players[k]->animCurrent = jumpreversedanim;
2553 Person::players[k]->animTarget = jumpreversedanim;
2554 Person::players[k]->frameCurrent = 0;
2555 Person::players[k]->frameTarget = 1;
2556 Person::players[k]->targettilt2 = 0;
2557 Person::players[i]->victim = Person::players[k];
2558 Person::players[i]->velocity = 0;
2559 Person::players[i]->animCurrent = jumpreversalanim;
2560 Person::players[i]->animTarget = jumpreversalanim;
2561 Person::players[i]->frameCurrent = 0;
2562 Person::players[i]->frameTarget = 1;
2563 Person::players[i]->targettilt2 = 0;
2564 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2565 Person::players[k]->animTarget = rabbitkickreversedanim;
2566 Person::players[k]->animCurrent = rabbitkickreversedanim;
2567 Person::players[i]->animCurrent = rabbitkickreversalanim;
2568 Person::players[i]->animTarget = rabbitkickreversalanim;
2569 Person::players[k]->frameCurrent = 1;
2570 Person::players[k]->frameTarget = 2;
2571 Person::players[i]->frameCurrent = 1;
2572 Person::players[i]->frameTarget = 2;
2574 Person::players[k]->target = 0;
2575 Person::players[i]->oldcoords = Person::players[i]->coords;
2576 Person::players[k]->coords = Person::players[i]->coords;
2577 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2578 Person::players[i]->yaw = Person::players[k]->targetyaw;
2579 if (Person::players[i]->aitype == attacktypecutoff)
2580 Person::players[i]->stunned = .5;
2587 void doAerialAcrobatics()
2589 static XYZ facing, flatfacing;
2590 for (unsigned k = 0; k < Person::players.size(); k++) {
2591 Person::players[k]->turnspeed = 500;
2593 if ((Person::players[k]->isRun() &&
2594 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2595 Person::players[k]->targetyaw != wolfrunninganim) ||
2596 Person::players[k]->frameTarget == 4)) ||
2597 Person::players[k]->animTarget == removeknifeanim ||
2598 Person::players[k]->animTarget == crouchremoveknifeanim ||
2599 Person::players[k]->animTarget == flipanim ||
2600 Person::players[k]->animTarget == fightsidestep ||
2601 Person::players[k]->animTarget == walkanim) {
2602 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2606 if (Person::players[k]->isStop() ||
2607 Person::players[k]->isLanding() ||
2608 Person::players[k]->animTarget == staggerbackhighanim ||
2609 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2610 Person::players[k]->animTarget == staggerbackhardanim ||
2611 Person::players[k]->animTarget == backhandspringanim ||
2612 Person::players[k]->animTarget == dodgebackanim ||
2613 Person::players[k]->animTarget == rollanim ||
2614 (animation[Person::players[k]->animTarget].attack &&
2615 Person::players[k]->animTarget != rabbitkickanim &&
2616 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2617 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2618 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2621 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2622 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2625 Person::players[k]->DoStuff();
2626 if (Person::players[k]->immobile && k != 0)
2627 Person::players[k]->coords = Person::players[k]->realoldcoords;
2629 //if player's position has changed (?)
2630 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2631 !Person::players[k]->skeleton.free &&
2632 Person::players[k]->animTarget != climbanim &&
2633 Person::players[k]->animTarget != hanganim) {
2634 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2636 bool tempcollide = 0;
2638 if (Person::players[k]->collide < -.3)
2639 Person::players[k]->collide = -.3;
2640 if (Person::players[k]->collide > 1)
2641 Person::players[k]->collide = 1;
2642 Person::players[k]->collide -= multiplier * 30;
2645 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2647 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2648 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2649 if (objects.type[i] != rocktype ||
2650 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2651 objects.position[i].y > Person::players[k]->coords.y) {
2652 lowpoint = Person::players[k]->coords;
2653 if (Person::players[k]->animTarget != jumpupanim &&
2654 Person::players[k]->animTarget != jumpdownanim &&
2655 !Person::players[k]->isFlip())
2659 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2660 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2661 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2662 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2663 flatfacing = lowpoint - Person::players[k]->coords;
2664 Person::players[k]->coords = lowpoint;
2665 Person::players[k]->coords.y -= 1.3;
2666 Person::players[k]->collide = 1;
2669 //TODO: refactor four similar blocks
2670 if (Person::players[k]->aitype == playercontrolled &&
2671 (Person::players[k]->animTarget == jumpupanim ||
2672 Person::players[k]->animTarget == jumpdownanim ||
2673 Person::players[k]->isFlip()) &&
2674 !Person::players[k]->jumptogglekeydown &&
2675 Person::players[k]->jumpkeydown) {
2676 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2677 XYZ tempcoords1 = lowpoint;
2678 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2679 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2680 Person::players[k]->setAnimation(walljumpleftanim);
2681 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2683 pause_sound(whooshsound);
2685 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2686 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2687 if (lowpointtarget.z < 0)
2688 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2689 Person::players[k]->targetyaw = Person::players[k]->yaw;
2690 Person::players[k]->lowyaw = Person::players[k]->yaw;
2694 lowpoint = tempcoords1;
2695 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2696 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2697 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2698 Person::players[k]->setAnimation(walljumprightanim);
2699 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2701 pause_sound(whooshsound);
2703 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2704 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2705 if (lowpointtarget.z < 0)
2706 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2707 Person::players[k]->targetyaw = Person::players[k]->yaw;
2708 Person::players[k]->lowyaw = Person::players[k]->yaw;
2712 lowpoint = tempcoords1;
2713 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2714 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2715 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2716 Person::players[k]->setAnimation(walljumpbackanim);
2717 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2719 pause_sound(whooshsound);
2721 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2722 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2723 if (lowpointtarget.z < 0)
2724 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2725 Person::players[k]->targetyaw = Person::players[k]->yaw;
2726 Person::players[k]->lowyaw = Person::players[k]->yaw;
2730 lowpoint = tempcoords1;
2731 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2732 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2733 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2734 Person::players[k]->setAnimation(walljumpfrontanim);
2735 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2737 pause_sound(whooshsound);
2739 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2740 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2741 if (lowpointtarget.z < 0)
2742 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2743 Person::players[k]->yaw += 180;
2744 Person::players[k]->targetyaw = Person::players[k]->yaw;
2745 Person::players[k]->lowyaw = Person::players[k]->yaw;
2754 } else if (objects.type[i] == rocktype) {
2755 lowpoint2 = Person::players[k]->coords;
2756 lowpoint = Person::players[k]->coords;
2758 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2759 Person::players[k]->coords = colpoint;
2760 Person::players[k]->collide = 1;
2763 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2764 //flipped into a rock
2765 if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
2766 Person::players[k]->RagDoll(0);
2768 if (Person::players[k]->animTarget == jumpupanim) {
2769 Person::players[k]->jumppower = -4;
2770 Person::players[k]->animTarget = Person::players[k]->getIdle();
2772 Person::players[k]->target = 0;
2773 Person::players[k]->frameTarget = 0;
2774 Person::players[k]->onterrain = 1;
2776 if (Person::players[k]->id == 0) {
2777 pause_sound(whooshsound);
2778 OPENAL_SetVolume(channels[whooshsound], 0);
2782 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2783 if (Person::players[k]->isFlip())
2784 Person::players[k]->jumppower = -4;
2785 Person::players[k]->animTarget = Person::players[k]->getLanding();
2786 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2788 addEnvSound(Person::players[k]->coords);
2797 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2798 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2799 lowpoint = Person::players[k]->coords;
2801 if (objects.type[i] != rocktype)
2802 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2803 if (Person::players[k]->animTarget != jumpupanim &&
2804 Person::players[k]->animTarget != jumpdownanim &&
2805 Person::players[k]->onterrain)
2806 Person::players[k]->avoidcollided = 1;
2807 Person::players[k]->coords = lowpoint;
2808 Person::players[k]->coords.y -= 1.35;
2809 Person::players[k]->collide = 1;
2811 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2812 (Person::players[k]->animCurrent != climbanim &&
2813 Person::players[k]->animCurrent != hanganim &&
2814 !Person::players[k]->isWallJump() ||
2815 Person::players[k]->animTarget == jumpupanim ||
2816 Person::players[k]->animTarget == jumpdownanim)) {
2817 lowpoint = Person::players[k]->coords;
2818 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2819 lowpoint = Person::players[k]->coords;
2823 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2824 lowpointtarget = lowpoint + facing * 1.4;
2825 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2826 if (whichhit != -1) {
2827 lowpoint = Person::players[k]->coords;
2829 lowpointtarget = lowpoint + facing * 1.4;
2830 lowpoint2 = lowpoint;
2831 lowpointtarget2 = lowpointtarget;
2832 lowpoint3 = lowpoint;
2833 lowpointtarget3 = lowpointtarget;
2834 lowpoint4 = lowpoint;
2835 lowpointtarget4 = lowpointtarget;
2836 lowpoint5 = lowpoint;
2837 lowpointtarget5 = lowpointtarget;
2838 lowpoint6 = lowpoint;
2839 lowpointtarget6 = lowpointtarget;
2840 lowpoint7 = lowpoint;
2841 lowpointtarget7 = lowpoint;
2843 lowpointtarget2.x += .1;
2845 lowpointtarget3.z += .1;
2847 lowpointtarget4.x -= .1;
2849 lowpointtarget5.z -= .1;
2850 lowpoint6.y += 45 / 13;
2851 lowpointtarget6.y += 45 / 13;
2852 lowpointtarget6 += facing * .6;
2853 lowpointtarget7.y += 90 / 13;
2854 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2855 if (objects.friction[i] > .5)
2856 if (whichhit != -1) {
2857 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2858 Person::players[k]->collided = 1;
2859 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2860 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2861 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2862 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2863 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2864 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2865 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2866 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2867 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2868 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2869 for (int j = 0; j < 45; j++) {
2870 lowpoint = Person::players[k]->coords;
2871 lowpoint.y += (float)j / 13;
2872 lowpointtarget = lowpoint + facing * 1.4;
2873 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2874 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2875 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2877 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2878 lowpoint = Person::players[k]->coords;
2879 lowpoint.y += (float)j / 13;
2880 lowpointtarget = lowpoint + facing * 1.3;
2881 flatfacing = Person::players[k]->coords;
2882 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2883 Person::players[k]->coords.y = lowpointtarget.y - .07;
2884 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2886 if (j > 10 || !Person::players[k]->isRun()) {
2887 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2889 pause_sound(whooshsound);
2891 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2893 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2894 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2895 if (lowpointtarget.z < 0)
2896 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2897 Person::players[k]->targetyaw = Person::players[k]->yaw;
2898 Person::players[k]->lowyaw = Person::players[k]->yaw;
2900 //Person::players[k]->velocity=lowpointtarget*.03;
2901 Person::players[k]->velocity = 0;
2904 if (Person::players[k]->animTarget == jumpupanim) {
2905 Person::players[k]->animTarget = climbanim;
2906 Person::players[k]->jumppower = 0;
2907 Person::players[k]->jumpclimb = 1;
2909 Person::players[k]->transspeed = 6;
2910 Person::players[k]->target = 0;
2911 Person::players[k]->frameTarget = 1;
2914 Person::players[k]->setAnimation(hanganim);
2915 Person::players[k]->jumppower = 0;
2927 if (Person::players[k]->collide <= 0) {
2929 if (!Person::players[k]->onterrain &&
2930 Person::players[k]->animTarget != jumpupanim &&
2931 Person::players[k]->animTarget != jumpdownanim &&
2932 Person::players[k]->animTarget != climbanim &&
2933 Person::players[k]->animTarget != hanganim &&
2934 !Person::players[k]->isWallJump() &&
2935 !Person::players[k]->isFlip()) {
2936 if (Person::players[k]->animCurrent != climbanim &&
2937 Person::players[k]->animCurrent != tempanim &&
2938 Person::players[k]->animTarget != backhandspringanim &&
2939 (Person::players[k]->animTarget != rollanim ||
2940 Person::players[k]->frameTarget < 2 ||
2941 Person::players[k]->frameTarget > 6)) {
2942 //stagger off ledge (?)
2943 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2944 Person::players[k]->RagDoll(0);
2945 Person::players[k]->setAnimation(jumpdownanim);
2948 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2951 Person::players[k]->velocity.y += gravity;
2955 Person::players[k]->realoldcoords = Person::players[k]->coords;
2961 static int randattack;
2962 static bool playerrealattackkeydown = 0;
2964 if (!Input::isKeyDown(attackkey))
2967 Person::players[0]->attackkeydown = 0;
2969 playerrealattackkeydown = 0;
2971 playerrealattackkeydown = Input::isKeyDown(attackkey);
2972 if ((Person::players[0]->parriedrecently <= 0 ||
2973 Person::players[0]->weaponactive == -1) &&
2976 Person::players[0]->lastattack != swordslashanim &&
2977 Person::players[0]->lastattack != knifeslashstartanim &&
2978 Person::players[0]->lastattack != staffhitanim &&
2979 Person::players[0]->lastattack != staffspinhitanim)))
2980 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2981 if (Input::isKeyDown(attackkey) &&
2983 !Person::players[0]->backkeydown) {
2984 for (unsigned k = 0; k < Person::players.size(); k++) {
2985 if ((Person::players[k]->animTarget == swordslashanim ||
2986 Person::players[k]->animTarget == staffhitanim ||
2987 Person::players[k]->animTarget == staffspinhitanim) &&
2988 Person::players[0]->animCurrent != dodgebackanim &&
2989 !Person::players[k]->skeleton.free)
2990 Person::players[k]->Reverse();
2994 if (!hostile || Dialog::inDialog())
2995 Person::players[0]->attackkeydown = 0;
2997 for (unsigned k = 0; k < Person::players.size(); k++) {
2998 if (Dialog::inDialog())
2999 Person::players[k]->attackkeydown = 0;
3000 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
3001 if (Person::players[k]->aitype != playercontrolled)
3002 Person::players[k]->victim = Person::players[0];
3003 //attack key pressed
3004 if (Person::players[k]->attackkeydown) {
3006 if (Person::players[k]->backkeydown &&
3007 Person::players[k]->animTarget != backhandspringanim &&
3008 (Person::players[k]->isIdle() ||
3009 Person::players[k]->isStop() ||
3010 Person::players[k]->isRun() ||
3011 Person::players[k]->animTarget == walkanim)) {
3012 if (Person::players[k]->jumppower <= 1) {
3013 Person::players[k]->jumppower -= 2;
3015 for (unsigned i = 0; i < Person::players.size(); i++) {
3018 if (Person::players[i]->animTarget == swordslashanim ||
3019 Person::players[i]->animTarget == knifeslashstartanim ||
3020 Person::players[i]->animTarget == staffhitanim ||
3021 Person::players[i]->animTarget == staffspinhitanim)
3022 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
3023 Person::players[k]->setAnimation(dodgebackanim);
3024 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3025 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3028 if (Person::players[k]->animTarget != dodgebackanim) {
3031 Person::players[k]->setAnimation(backhandspringanim);
3032 Person::players[k]->targetyaw = -yaw + 180;
3033 if (Person::players[k]->leftkeydown)
3034 Person::players[k]->targetyaw -= 45;
3035 if (Person::players[k]->rightkeydown)
3036 Person::players[k]->targetyaw += 45;
3037 Person::players[k]->yaw = Person::players[k]->targetyaw;
3038 Person::players[k]->jumppower -= 2;
3043 if (!animation[Person::players[k]->animTarget].attack &&
3044 !Person::players[k]->backkeydown &&
3045 (Person::players[k]->isIdle() ||
3046 Person::players[k]->isRun() ||
3047 Person::players[k]->animTarget == walkanim ||
3048 Person::players[k]->animTarget == sneakanim ||
3049 Person::players[k]->isCrouch())) {
3050 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
3051 //normal attacks (?)
3052 Person::players[k]->hasvictim = 0;
3053 if (Person::players.size() > 1)
3054 for (unsigned i = 0; i < Person::players.size(); i++) {
3055 if (i == k || !(k == 0 || i == 0))
3057 if (!Person::players[k]->hasvictim)
3058 if (animation[Person::players[k]->animTarget].attack != reversal) {
3060 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3061 if (distance < 4.5 &&
3062 !Person::players[i]->skeleton.free &&
3063 Person::players[i]->howactive < typedead1 &&
3064 Person::players[i]->animTarget != jumpreversedanim &&
3065 Person::players[i]->animTarget != rabbitkickreversedanim &&
3066 Person::players[i]->animTarget != rabbitkickanim &&
3067 Person::players[k]->animTarget != rabbitkickanim &&
3068 Person::players[i]->animTarget != getupfrombackanim &&
3069 (Person::players[i]->animTarget != staggerbackhighanim &&
3070 (Person::players[i]->animTarget != staggerbackhardanim ||
3071 animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
3072 Person::players[i]->animTarget != jumpdownanim &&
3073 Person::players[i]->animTarget != jumpupanim &&
3074 Person::players[i]->animTarget != getupfromfrontanim) {
3075 Person::players[k]->victim = Person::players[i];
3076 Person::players[k]->hasvictim = 1;
3077 if (Person::players[k]->aitype == playercontrolled) { //human player
3079 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3080 Person::players[k]->crouchkeydown &&
3081 animation[Person::players[i]->animTarget].height != lowheight)
3082 Person::players[k]->animTarget = sweepanim;
3084 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3085 animation[Person::players[i]->animTarget].height != lowheight &&
3086 !Person::players[k]->forwardkeydown &&
3087 !Person::players[k]->leftkeydown &&
3088 !Person::players[k]->rightkeydown &&
3089 !Person::players[k]->crouchkeydown &&
3092 Person::players[k]->animTarget = winduppunchanim;
3094 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3095 animation[Person::players[i]->animTarget].height != lowheight &&
3096 !Person::players[k]->forwardkeydown &&
3097 !Person::players[k]->leftkeydown &&
3098 !Person::players[k]->rightkeydown &&
3099 !Person::players[k]->crouchkeydown &&
3101 Person::players[k]->animTarget = upunchanim;
3103 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3104 Person::players[i]->staggerdelay > 0 &&
3105 attackweapon == knife &&
3106 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3107 Person::players[k]->animTarget = knifefollowanim;
3109 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3110 animation[Person::players[i]->animTarget].height != lowheight &&
3111 !Person::players[k]->forwardkeydown &&
3112 !Person::players[k]->leftkeydown &&
3113 !Person::players[k]->rightkeydown &&
3114 !Person::players[k]->crouchkeydown &&
3115 attackweapon == knife &&
3116 Person::players[k]->weaponmissdelay <= 0)
3117 Person::players[k]->animTarget = knifeslashstartanim;
3119 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3120 animation[Person::players[i]->animTarget].height != lowheight &&
3121 !Person::players[k]->crouchkeydown &&
3122 attackweapon == sword &&
3123 Person::players[k]->weaponmissdelay <= 0)
3124 Person::players[k]->animTarget = swordslashanim;
3126 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3127 animation[Person::players[i]->animTarget].height != lowheight &&
3128 !Person::players[k]->crouchkeydown &&
3129 attackweapon == staff &&
3130 Person::players[k]->weaponmissdelay <= 0 &&
3131 !Person::players[k]->leftkeydown &&
3132 !Person::players[k]->rightkeydown &&
3133 !Person::players[k]->forwardkeydown)
3134 Person::players[k]->animTarget = staffhitanim;
3136 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3137 animation[Person::players[i]->animTarget].height != lowheight &&
3138 !Person::players[k]->crouchkeydown &&
3139 attackweapon == staff &&
3140 Person::players[k]->weaponmissdelay <= 0)
3141 Person::players[k]->animTarget = staffspinhitanim;
3143 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3144 animation[Person::players[i]->animTarget].height != lowheight)
3145 Person::players[k]->animTarget = spinkickanim;
3147 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3148 animation[Person::players[i]->animTarget].height == lowheight &&
3149 animation[Person::players[k]->animTarget].attack != normalattack)
3150 Person::players[k]->animTarget = lowkickanim;
3151 } else { //AI player
3152 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3153 randattack = abs(Random() % 5);
3154 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3156 if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
3157 Person::players[k]->animTarget = sweepanim;
3159 else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
3161 Person::players[k]->animTarget = upunchanim;
3163 else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
3164 Person::players[k]->animTarget = spinkickanim;
3166 else if (animation[Person::players[i]->animTarget].height == lowheight)
3167 Person::players[k]->animTarget = lowkickanim;
3171 if ((tutoriallevel != 1 || !attackweapon) &&
3172 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3174 animation[Person::players[i]->animTarget].height != lowheight)
3175 Person::players[k]->animTarget = sweepanim;
3177 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3178 attackweapon == knife &&
3179 Person::players[k]->weaponmissdelay <= 0)
3180 Person::players[k]->animTarget = knifeslashstartanim;
3182 else if (!(Person::players[0]->victim == Person::players[i] &&
3183 Person::players[0]->hasvictim &&
3184 Person::players[0]->animTarget == swordslashanim) &&
3185 attackweapon == sword &&
3186 Person::players[k]->weaponmissdelay <= 0)
3187 Person::players[k]->animTarget = swordslashanim;
3189 else if (!(Person::players[0]->victim == Person::players[i] &&
3190 Person::players[0]->hasvictim &&
3191 Person::players[0]->animTarget == swordslashanim) &&
3192 attackweapon == staff &&
3193 Person::players[k]->weaponmissdelay <= 0 &&
3195 Person::players[k]->animTarget = staffhitanim;
3197 else if (!(Person::players[0]->victim == Person::players[i] &&
3198 Person::players[0]->hasvictim &&
3199 Person::players[0]->animTarget == swordslashanim) &&
3200 attackweapon == staff &&
3201 Person::players[k]->weaponmissdelay <= 0 &&
3203 Person::players[k]->animTarget = staffspinhitanim;
3205 else if ((tutoriallevel != 1 || !attackweapon) &&
3206 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3208 animation[Person::players[i]->animTarget].height != lowheight)
3209 Person::players[k]->animTarget = spinkickanim;
3211 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3212 animation[Person::players[i]->animTarget].height == lowheight &&
3213 animation[Person::players[k]->animTarget].attack != normalattack)
3214 Person::players[k]->animTarget = lowkickanim;
3218 //upunch becomes wolfslap
3219 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3220 Person::players[k]->animTarget = wolfslapanim;
3223 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3224 Person::players[i]->howactive < typedead1 &&
3225 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3226 !Person::players[i]->skeleton.free &&
3227 Person::players[i]->animTarget != getupfrombackanim &&
3228 Person::players[i]->animTarget != getupfromfrontanim &&
3229 (Person::players[i]->surprised > 0 ||
3230 Person::players[i]->aitype == passivetype ||
3231 attackweapon && Person::players[i]->stunned > 0) &&
3232 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3234 if (!attackweapon) {
3235 Person::players[k]->animCurrent = sneakattackanim;
3236 Person::players[k]->animTarget = sneakattackanim;
3237 Person::players[i]->animCurrent = sneakattackedanim;
3238 Person::players[i]->animTarget = sneakattackedanim;
3239 Person::players[k]->oldcoords = Person::players[k]->coords;
3240 Person::players[k]->coords = Person::players[i]->coords;
3243 if (attackweapon == knife) {
3244 Person::players[k]->animCurrent = knifesneakattackanim;
3245 Person::players[k]->animTarget = knifesneakattackanim;
3246 Person::players[i]->animCurrent = knifesneakattackedanim;
3247 Person::players[i]->animTarget = knifesneakattackedanim;
3248 Person::players[i]->oldcoords = Person::players[i]->coords;
3249 Person::players[i]->coords = Person::players[k]->coords;
3252 if (attackweapon == sword) {
3253 Person::players[k]->animCurrent = swordsneakattackanim;
3254 Person::players[k]->animTarget = swordsneakattackanim;
3255 Person::players[i]->animCurrent = swordsneakattackedanim;
3256 Person::players[i]->animTarget = swordsneakattackedanim;
3257 Person::players[i]->oldcoords = Person::players[i]->coords;
3258 Person::players[i]->coords = Person::players[k]->coords;
3260 if (attackweapon != staff) {
3261 Person::players[k]->victim = Person::players[i];
3262 Person::players[k]->hasvictim = 1;
3263 Person::players[i]->targettilt2 = 0;
3264 Person::players[i]->frameTarget = 1;
3265 Person::players[i]->frameCurrent = 0;
3266 Person::players[i]->target = 0;
3267 Person::players[i]->velocity = 0;
3268 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3269 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3270 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3271 Person::players[k]->target = Person::players[i]->target;
3272 Person::players[k]->velocity = 0;
3273 Person::players[k]->targetyaw = Person::players[i]->yaw;
3274 Person::players[k]->yaw = Person::players[i]->yaw;
3275 Person::players[i]->targetyaw = Person::players[i]->yaw;
3278 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3279 Person::players[k]->victim == Person::players[i] &&
3280 (!Person::players[i]->skeleton.free)) {
3282 Person::players[k]->frameTarget = 0;
3283 Person::players[k]->target = 0;
3285 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3286 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3287 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3288 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3289 Person::players[k]->lastattack = Person::players[k]->animTarget;
3291 if (Person::players[k]->animTarget == knifefollowanim &&
3292 Person::players[k]->victim == Person::players[i]) {
3294 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3295 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3296 Person::players[k]->victim = Person::players[i];
3297 Person::players[k]->hasvictim = 1;
3298 Person::players[i]->animTarget = knifefollowedanim;
3299 Person::players[i]->animCurrent = knifefollowedanim;
3300 Person::players[i]->targettilt2 = 0;
3301 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3302 Person::players[i]->frameTarget = 1;
3303 Person::players[i]->frameCurrent = 0;
3304 Person::players[i]->target = 0;
3305 Person::players[i]->velocity = 0;
3306 Person::players[k]->animCurrent = knifefollowanim;
3307 Person::players[k]->animTarget = knifefollowanim;
3308 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3309 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3310 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3311 Person::players[k]->target = Person::players[i]->target;
3312 Person::players[k]->velocity = 0;
3313 Person::players[k]->oldcoords = Person::players[k]->coords;
3314 Person::players[i]->coords = Person::players[k]->coords;
3315 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3316 Person::players[i]->yaw = Person::players[k]->targetyaw;
3317 Person::players[k]->yaw = Person::players[k]->targetyaw;
3318 Person::players[i]->yaw = Person::players[k]->targetyaw;
3322 const bool hasstaff = attackweapon == staff;
3323 if (k == 0 && Person::players.size() > 1)
3324 for (unsigned i = 0; i < Person::players.size(); i++) {
3327 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3328 animation[Person::players[k]->animTarget].attack == neutral) {
3329 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3330 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3331 if (Person::players[i]->skeleton.free)
3332 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3333 (Person::players[i]->dead ||
3334 Person::players[i]->skeleton.longdead > 1000 ||
3335 Person::players[k]->isRun() ||
3338 (Person::players[i]->skeleton.longdead > 2000 ||
3339 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3340 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3341 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3342 Person::players[k]->victim = Person::players[i];
3343 Person::players[k]->hasvictim = 1;
3344 if (attackweapon && tutoriallevel != 1) {
3346 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3347 Person::players[k]->animTarget = crouchstabanim;
3349 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3350 Person::players[k]->animTarget = swordgroundstabanim;
3352 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3353 Person::players[k]->animTarget = staffgroundsmashanim;
3355 if (distance < 2.5 &&
3356 Person::players[k]->crouchkeydown &&
3357 Person::players[k]->animTarget != crouchstabanim &&
3359 Person::players[i]->dead &&
3360 Person::players[i]->skeleton.free &&
3361 Person::players[i]->skeleton.longdead > 1000) {
3362 Person::players[k]->animTarget = killanim;
3363 //TODO: refactor this out, what does it do?
3364 for (int j = 0; j < terrain.numdecals; j++) {
3365 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3366 terrain.decalalivetime[j] < 2)
3367 terrain.DeleteDecal(j);
3369 for (int l = 0; l < objects.numobjects; l++) {
3370 if (objects.model[l].type == decalstype)
3371 for (int j = 0; j < objects.model[l].numdecals; j++) {
3372 if ((objects.model[l].decaltype[j] == blooddecal ||
3373 objects.model[l].decaltype[j] == blooddecalslow) &&
3374 objects.model[l].decalalivetime[j] < 2)
3375 objects.model[l].DeleteDecal(j);
3379 if (!Person::players[i]->dead || musictype != 2)
3380 if (distance < 3.5 &&
3381 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3382 Person::players[k]->staggerdelay <= 0 &&
3383 (Person::players[i]->dead ||
3384 Person::players[i]->skeleton.longdead < 300 &&
3385 Person::players[k]->lastattack != spinkickanim &&
3386 Person::players[i]->skeleton.free) &&
3387 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3388 Person::players[k]->animTarget = dropkickanim;
3389 for (int j = 0; j < terrain.numdecals; j++) {
3390 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3391 terrain.decalalivetime[j] < 2) {
3392 terrain.DeleteDecal(j);
3395 for (int l = 0; l < objects.numobjects; l++) {
3396 if (objects.model[l].type == decalstype)
3397 for (int j = 0; j < objects.model[l].numdecals; j++) {
3398 if ((objects.model[l].decaltype[j] == blooddecal ||
3399 objects.model[l].decaltype[j] == blooddecalslow) &&
3400 objects.model[l].decalalivetime[j] < 2) {
3401 objects.model[l].DeleteDecal(j);
3407 if (animation[Person::players[k]->animTarget].attack == normalattack &&
3408 Person::players[k]->victim == Person::players[i] &&
3409 (!Person::players[i]->skeleton.free ||
3410 Person::players[k]->animTarget == killanim ||
3411 Person::players[k]->animTarget == crouchstabanim ||
3412 Person::players[k]->animTarget == swordgroundstabanim ||
3413 Person::players[k]->animTarget == staffgroundsmashanim ||
3414 Person::players[k]->animTarget == dropkickanim)) {
3416 Person::players[k]->frameTarget = 0;
3417 Person::players[k]->target = 0;
3419 XYZ targetpoint = Person::players[i]->coords;
3420 if (Person::players[k]->animTarget == crouchstabanim ||
3421 Person::players[k]->animTarget == swordgroundstabanim ||
3422 Person::players[k]->animTarget == staffgroundsmashanim) {
3423 targetpoint += (Person::players[i]->jointPos(abdomen) +
3424 Person::players[i]->jointPos(neck)) / 2 *
3425 Person::players[i]->scale;
3427 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3428 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3430 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3431 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3434 if (Person::players[k]->animTarget == staffgroundsmashanim)
3435 Person::players[k]->targettilt2 += 10;
3437 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3438 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3439 Person::players[k]->lastattack = Person::players[k]->animTarget;
3441 if (Person::players[k]->animTarget == swordgroundstabanim) {
3442 Person::players[k]->targetyaw += 30;
3447 if (!Person::players[k]->hasvictim) {
3449 for (unsigned i = 0; i < Person::players.size(); i++) {
3450 if (i == k || !(i == 0 || k == 0))
3452 if (!Person::players[i]->skeleton.free) {
3453 if (Person::players[k]->hasvictim) {
3454 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3455 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3456 Person::players[k]->victim = Person::players[i];
3458 Person::players[k]->victim = Person::players[i];
3459 Person::players[k]->hasvictim = 1;
3464 if (Person::players[k]->aitype == playercontrolled)
3466 if (Person::players[k]->attackkeydown &&
3467 Person::players[k]->isRun() &&
3468 Person::players[k]->wasRun() &&
3469 ((Person::players[k]->hasvictim &&
3470 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3471 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3472 !Person::players[k]->victim->skeleton.free &&
3473 Person::players[k]->victim->animTarget != getupfrombackanim &&
3474 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3475 animation[Person::players[k]->victim->animTarget].height != lowheight &&
3476 Person::players[k]->aitype != playercontrolled && //wat???
3477 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3478 Person::players[k]->rabbitkickenabled) ||
3479 Person::players[k]->jumpkeydown)) {
3481 Person::players[k]->setAnimation(rabbitkickanim);
3484 if (animation[Person::players[k]->animTarget].attack && k == 0) {
3486 switch (attackweapon) {
3507 void doPlayerCollisions()
3509 static XYZ rotatetarget;
3510 static float collisionradius;
3511 if (Person::players.size() > 1)
3512 for (unsigned k = 0; k < Person::players.size(); k++)
3513 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3514 //neither player is part of a reversal
3515 if ((animation[Person::players[i]->animTarget].attack != reversed &&
3516 animation[Person::players[i]->animTarget].attack != reversal &&
3517 animation[Person::players[k]->animTarget].attack != reversed &&
3518 animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3519 if ((animation[Person::players[i]->animCurrent].attack != reversed &&
3520 animation[Person::players[i]->animCurrent].attack != reversal &&
3521 animation[Person::players[k]->animCurrent].attack != reversed &&
3522 animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3523 //neither is sleeping
3524 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3525 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3526 //in same patch, neither is climbing
3527 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3528 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3529 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3530 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3531 Person::players[i]->animTarget != climbanim &&
3532 Person::players[i]->animTarget != hanganim &&
3533 Person::players[k]->animTarget != climbanim &&
3534 Person::players[k]->animTarget != hanganim)
3535 //players are close (bounding box test)
3536 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3537 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3538 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3539 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3540 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3541 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3542 //spread fire from player to player
3543 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3544 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3545 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3546 if (!Person::players[i]->onfire)
3547 Person::players[i]->CatchFire();
3548 if (!Person::players[k]->onfire)
3549 Person::players[k]->CatchFire();
3553 XYZ tempcoords1 = Person::players[i]->coords;
3554 XYZ tempcoords2 = Person::players[k]->coords;
3555 if (!Person::players[i]->skeleton.oldfree)
3556 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3557 if (!Person::players[k]->skeleton.oldfree)
3558 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3559 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3560 if (Person::players[0]->hasvictim)
3561 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3562 collisionradius = 3;
3563 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3564 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3565 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3566 //jump down on a dead body
3567 if (k == 0 || i == 0) {
3569 if (Person::players[0]->animTarget == jumpdownanim &&
3570 !Person::players[0]->skeleton.oldfree &&
3571 !Person::players[0]->skeleton.free &&
3572 Person::players[l]->skeleton.oldfree &&
3573 Person::players[l]->skeleton.free &&
3574 Person::players[l]->dead &&
3575 Person::players[0]->lastcollide <= 0 &&
3576 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3577 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3578 Person::players[0]->coords.y = Person::players[l]->coords.y;
3579 Person::players[l]->velocity = Person::players[0]->velocity;
3580 Person::players[l]->skeleton.free = 0;
3581 Person::players[l]->yaw = 0;
3582 Person::players[l]->RagDoll(0);
3583 Person::players[l]->DoDamage(20);
3585 Person::players[l]->skeleton.longdead = 0;
3586 Person::players[0]->lastcollide = 1;
3590 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3591 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3592 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3593 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3594 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3595 Person::players[i]->skeleton.free) &&
3596 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3597 Person::players[k]->skeleton.free))
3598 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3599 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3600 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3602 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
3603 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
3604 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3605 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3606 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3608 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3609 (k != 0 || Person::players[k]->skeleton.free) ||
3610 (animation[Person::players[i]->animTarget].height == highheight &&
3611 animation[Person::players[k]->animTarget].height == highheight)) {
3612 if (tutoriallevel != 1) {
3613 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3616 Person::players[i]->RagDoll(0);
3617 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3618 award_bonus(0, aimbonus);
3620 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3621 Person::players[k]->RagDoll(0);
3622 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3623 award_bonus(0, aimbonus); // Huh, again?
3625 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3627 for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
3628 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3630 for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
3631 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3636 if ( (animation[Person::players[i]->animTarget].attack == neutral ||
3637 animation[Person::players[i]->animTarget].attack == normalattack) &&
3638 (animation[Person::players[k]->animTarget].attack == neutral ||
3639 animation[Person::players[k]->animTarget].attack == normalattack)) {
3641 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3642 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3643 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3644 Normalise(&rotatetarget);
3645 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3646 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3647 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3648 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3649 if (Person::players[k]->howactive == typeactive || hostile)
3650 if (Person::players[k]->isIdle()) {
3651 if (Person::players[k]->howactive < typesleeping)
3652 Person::players[k]->setAnimation(Person::players[k]->getStop());
3653 else if (Person::players[k]->howactive == typesleeping)
3654 Person::players[k]->setAnimation(getupfromfrontanim);
3656 Person::players[k]->howactive = typeactive;
3658 if (Person::players[i]->howactive == typeactive || hostile)
3659 if (Person::players[i]->isIdle()) {
3660 if (Person::players[i]->howactive < typesleeping)
3661 Person::players[i]->setAnimation(Person::players[k]->getStop());
3663 Person::players[i]->setAnimation(getupfromfrontanim);
3665 Person::players[i]->howactive = typeactive;
3668 //jump down on player
3670 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3671 !Person::players[i]->isCrouch() &&
3672 Person::players[i]->animTarget != rollanim &&
3673 !Person::players[k]->skeleton.oldfree && !
3674 Person::players[k]->skeleton.free &&
3675 Person::players[k]->lastcollide <= 0 &&
3676 Person::players[k]->velocity.y < -10) {
3677 Person::players[i]->velocity = Person::players[k]->velocity;
3678 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3679 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3680 Person::players[i]->DoDamage(20);
3681 Person::players[i]->RagDoll(0);
3682 Person::players[k]->lastcollide = 1;
3683 award_bonus(k, AboveBonus);
3685 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3686 !Person::players[k]->isCrouch() &&
3687 Person::players[k]->animTarget != rollanim &&
3688 !Person::players[i]->skeleton.oldfree &&
3689 !Person::players[i]->skeleton.free &&
3690 Person::players[i]->lastcollide <= 0 &&
3691 Person::players[i]->velocity.y < -10) {
3692 Person::players[k]->velocity = Person::players[i]->velocity;
3693 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3694 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3695 Person::players[k]->DoDamage(20);
3696 Person::players[k]->RagDoll(0);
3697 Person::players[i]->lastcollide = 1;
3698 award_bonus(i, AboveBonus);
3704 Person::players[i]->CheckKick();
3705 Person::players[k]->CheckKick();
3711 void doAI(unsigned i)
3713 static bool connected;
3714 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3715 Person::players[i]->jumpclimb = 0;
3716 //disable movement in editor
3718 Person::players[i]->stunned = 1;
3720 Person::players[i]->pause = 0;
3721 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3722 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3723 !Person::players[0]->onterrain)
3724 Person::players[i]->pause = 1;
3727 if (Person::players[i]->aitype == pathfindtype) {
3728 if (Person::players[i]->finalpathfindpoint == -1) {
3729 float closestdistance;
3734 closestdistance = -1;
3735 for (int j = 0; j < numpathpoints; j++)
3736 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3737 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3739 Person::players[i]->finaltarget = pathpoint[j];
3741 Person::players[i]->finalpathfindpoint = closest;
3742 for (int j = 0; j < numpathpoints; j++)
3743 for (int k = 0; k < numpathpointconnect[j]; k++) {
3744 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3745 if (sq(tempdist) < closestdistance)
3746 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3747 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3748 closestdistance = sq(tempdist);
3750 Person::players[i]->finaltarget = colpoint;
3753 Person::players[i]->finalpathfindpoint = closest;
3756 if (Person::players[i]->targetpathfindpoint == -1) {
3757 float closestdistance;
3762 closestdistance = -1;
3763 if (Person::players[i]->lastpathfindpoint == -1) {
3764 for (int j = 0; j < numpathpoints; j++) {
3765 if (j != Person::players[i]->lastpathfindpoint)
3766 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3767 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3771 Person::players[i]->targetpathfindpoint = closest;
3772 for (int j = 0; j < numpathpoints; j++)
3773 if (j != Person::players[i]->lastpathfindpoint)
3774 for (int k = 0; k < numpathpointconnect[j]; k++) {
3775 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3776 if (sq(tempdist) < closestdistance) {
3777 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3778 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3779 closestdistance = sq(tempdist);
3784 Person::players[i]->targetpathfindpoint = closest;
3786 for (int j = 0; j < numpathpoints; j++)
3787 if (j != Person::players[i]->lastpathfindpoint &&
3788 j != Person::players[i]->lastpathfindpoint2 &&
3789 j != Person::players[i]->lastpathfindpoint3 &&
3790 j != Person::players[i]->lastpathfindpoint4) {
3792 if (numpathpointconnect[j])
3793 for (int k = 0; k < numpathpointconnect[j]; k++)
3794 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3797 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3798 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3799 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3802 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3803 if (closest == -1 || tempdist < closestdistance) {
3804 closestdistance = tempdist;
3809 Person::players[i]->targetpathfindpoint = closest;
3812 Person::players[i]->losupdatedelay -= multiplier;
3814 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3815 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3817 //reached target point
3818 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3819 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3820 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3821 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3822 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3823 if (Person::players[i]->lastpathfindpoint2 == -1)
3824 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3825 if (Person::players[i]->lastpathfindpoint3 == -1)
3826 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3827 if (Person::players[i]->lastpathfindpoint4 == -1)
3828 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3829 Person::players[i]->targetpathfindpoint = -1;
3831 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3832 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3833 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3834 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3835 Person::players[i]->aitype = passivetype;
3838 Person::players[i]->forwardkeydown = 1;
3839 Person::players[i]->leftkeydown = 0;
3840 Person::players[i]->backkeydown = 0;
3841 Person::players[i]->rightkeydown = 0;
3842 Person::players[i]->crouchkeydown = 0;
3843 Person::players[i]->attackkeydown = 0;
3844 Person::players[i]->throwkeydown = 0;
3846 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3847 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3849 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3850 Person::players[i]->jumpkeydown = 0;
3851 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3852 Person::players[i]->jumpkeydown = 1;
3854 if ((tutoriallevel != 1 || cananger) &&
3856 !Person::players[0]->dead &&
3857 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3858 Person::players[i]->occluded < 25) {
3859 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3860 animation[Person::players[0]->animTarget].height != lowheight &&
3862 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3863 Person::players[i]->aitype = attacktypecutoff;
3864 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3865 animation[Person::players[0]->animTarget].height == highheight &&
3867 Person::players[i]->aitype = attacktypecutoff;
3869 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3870 Person::players[i]->losupdatedelay = .2;
3871 for (unsigned j = 0; j < Person::players.size(); j++)
3872 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3873 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
3874 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3875 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3876 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3877 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3878 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3879 *Person::players[i]->scale + Person::players[i]->coords,
3880 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3881 *Person::players[j]->scale + Person::players[j]->coords) ||
3882 (Person::players[j]->animTarget == hanganim &&
3883 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3884 Person::players[i]->aitype = searchtype;
3885 Person::players[i]->lastchecktime = 12;
3886 Person::players[i]->lastseen = Person::players[j]->coords;
3887 Person::players[i]->lastseentime = 12;
3891 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3892 if (Person::players[i]->creature != wolftype) {
3893 Person::players[i]->stunned = .6;
3894 Person::players[i]->surprised = .6;
3898 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3899 Person::players[i]->howactive = typeactive;
3901 if (Person::players[i]->aitype == passivetype) {
3902 Person::players[i]->aiupdatedelay -= multiplier;
3903 Person::players[i]->losupdatedelay -= multiplier;
3904 Person::players[i]->lastseentime += multiplier;
3905 Person::players[i]->pausetime -= multiplier;
3906 if (Person::players[i]->lastseentime > 1)
3907 Person::players[i]->lastseentime = 1;
3909 if (Person::players[i]->aiupdatedelay < 0) {
3910 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3911 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3912 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3913 Person::players[i]->aiupdatedelay = .05;
3915 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3916 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3917 Person::players[i]->pausetime = 4;
3918 Person::players[i]->waypoint++;
3919 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3920 Person::players[i]->waypoint = 0;
3925 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3926 Person::players[i]->forwardkeydown = 1;
3928 Person::players[i]->forwardkeydown = 0;
3929 Person::players[i]->leftkeydown = 0;
3930 Person::players[i]->backkeydown = 0;
3931 Person::players[i]->rightkeydown = 0;
3932 Person::players[i]->crouchkeydown = 0;
3933 Person::players[i]->attackkeydown = 0;
3934 Person::players[i]->throwkeydown = 0;
3936 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3937 if (!Person::players[i]->avoidsomething)
3938 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3940 XYZ leftpos, rightpos;
3941 float leftdist, rightdist;
3942 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3943 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3944 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3945 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3946 if (leftdist < rightdist)
3947 Person::players[i]->targetyaw += 90;
3949 Person::players[i]->targetyaw -= 90;
3953 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3954 Person::players[i]->jumpkeydown = 0;
3955 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3956 Person::players[i]->jumpkeydown = 1;
3960 if (!editorenabled) {
3961 if (Person::players[i]->howactive <= typesleeping)
3962 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3963 for (int j = 0; j < numenvsounds; j++) {
3964 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3965 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3966 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3967 Person::players[i]->aitype = attacktypecutoff;
3970 if (Person::players[i]->aitype != passivetype) {
3971 if (Person::players[i]->howactive == typesleeping)
3972 Person::players[i]->setAnimation(getupfromfrontanim);
3973 Person::players[i]->howactive = typeactive;
3977 if (Person::players[i]->howactive < typesleeping &&
3978 ((tutoriallevel != 1 || cananger) && hostile) &&
3979 !Person::players[0]->dead &&
3980 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3981 Person::players[i]->occluded < 25) {
3982 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3983 animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3984 Person::players[i]->aitype = attacktypecutoff;
3985 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3986 animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
3987 Person::players[i]->aitype = attacktypecutoff;
3990 if (Person::players[i]->creature == wolftype) {
3992 for (unsigned j = 0; j < Person::players.size(); j++) {
3993 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3994 float smelldistance = 50;
3995 if (j == 0 && Person::players[j]->num_weapons > 0) {
3996 if (weapons[Person::players[j]->weaponids[0]].bloody)
3997 smelldistance = 100;
3998 if (Person::players[j]->num_weapons == 2)
3999 if (weapons[Person::players[j]->weaponids[1]].bloody)
4000 smelldistance = 100;
4003 smelldistance = 100;
4004 windsmell = windvector;
4005 Normalise(&windsmell);
4006 windsmell = windsmell * 2 + Person::players[j]->coords;
4007 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
4008 Person::players[i]->aitype = attacktypecutoff;
4013 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
4014 Person::players[i]->losupdatedelay = .2;
4015 for (unsigned j = 0; j < Person::players.size(); j++) {
4016 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
4017 if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
4018 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
4019 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
4020 if ((-1 == checkcollide(
4021 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4022 Person::players[i]->scale + Person::players[i]->coords,
4023 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
4024 Person::players[j]->scale + Person::players[j]->coords) &&
4025 !Person::players[j]->isWallJump()) ||
4026 (Person::players[j]->animTarget == hanganim &&
4027 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
4028 Person::players[i]->lastseentime -= .2;
4029 if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
4030 Person::players[i]->lastseentime -= .4;
4032 Person::players[i]->lastseentime -= .6;
4034 if (Person::players[i]->lastseentime <= 0) {
4035 Person::players[i]->aitype = searchtype;
4036 Person::players[i]->lastchecktime = 12;
4037 Person::players[i]->lastseen = Person::players[j]->coords;
4038 Person::players[i]->lastseentime = 12;
4045 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
4046 if (Person::players[i]->creature != wolftype) {
4047 Person::players[i]->stunned = .6;
4048 Person::players[i]->surprised = .6;
4050 if (Person::players[i]->creature == wolftype) {
4051 Person::players[i]->stunned = .47;
4052 Person::players[i]->surprised = .47;
4060 if (Person::players[i]->aitype == searchtype) {
4061 Person::players[i]->aiupdatedelay -= multiplier;
4062 Person::players[i]->losupdatedelay -= multiplier;
4063 if (!Person::players[i]->pause)
4064 Person::players[i]->lastseentime -= multiplier;
4065 Person::players[i]->lastchecktime -= multiplier;
4067 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
4068 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4069 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4071 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4073 j = checkcollide(test2, test, Person::players[i]->laststanding);
4075 j = checkcollide(test2, test);
4077 Person::players[i]->velocity = 0;
4078 Person::players[i]->setAnimation(Person::players[i]->getStop());
4079 Person::players[i]->targetyaw += 180;
4080 Person::players[i]->stunned = .5;
4081 //Person::players[i]->aitype=passivetype;
4082 Person::players[i]->aitype = pathfindtype;
4083 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4084 Person::players[i]->finalpathfindpoint = -1;
4085 Person::players[i]->targetpathfindpoint = -1;
4086 Person::players[i]->lastpathfindpoint = -1;
4087 Person::players[i]->lastpathfindpoint2 = -1;
4088 Person::players[i]->lastpathfindpoint3 = -1;
4089 Person::players[i]->lastpathfindpoint4 = -1;
4091 Person::players[i]->laststanding = j;
4094 //check out last seen location
4095 if (Person::players[i]->aiupdatedelay < 0) {
4096 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4097 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4098 Person::players[i]->aiupdatedelay = .05;
4099 Person::players[i]->forwardkeydown = 1;
4101 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4102 Person::players[i]->forwardkeydown = 0;
4103 Person::players[i]->aiupdatedelay = 1;
4104 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4105 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4106 Person::players[i]->lastchecktime = 3;
4109 Person::players[i]->leftkeydown = 0;
4110 Person::players[i]->backkeydown = 0;
4111 Person::players[i]->rightkeydown = 0;
4112 Person::players[i]->crouchkeydown = 0;
4113 Person::players[i]->attackkeydown = 0;
4114 Person::players[i]->throwkeydown = 0;
4116 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4117 if (!Person::players[i]->avoidsomething)
4118 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4120 XYZ leftpos, rightpos;
4121 float leftdist, rightdist;
4122 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4123 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4124 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4125 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4126 if (leftdist < rightdist)
4127 Person::players[i]->targetyaw += 90;
4129 Person::players[i]->targetyaw -= 90;
4133 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4134 Person::players[i]->jumpkeydown = 0;
4135 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4136 Person::players[i]->jumpkeydown = 1;
4138 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4139 for (int k = 0; k < numenvsounds; k++) {
4140 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4141 Person::players[i]->aitype = attacktypecutoff;
4145 if (!Person::players[0]->dead &&
4146 Person::players[i]->losupdatedelay < 0 &&
4148 Person::players[i]->occluded < 2 &&
4149 ((tutoriallevel != 1 || cananger) && hostile)) {
4150 Person::players[i]->losupdatedelay = .2;
4151 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
4152 Person::players[i]->aitype = attacktypecutoff;
4153 Person::players[i]->lastseentime = 1;
4155 if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
4156 //TODO: factor out canSeePlayer()
4157 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4158 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4160 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4161 Person::players[i]->scale + Person::players[i]->coords,
4162 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4163 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4164 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4165 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4166 /* //TODO: changed j to 0 on a whim, make sure this is correct
4167 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4168 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4170 Person::players[i]->aitype = attacktypecutoff;
4171 Person::players[i]->lastseentime = 1;
4175 if (Person::players[i]->lastseentime < 0) {
4176 //Person::players[i]->aitype=passivetype;
4178 Person::players[i]->aitype = pathfindtype;
4179 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4180 Person::players[i]->finalpathfindpoint = -1;
4181 Person::players[i]->targetpathfindpoint = -1;
4182 Person::players[i]->lastpathfindpoint = -1;
4183 Person::players[i]->lastpathfindpoint2 = -1;
4184 Person::players[i]->lastpathfindpoint3 = -1;
4185 Person::players[i]->lastpathfindpoint4 = -1;
4189 if (Person::players[i]->aitype != gethelptype)
4190 Person::players[i]->runninghowlong = 0;
4192 //get help from buddies
4193 if (Person::players[i]->aitype == gethelptype) {
4194 Person::players[i]->runninghowlong += multiplier;
4195 Person::players[i]->aiupdatedelay -= multiplier;
4197 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4198 Person::players[i]->aiupdatedelay = .2;
4201 //TODO: factor out closest search somehow
4202 if (!Person::players[i]->ally) {
4204 float closestdist = -1;
4205 for (unsigned k = 0; k < Person::players.size(); k++) {
4206 if (k != i && k != 0 && !Person::players[k]->dead &&
4207 Person::players[k]->howactive < typedead1 &&
4208 !Person::players[k]->skeleton.free &&
4209 Person::players[k]->aitype == passivetype) {
4210 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4211 if (closestdist == -1 || distance < closestdist) {
4212 closestdist = distance;
4219 Person::players[i]->ally = closest;
4221 Person::players[i]->ally = 0;
4222 Person::players[i]->lastseen = Person::players[0]->coords;
4223 Person::players[i]->lastseentime = 12;
4227 Person::players[i]->lastchecktime = 12;
4229 XYZ facing = Person::players[i]->coords;
4230 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4231 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4232 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4233 if (-1 != checkcollide(facing, flatfacing))
4234 Person::players[i]->lastseentime -= .1;
4236 //no available ally, run back to player
4237 if (Person::players[i]->ally <= 0 ||
4238 Person::players[Person::players[i]->ally]->skeleton.free ||
4239 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4240 Person::players[i]->lastseentime <= 0) {
4241 Person::players[i]->aitype = searchtype;
4242 Person::players[i]->lastseentime = 12;
4246 if (Person::players[i]->ally > 0) {
4247 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4248 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4249 Person::players[i]->aiupdatedelay = .05;
4250 Person::players[i]->forwardkeydown = 1;
4252 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4253 Person::players[i]->aitype = searchtype;
4254 Person::players[i]->lastseentime = 12;
4255 Person::players[Person::players[i]->ally]->aitype = searchtype;
4256 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4257 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4258 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4259 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4263 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4264 if (!Person::players[i]->avoidsomething)
4265 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4267 XYZ leftpos, rightpos;
4268 float leftdist, rightdist;
4269 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4270 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4271 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4272 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4273 if (leftdist < rightdist)
4274 Person::players[i]->targetyaw += 90;
4276 Person::players[i]->targetyaw -= 90;
4281 Person::players[i]->leftkeydown = 0;
4282 Person::players[i]->backkeydown = 0;
4283 Person::players[i]->rightkeydown = 0;
4284 Person::players[i]->crouchkeydown = 0;
4285 Person::players[i]->attackkeydown = 0;
4287 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4288 Person::players[i]->jumpkeydown = 0;
4289 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4290 Person::players[i]->jumpkeydown = 1;
4293 //retreiving a weapon on the ground
4294 if (Person::players[i]->aitype == getweapontype) {
4295 Person::players[i]->aiupdatedelay -= multiplier;
4296 Person::players[i]->lastchecktime -= multiplier;
4298 if (Person::players[i]->aiupdatedelay < 0) {
4299 Person::players[i]->aiupdatedelay = .2;
4302 if (Person::players[i]->ally < 0) {
4304 float closestdist = -1;
4305 for (unsigned k = 0; k < weapons.size(); k++)
4306 if (weapons[k].owner == -1) {
4307 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4308 if (closestdist == -1 || distance < closestdist) {
4309 closestdist = distance;
4315 Person::players[i]->ally = closest;
4317 Person::players[i]->ally = -1;
4320 Person::players[i]->lastseentime = 12;
4322 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4323 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4324 Person::players[i]->aitype = attacktypecutoff;
4325 Person::players[i]->lastseentime = 1;
4327 if (!Person::players[0]->dead)
4328 if (Person::players[i]->ally >= 0) {
4329 if (weapons[Person::players[i]->ally].owner != -1 ||
4330 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4331 Person::players[i]->aitype = attacktypecutoff;
4332 Person::players[i]->lastseentime = 1;
4334 //TODO: factor these out as moveToward()
4335 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4336 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4337 Person::players[i]->aiupdatedelay = .05;
4338 Person::players[i]->forwardkeydown = 1;
4341 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4342 if (!Person::players[i]->avoidsomething)
4343 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4345 XYZ leftpos, rightpos;
4346 float leftdist, rightdist;
4347 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4348 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4349 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4350 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4351 if (leftdist < rightdist)
4352 Person::players[i]->targetyaw += 90;
4354 Person::players[i]->targetyaw -= 90;
4359 Person::players[i]->leftkeydown = 0;
4360 Person::players[i]->backkeydown = 0;
4361 Person::players[i]->rightkeydown = 0;
4362 Person::players[i]->attackkeydown = 0;
4363 Person::players[i]->throwkeydown = 1;
4364 Person::players[i]->crouchkeydown = 0;
4365 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4366 Person::players[i]->animTarget != removeknifeanim)
4367 Person::players[i]->throwtogglekeydown = 0;
4368 Person::players[i]->drawkeydown = 0;
4370 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4371 Person::players[i]->jumpkeydown = 0;
4372 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4373 Person::players[i]->jumpkeydown = 1;
4376 if (Person::players[i]->aitype == attacktypecutoff) {
4377 Person::players[i]->aiupdatedelay -= multiplier;
4378 //dodge or reverse rabbit kicks, knife throws, flips
4379 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4380 if ((Person::players[0]->animTarget == rabbitkickanim ||
4381 Person::players[0]->animTarget == knifethrowanim ||
4382 (Person::players[0]->isFlip() &&
4383 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4384 !Person::players[0]->skeleton.free &&
4385 (Person::players[i]->aiupdatedelay < .1)) {
4386 Person::players[i]->attackkeydown = 0;
4387 if (Person::players[i]->isIdle())
4388 Person::players[i]->crouchkeydown = 1;
4389 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4390 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4391 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4392 if (abs(Random() % 2) == 0)
4393 Person::players[i]->setAnimation(backhandspringanim);
4395 Person::players[i]->setAnimation(rollanim);
4396 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4397 Person::players[i]->wentforweapon = 0;
4399 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4400 Person::players[i]->setAnimation(flipanim);
4403 Person::players[i]->forwardkeydown = 0;
4404 Person::players[i]->aiupdatedelay = .02;
4406 //get confused by flips
4407 if (Person::players[0]->isFlip() &&
4408 !Person::players[0]->skeleton.free &&
4409 Person::players[0]->animTarget != walljumprightkickanim &&
4410 Person::players[0]->animTarget != walljumpleftkickanim) {
4411 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4412 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4413 Person::players[i]->stunned = 1;
4415 //go for weapon on the ground
4416 if (Person::players[i]->wentforweapon < 3)
4417 for (unsigned k = 0; k < weapons.size(); k++)
4418 if (Person::players[i]->creature != wolftype)
4419 if (Person::players[i]->num_weapons == 0 &&
4420 weapons[k].owner == -1 &&
4421 weapons[i].velocity.x == 0 &&
4422 weapons[i].velocity.z == 0 &&
4423 weapons[i].velocity.y == 0) {
4424 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4425 Person::players[i]->wentforweapon++;
4426 Person::players[i]->lastchecktime = 6;
4427 Person::players[i]->aitype = getweapontype;
4428 Person::players[i]->ally = -1;
4431 //dodge/reverse walljump kicks
4432 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4433 if (animation[Person::players[i]->animTarget].height != highheight)
4434 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4435 ((Person::players[0]->animTarget == walljumprightkickanim ||
4436 Person::players[0]->animTarget == walljumpleftkickanim) &&
4437 ((Person::players[i]->aiupdatedelay < .15 &&
4439 (Person::players[i]->aiupdatedelay < .08 &&
4440 difficulty != 2)))) {
4441 Person::players[i]->crouchkeydown = 1;
4443 //walked off a ledge (?)
4444 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4445 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4446 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4448 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4450 j = checkcollide(test2, test, Person::players[i]->laststanding);
4452 j = checkcollide(test2, test);
4454 Person::players[i]->velocity = 0;
4455 Person::players[i]->setAnimation(Person::players[i]->getStop());
4456 Person::players[i]->targetyaw += 180;
4457 Person::players[i]->stunned = .5;
4458 Person::players[i]->aitype = pathfindtype;
4459 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4460 Person::players[i]->finalpathfindpoint = -1;
4461 Person::players[i]->targetpathfindpoint = -1;
4462 Person::players[i]->lastpathfindpoint = -1;
4463 Person::players[i]->lastpathfindpoint2 = -1;
4464 Person::players[i]->lastpathfindpoint3 = -1;
4465 Person::players[i]->lastpathfindpoint4 = -1;
4467 Person::players[i]->laststanding = j;
4469 //lose sight of player in the air (?)
4470 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4471 animation[Person::players[0]->animTarget].height != highheight &&
4472 !Person::players[0]->onterrain) {
4473 Person::players[i]->aitype = pathfindtype;
4474 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4475 Person::players[i]->finalpathfindpoint = -1;
4476 Person::players[i]->targetpathfindpoint = -1;
4477 Person::players[i]->lastpathfindpoint = -1;
4478 Person::players[i]->lastpathfindpoint2 = -1;
4479 Person::players[i]->lastpathfindpoint3 = -1;
4480 Person::players[i]->lastpathfindpoint4 = -1;
4482 //it's time to think (?)
4483 if (Person::players[i]->aiupdatedelay < 0 &&
4484 !animation[Person::players[i]->animTarget].attack &&
4485 Person::players[i]->animTarget != staggerbackhighanim &&
4486 Person::players[i]->animTarget != staggerbackhardanim &&
4487 Person::players[i]->animTarget != backhandspringanim &&
4488 Person::players[i]->animTarget != dodgebackanim) {
4490 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4491 Person::players[i]->drawkeydown = Random() % 2;
4493 Person::players[i]->drawkeydown = 0;
4494 Person::players[i]->rabbitkickenabled = Random() % 2;
4496 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4497 XYZ targetpoint = Person::players[0]->coords;
4498 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4499 distsq(&rotatetarget, &Person::players[i]->coords))
4500 targetpoint += Person::players[0]->velocity *
4501 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4502 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4503 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4504 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4506 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4507 Person::players[i]->forwardkeydown = 1;
4508 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4509 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4510 Person::players[0]->weaponactive != -1)
4511 Person::players[i]->forwardkeydown = 1;
4512 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4513 Person::players[i]->forwardkeydown = 1;
4515 Person::players[i]->forwardkeydown = 0;
4516 //chill out around the corpse
4517 if (Person::players[0]->dead) {
4518 Person::players[i]->forwardkeydown = 0;
4519 if (Random() % 10 == 0)
4520 Person::players[i]->forwardkeydown = 1;
4521 if (Random() % 100 == 0) {
4522 Person::players[i]->aitype = pathfindtype;
4523 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4524 Person::players[i]->finalpathfindpoint = -1;
4525 Person::players[i]->targetpathfindpoint = -1;
4526 Person::players[i]->lastpathfindpoint = -1;
4527 Person::players[i]->lastpathfindpoint2 = -1;
4528 Person::players[i]->lastpathfindpoint3 = -1;
4529 Person::players[i]->lastpathfindpoint4 = -1;
4532 Person::players[i]->leftkeydown = 0;
4533 Person::players[i]->backkeydown = 0;
4534 Person::players[i]->rightkeydown = 0;
4535 Person::players[i]->crouchkeydown = 0;
4536 Person::players[i]->throwkeydown = 0;
4538 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4539 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4541 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4542 Person::players[i]->attackkeydown = 1;
4544 Person::players[i]->attackkeydown = 0;
4545 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4546 Person::players[i]->attackkeydown = 0;
4549 if (Person::players[i]->aitype != playercontrolled &&
4550 (Person::players[i]->isIdle() ||
4551 Person::players[i]->isCrouch() ||
4552 Person::players[i]->isRun())) {
4554 for (unsigned j = 0; j < Person::players.size(); j++)
4555 if (j != i && !Person::players[j]->skeleton.free &&
4556 Person::players[j]->hasvictim &&
4557 (tutoriallevel == 1 && reversaltrain ||
4558 Random() % 2 == 0 && difficulty == 2 ||
4559 Random() % 4 == 0 && difficulty == 1 ||
4560 Random() % 8 == 0 && difficulty == 0 ||
4561 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4562 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4563 (Random() % 2 == 0 || difficulty == 2) ||
4564 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4565 Person::players[j]->weaponactive != -1 ||
4566 Person::players[j]->animTarget == swordslashanim &&
4567 Person::players[i]->weaponactive != -1 ||
4568 Person::players[j]->animTarget == staffhitanim ||
4569 Person::players[j]->animTarget == staffspinhitanim))
4570 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4571 Person::players[j]->victim == Person::players[i] &&
4572 (Person::players[j]->animTarget == sweepanim ||
4573 Person::players[j]->animTarget == spinkickanim ||
4574 Person::players[j]->animTarget == staffhitanim ||
4575 Person::players[j]->animTarget == staffspinhitanim ||
4576 Person::players[j]->animTarget == winduppunchanim ||
4577 Person::players[j]->animTarget == upunchanim ||
4578 Person::players[j]->animTarget == wolfslapanim ||
4579 Person::players[j]->animTarget == knifeslashstartanim ||
4580 Person::players[j]->animTarget == swordslashanim &&
4581 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4582 Person::players[i]->weaponactive != -1))) {
4589 Person::players[target]->Reverse();
4592 if (Person::players[i]->collided < 1)
4593 Person::players[i]->jumpkeydown = 0;
4594 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4595 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4596 Person::players[i]->onterrain &&
4597 Person::players[i]->creature == rabbittype)
4598 Person::players[i]->jumpkeydown = 1;
4599 //TODO: why are we controlling the human?
4600 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4601 Person::players[0]->jumpkeydown = 0;
4602 if (Person::players[0]->animTarget == jumpdownanim &&
4603 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4604 Person::players[i]->crouchkeydown = 1;
4605 if (Person::players[i]->jumpkeydown)
4606 Person::players[i]->attackkeydown = 0;
4608 if (tutoriallevel == 1)
4610 Person::players[i]->attackkeydown = 0;
4613 XYZ facing = Person::players[i]->coords;
4614 XYZ flatfacing = Person::players[0]->coords;
4615 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4616 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4617 if (Person::players[i]->occluded >= 2)
4618 if (-1 != checkcollide(facing, flatfacing)) {
4619 if (!Person::players[i]->pause)
4620 Person::players[i]->lastseentime -= .2;
4621 if (Person::players[i]->lastseentime <= 0 &&
4622 (Person::players[i]->creature != wolftype ||
4623 Person::players[i]->weaponstuck == -1)) {
4624 Person::players[i]->aitype = searchtype;
4625 Person::players[i]->lastchecktime = 12;
4626 Person::players[i]->lastseen = Person::players[0]->coords;
4627 Person::players[i]->lastseentime = 12;
4630 Person::players[i]->lastseentime = 1;
4633 if (animation[Person::players[0]->animTarget].height == highheight &&
4634 (Person::players[i]->aitype == attacktypecutoff ||
4635 Person::players[i]->aitype == searchtype))
4636 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4637 XYZ test = Person::players[0]->coords;
4639 if (-1 == checkcollide(Person::players[0]->coords, test))
4640 Person::players[i]->stunned = 1;
4643 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4644 Person::players[i]->stunned > 0 ||
4645 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4646 if (Person::players[i]->pause)
4647 Person::players[i]->lastseentime = 1;
4648 Person::players[i]->targetyaw = Person::players[i]->yaw;
4649 Person::players[i]->forwardkeydown = 0;
4650 Person::players[i]->leftkeydown = 0;
4651 Person::players[i]->backkeydown = 0;
4652 Person::players[i]->rightkeydown = 0;
4653 Person::players[i]->jumpkeydown = 0;
4654 Person::players[i]->attackkeydown = 0;
4655 Person::players[i]->crouchkeydown = 0;
4656 Person::players[i]->throwkeydown = 0;
4664 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4665 facing = flatfacing;
4667 if (Person::players[i]->aitype == attacktypecutoff) {
4668 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4669 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4670 } else if (Person::players[i]->howactive >= typesleeping) {
4671 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4672 Person::players[i]->targetheadpitch = 0;
4674 if (Person::players[i]->interestdelay <= 0) {
4675 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4676 Person::players[i]->headtarget = Person::players[i]->coords;
4677 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4678 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4679 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4680 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4682 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4683 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4690 void updateSettingsMenu()
4693 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4694 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4696 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4697 Menu::setText(0, sbuf);
4698 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4699 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4700 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4701 if (newdetail == 2) Menu::setText(1, "Detail: High");
4702 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4703 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4704 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4705 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4706 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4707 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4708 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4709 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4710 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4711 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4712 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4713 Menu::setText(10, sbuf);
4714 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4715 Menu::setText(11, sbuf);
4716 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4717 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4718 sprintf (sbuf, "Back");
4720 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4721 Menu::setText(8, sbuf);
4724 void updateStereoConfigMenu()
4727 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
4728 Menu::setText(0, sbuf);
4729 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4730 Menu::setText(1, sbuf);
4731 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4732 Menu::setText(2, sbuf);
4735 void updateControlsMenu()
4737 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4738 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4739 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4740 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4741 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4742 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4743 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4744 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4745 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4747 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4751 Values of mainmenu :
4753 2 Menu pause (resume/end game)
4755 4 Controls configuration menu
4756 5 Main game menu (choose level or challenge)
4757 6 Deleting user menu
4758 7 User managment menu (select/add)
4759 8 Choose difficulty menu
4760 9 Challenge level selection menu
4761 10 End of the campaign congratulation (is that really a menu?)
4762 11 Same that 9 ??? => unused
4763 18 stereo configuration
4766 void Game::LoadMenu()
4772 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4773 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4774 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4775 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4778 Menu::addButton( 0, "", 10 + 20, 440);
4779 Menu::addButton(14, "", 10 + 400, 440);
4780 Menu::addButton( 1, "", 10 + 60, 405);
4781 Menu::addButton( 2, "", 10 + 70, 370);
4782 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4783 Menu::addButton( 4, "", 10 , 335);
4784 Menu::addButton( 5, "", 10 + 60, 300);
4785 Menu::addButton( 6, "", 10 + 70, 265);
4786 Menu::addButton( 9, "", 10 , 230);
4787 Menu::addButton(10, "", 20 , 195);
4788 Menu::addButton(11, "", 10 + 60, 160);
4789 Menu::addButton(13, "", 30 , 125);
4790 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4791 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4792 Menu::addButton(8, "Back", 10, 10);
4793 updateSettingsMenu();
4796 Menu::addButton(0, "", 10 , 400);
4797 Menu::addButton(1, "", 10 + 40, 360);
4798 Menu::addButton(2, "", 10 + 40, 320);
4799 Menu::addButton(3, "", 10 + 30, 280);
4800 Menu::addButton(4, "", 10 + 20, 240);
4801 Menu::addButton(5, "", 10 + 40, 200);
4802 Menu::addButton(6, "", 10 + 40, 160);
4803 Menu::addButton(7, "", 10 + 30, 120);
4804 Menu::addButton(8, "", 10 + 20, 80);
4806 Menu::addButton(9, "", 10 + 10, 40);
4807 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4808 updateControlsMenu();
4812 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4813 Menu::addButton(1, "Tutorial", 5, 300);
4814 Menu::addButton(2, "Challenge", 5, 240);
4815 Menu::addButton(3, "Delete User", 400, 10);
4816 Menu::addButton(4, "Main Menu", 5, 10);
4817 Menu::addButton(5, "Change User", 5, 180);
4818 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4821 //with (2,-5) offset from old code
4822 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4824 int numlevels = accountactive->getCampaignChoicesMade();
4825 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4826 for (int i = 0; i < numlevels; i++) {
4827 XYZ midpoint = campaignlevels[i].getCenter();
4828 float itemsize = campaignlevels[i].getWidth();
4829 const bool active = i >= accountactive->getCampaignChoicesMade();
4834 XYZ start = campaignlevels[i - 1].getCenter();
4835 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);
4837 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4838 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4841 Menu::addMapLabel(-2, campaignlevels[i].description,
4842 campaignlevels[i].getStartX() + 10,
4843 campaignlevels[i].getStartY() - 4);
4849 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4850 Menu::addButton(1, "Yes", 10, 360);
4851 Menu::addButton(2, "No", 10, 320);
4854 if (Account::getNbAccounts() < 8)
4855 Menu::addButton(0, "New User", 10, 400);
4857 Menu::addLabel(0, "No More Users", 10, 400);
4858 Menu::addLabel(-2, "", 20, 400);
4859 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4860 for (int i = 0; i < Account::getNbAccounts(); i++)
4861 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4864 Menu::addButton(0, "Easier", 10, 400);
4865 Menu::addButton(1, "Difficult", 10, 360);
4866 Menu::addButton(2, "Insane", 10, 320);
4869 for (int i = 0; i < numchallengelevels; i++) {
4872 sprintf (temp, "Level %d", i + 1);
4873 for (int j = strlen(temp); j < 17; j++)
4876 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4877 for (int j = strlen(temp); j < (32 - 17); j++)
4880 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4881 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4884 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4887 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4890 Menu::addButton(-1, " High Score Best Time", 10, 440);
4891 Menu::addButton(numchallengelevels, "Back", 10, 10);
4894 Menu::addLabel(0, "Congratulations!", 220, 330);
4895 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4896 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4897 Menu::addButton(3, "Back", 10, 10);
4899 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4900 Menu::addLabel(4, sbuf, 190, 200);
4901 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4902 Menu::addLabel(5, sbuf, 190, 180);
4906 Menu::addButton(0, "", 70, 400);
4907 Menu::addButton(1, "", 10, 360);
4908 Menu::addButton(2, "", 40, 320);
4909 Menu::addButton(3, "Back", 10, 10);
4910 updateStereoConfigMenu();
4915 extern set<pair<int,int>> resolutions;
4920 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4922 // some specific case where we do something even if the left mouse button is not pressed.
4923 if ((mainmenu == 5) && (endgame == 2)) {
4924 accountactive->endGame();
4929 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4930 stereoseparation -= 0.001;
4931 updateStereoConfigMenu();
4934 static int oldmainmenu = mainmenu;
4936 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4937 set<pair<int,int>>::iterator newscreenresolution;
4943 if (gameon) { //resume
4945 pause_sound(stream_menutheme);
4946 resume_stream(leveltheme);
4948 fireSound(firestartsound);
4950 mainmenu = (accountactive ? 5 : 7);
4962 if (newscreenwidth > 3000)
4963 newscreenwidth = screenwidth;
4964 if (newscreenwidth < 0)
4965 newscreenwidth = screenwidth;
4966 if (newscreenheight > 3000)
4967 newscreenheight = screenheight;
4968 if (newscreenheight < 0)
4969 newscreenheight = screenheight;
4974 if (gameon) { //end game
4979 pause_sound(stream_menutheme);
4988 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4989 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4990 newscreenresolution++;
4991 if (newscreenresolution == resolutions.end()) {
4992 /* It was the last one (or not found), go back to the beginning */
4993 newscreenresolution = resolutions.begin();
4995 newscreenwidth = newscreenresolution->first;
4996 newscreenheight = newscreenresolution->second;
5005 if (bloodtoggle > 2)
5014 ismotionblur = !ismotionblur;
5020 musictoggle = !musictoggle;
5022 emit_stream_np(stream_menutheme);
5024 pause_sound(leveltheme);
5025 pause_sound(stream_fighttheme);
5026 pause_sound(stream_menutheme);
5028 for (int i = 0; i < 4; i++) {
5029 oldmusicvolume[i] = 0;
5043 mainmenu = gameon ? 2 : 1;
5046 invertmouse = !invertmouse;
5049 usermousesensitivity += .2;
5050 if (usermousesensitivity > 2)
5051 usermousesensitivity = .2;
5055 if (volume > 1.0001f)
5057 OPENAL_SetSFXMasterVolume((int)(volume * 255));
5061 newstereomode = stereomode;
5066 showdamagebar = !showdamagebar;
5072 updateSettingsMenu();
5077 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
5078 keyselect = selected;
5079 if (keyselect != -1)
5081 if (selected == (debugmode ? 10 : 9)) {
5086 updateControlsMenu();
5091 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5092 startbonustotal = 0;
5101 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5102 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5105 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5109 pause_sound(stream_menutheme);
5113 startbonustotal = 0;
5126 pause_sound(stream_menutheme);
5135 mainmenu = (gameon ? 2 : 1);
5141 vector<string> campaigns = ListCampaigns();
5142 vector<string>::iterator c;
5143 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5144 if (!campaigns.empty())
5145 accountactive->setCurrentCampaign(campaigns.front());
5148 if (c == campaigns.end())
5149 c = campaigns.begin();
5150 accountactive->setCurrentCampaign(*c);
5158 if (selected == 1) {
5160 accountactive = Account::destroy(accountactive);
5162 } else if (selected == 2) {
5169 if (selected == 0 && Account::getNbAccounts() < 8) {
5171 } else if (selected < Account::getNbAccounts() + 1) {
5174 accountactive = Account::get(selected - 1);
5175 } else if (selected == Account::getNbAccounts() + 1) {
5181 displaytext[0].clear();
5182 displayselected = 0;
5190 accountactive->setDifficulty(selected);
5194 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5198 startbonustotal = 0;
5202 targetlevel = selected;
5207 Loadlevel(selected);
5212 pause_sound(stream_menutheme);
5214 if (selected == numchallengelevels) {
5221 if (selected == 3) {
5229 stereoseparation += 0.001;
5232 if (selected == 0) {
5233 newstereomode = (StereoMode)(newstereomode + 1);
5234 while (!CanInitStereo(newstereomode)) {
5235 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
5236 newstereomode = (StereoMode)(newstereomode + 1);
5237 if (newstereomode >= stereoCount)
5238 newstereomode = stereoNone;
5240 } else if (selected == 2) {
5241 stereoreverse = !stereoreverse;
5242 } else if (selected == 3) {
5246 stereomode = newstereomode;
5247 InitStereo(stereomode);
5250 updateStereoConfigMenu();
5255 OPENAL_SetFrequency(channels[stream_menutheme]);
5258 inputText(displaytext[0], &displayselected);
5259 if (!waiting) { // the input as finished
5260 if (!displaytext[0].empty()) { // with enter
5261 accountactive = Account::add(string(displaytext[0]));
5267 fireSound(firestartsound);
5269 displaytext[0].clear();
5271 displayselected = 0;
5277 displayblinkdelay -= multiplier;
5278 if (displayblinkdelay <= 0) {
5279 displayblinkdelay = .3;
5280 displayblink = !displayblink;
5285 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5286 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5289 if (oldmainmenu != mainmenu)
5291 oldmainmenu = mainmenu;
5297 static XYZ facing, flatfacing;
5300 for (int i = 0; i < 15; i++) {
5301 displaytime[i] += multiplier;
5306 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5307 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5308 stereoreverse = true;
5310 stereoreverse = false;
5313 printf("Stereo reversed\n");
5315 printf("Stereo unreversed\n");
5318 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5319 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5320 stereoseparation -= 0.001;
5322 stereoseparation -= 0.010;
5323 printf("Stereo decreased increased to %f\n", stereoseparation);
5326 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5327 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5328 stereoseparation += 0.001;
5330 stereoseparation += 0.010;
5331 printf("Stereo separation increased to %f\n", stereoseparation);
5335 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5336 if (tutorialstage != 51)
5337 tutorialstagetime = tutorialmaxtime;
5338 emit_sound_np(consolefailsound, 128.);
5342 Values of mainmenu :
5344 2 Menu pause (resume/end game)
5346 4 Controls configuration menu
5347 5 Main game menu (choose level or challenge)
5348 6 Deleting user menu
5349 7 User managment menu (select/add)
5350 8 Choose difficulty menu
5351 9 Challenge level selection menu
5352 10 End of the campaign congratulation (is that really a menu?)
5353 11 Same that 9 ??? => unused
5354 18 stereo configuration
5359 if (mainmenu && endgame == 1)
5361 //go to level select after completing a campaign level
5362 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5369 OPENAL_SetFrequency(OPENAL_ALL);
5370 emit_stream_np(stream_menutheme);
5371 pause_sound(leveltheme);
5375 //escape key pressed
5376 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5377 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5379 if (mainmenu == 0 && !winfreeze)
5380 mainmenu = 2; //pause
5381 else if (mainmenu == 1 || mainmenu == 2) {
5382 mainmenu = 0; //unpause
5385 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5386 OPENAL_SetFrequency(OPENAL_ALL);
5387 emit_stream_np(stream_menutheme);
5388 pause_sound(leveltheme);
5390 //on resume, play level music
5392 pause_sound(stream_menutheme);
5393 resume_stream(leveltheme);
5395 //finished with settings menu
5396 if (mainmenu == 3) {
5400 if (mainmenu >= 3 && mainmenu != 8) {
5408 mainmenu = gameon ? 2 : 1;
5430 hostiletime += multiplier;
5434 leveltime += multiplier;
5437 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5440 OPENAL_SetFrequency(OPENAL_ALL);
5444 if (Input::isKeyPressed(consolekey) && debugmode) {
5447 OPENAL_SetFrequency(OPENAL_ALL);
5456 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5457 inputText(consoletext[0], &consoleselected);
5459 if (!consoletext[0].empty()) {
5460 cmd_dispatch(consoletext[0]);
5461 for (int k = 14; k >= 1; k--) {
5462 consoletext[k] = consoletext[k - 1];
5464 consoletext[0].clear();
5465 consoleselected = 0;
5469 consoleblinkdelay -= multiplier;
5470 if (consoleblinkdelay <= 0) {
5471 consoleblinkdelay = .3;
5472 consoleblink = !consoleblink;
5476 static int oldwinfreeze;
5477 if (winfreeze && !oldwinfreeze) {
5478 OPENAL_SetFrequency(OPENAL_ALL);
5479 emit_sound_np(consolesuccesssound);
5482 oldwinfreeze = winfreeze;
5486 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5489 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5493 } else if (winfreeze) {
5501 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5504 static float talkdelay = 0;
5506 if (Dialog::inDialog())
5508 talkdelay -= multiplier;
5510 if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
5511 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5512 Dialog::dialogs[i].tick(i);
5516 windvar += multiplier;
5517 smoketex += multiplier;
5518 tutorialstagetime += multiplier;
5521 static float hotspotvisual[40];
5525 for (int i = 0; i < numhotspots; i++)
5526 hotspotvisual[i] -= multiplier / 320;
5528 for (int i = 0; i < numhotspots; i++) {
5529 while (hotspotvisual[i] < 0) {
5531 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
5532 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5533 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5534 hotspotsprite += hotspot[i];
5535 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5536 hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
5540 for (int i = 0; i < numhotspots; i++) {
5541 if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
5542 hotspot[i] = Person::players[hotspottype[i]]->coords;
5548 if (tutoriallevel) {
5553 if (tutoriallevel != 1) {
5554 if (bonustime == 0 &&
5555 bonus != solidhit &&
5556 bonus != spinecrusher &&
5557 bonus != tracheotomy &&
5558 bonus != backstab &&
5560 emit_sound_np(consolesuccesssound);
5562 } else if (bonustime == 0) {
5563 emit_sound_np(fireendsound);
5565 if (bonustime == 0) {
5566 if (bonus != solidhit &&
5567 bonus != twoxcombo &&
5568 bonus != threexcombo &&
5569 bonus != fourxcombo &&
5573 bonusnum[bonus] += 0.15;
5576 bonusvalue /= bonusnum[bonus];
5577 bonustotal += bonusvalue;
5579 bonustime += multiplier;
5582 if (environment == snowyenvironment) {
5583 precipdelay -= multiplier;
5584 while (precipdelay < 0) {
5588 XYZ footvel, footpoint;
5591 footpoint = viewer + viewerfacing * 6;
5592 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5593 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5594 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5595 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5600 doAerialAcrobatics();
5603 static XYZ oldviewer;
5606 if (!Dialog::inDialog()) {
5607 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5608 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5609 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5610 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5611 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5612 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5613 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5614 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5616 Person::players[0]->forwardkeydown = 0;
5617 Person::players[0]->leftkeydown = 0;
5618 Person::players[0]->backkeydown = 0;
5619 Person::players[0]->rightkeydown = 0;
5620 Person::players[0]->jumpkeydown = 0;
5621 Person::players[0]->crouchkeydown = 0;
5622 Person::players[0]->drawkeydown = 0;
5623 Person::players[0]->throwkeydown = 0;
5626 if (!Person::players[0]->jumpkeydown)
5627 Person::players[0]->jumpclimb = 0;
5630 if (Dialog::inDialog()) {
5632 if (Dialog::directing) {
5636 facing = DoRotation(facing, -pitch, 0, 0);
5637 facing = DoRotation(facing, 0, 0 - yaw, 0);
5642 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5644 if (Input::isKeyDown(forwardkey))
5645 viewer += facing * multiplier * 4;
5646 if (Input::isKeyDown(backkey))
5647 viewer -= facing * multiplier * 4;
5648 if (Input::isKeyDown(leftkey))
5649 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5650 if (Input::isKeyDown(rightkey))
5651 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5652 if (Input::isKeyDown(jumpkey))
5653 viewer.y += multiplier * 4;
5654 if (Input::isKeyDown(crouchkey))
5655 viewer.y -= multiplier * 4;
5656 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5657 Input::isKeyPressed(SDL_SCANCODE_2) ||
5658 Input::isKeyPressed(SDL_SCANCODE_3) ||
5659 Input::isKeyPressed(SDL_SCANCODE_4) ||
5660 Input::isKeyPressed(SDL_SCANCODE_5) ||
5661 Input::isKeyPressed(SDL_SCANCODE_6) ||
5662 Input::isKeyPressed(SDL_SCANCODE_7) ||
5663 Input::isKeyPressed(SDL_SCANCODE_8) ||
5664 Input::isKeyPressed(SDL_SCANCODE_9) ||
5665 Input::isKeyPressed(SDL_SCANCODE_0) ||
5666 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5668 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5669 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5670 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5671 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5672 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5673 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5674 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5675 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5676 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5677 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5678 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5680 if (whichend != -1) {
5681 Dialog::currentScene().participantfocus = whichend;
5682 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5683 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5685 if (whichend == -1) {
5686 Dialog::currentScene().participantfocus = -1;
5688 /* FIXME: potentially accessing -1 in Person::players! */
5689 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5690 Dialog::indialogue = -1;
5691 Dialog::directing = false;
5694 Dialog::currentScene().camera = viewer;
5695 Dialog::currentScene().camerayaw = yaw;
5696 Dialog::currentScene().camerapitch = pitch;
5697 Dialog::indialogue++;
5698 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5699 if (Dialog::currentScene().sound != 0) {
5700 playdialoguescenesound();
5704 for (unsigned j = 0; j < Person::players.size(); j++) {
5705 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5708 //TODO: should these be KeyDown or KeyPressed?
5709 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5710 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5711 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5712 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5713 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5714 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5715 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5716 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5717 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5718 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5720 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5721 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5722 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5723 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5724 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5725 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5726 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5727 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5728 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5729 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5730 Dialog::currentScene().participantfacing[whichend] = facing;
5732 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5733 Dialog::indialogue = -1;
5734 Dialog::directing = false;
5738 if (!Dialog::directing) {
5739 pause_sound(whooshsound);
5740 viewer = Dialog::currentScene().camera;
5741 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5742 yaw = Dialog::currentScene().camerayaw;
5743 pitch = Dialog::currentScene().camerapitch;
5744 if (Dialog::dialoguetime > 0.5) {
5745 if (Input::isKeyPressed(attackkey)) {
5746 Dialog::indialogue++;
5747 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5748 if (Dialog::currentScene().sound != 0) {
5749 playdialoguescenesound();
5750 if (Dialog::currentScene().sound == -5) {
5751 hotspot[numhotspots] = Person::players[0]->coords;
5752 hotspotsize[numhotspots] = 10;
5753 hotspottype[numhotspots] = -1;
5757 if (Dialog::currentScene().sound == -6) {
5761 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5762 Dialog::indialogue = -1;
5763 Dialog::directing = false;
5770 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5771 Dialog::indialogue = -1;
5772 Dialog::directing = false;
5774 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5777 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5780 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5782 for (unsigned i = 1; i < Person::players.size(); i++) {
5783 Person::players[i]->aitype = attacktypecutoff;
5790 if (!Person::players[0]->jumpkeydown) {
5791 Person::players[0]->jumptogglekeydown = 0;
5793 if (Person::players[0]->jumpkeydown &&
5794 Person::players[0]->animTarget != jumpupanim &&
5795 Person::players[0]->animTarget != jumpdownanim &&
5796 !Person::players[0]->isFlip())
5797 Person::players[0]->jumptogglekeydown = 1;
5800 Dialog::dialoguetime += multiplier;
5801 hawkyaw += multiplier * 25;
5803 realhawkcoords.x = 25;
5804 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5805 hawkcalldelay -= multiplier / 2;
5807 if (hawkcalldelay <= 0) {
5808 emit_sound_at(hawksound, realhawkcoords);
5810 hawkcalldelay = 16 + abs(Random() % 8);
5817 doPlayerCollisions();
5821 for (unsigned k = 0; k < Person::players.size(); k++)
5822 if (k != 0 && Person::players[k]->immobile)
5823 Person::players[k]->coords = Person::players[k]->realoldcoords;
5825 for (unsigned k = 0; k < Person::players.size(); k++) {
5826 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5827 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5828 Person::players[k]->DoDamage(1000);
5834 static bool respawnkeydown;
5835 if (!editorenabled &&
5836 (whichlevel != -2 &&
5837 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5838 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5840 (Input::isKeyDown(jumpkey) &&
5843 Person::players[0]->dead))) {
5844 targetlevel = whichlevel;
5848 if (!Input::isKeyDown(jumpkey))
5850 if (Input::isKeyDown(jumpkey))
5856 static bool movekey;
5859 for (unsigned i = 0; i < Person::players.size(); i++) {
5860 static float oldtargetyaw;
5861 if (!Person::players[i]->skeleton.free) {
5862 oldtargetyaw = Person::players[i]->targetyaw;
5863 if (i == 0 && !Dialog::inDialog()) {
5864 //TODO: refactor repetitive code
5865 if (!animation[Person::players[0]->animTarget].attack &&
5866 Person::players[0]->animTarget != staggerbackhighanim &&
5867 Person::players[0]->animTarget != staggerbackhardanim &&
5868 Person::players[0]->animTarget != crouchremoveknifeanim &&
5869 Person::players[0]->animTarget != removeknifeanim &&
5870 Person::players[0]->animTarget != backhandspringanim &&
5871 Person::players[0]->animTarget != dodgebackanim &&
5872 Person::players[0]->animTarget != walljumprightkickanim &&
5873 Person::players[0]->animTarget != walljumpleftkickanim) {
5875 Person::players[0]->targetyaw = 0;
5877 Person::players[0]->targetyaw = -yaw + 180;
5883 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5885 facing = flatfacing;
5887 facing = DoRotation(facing, -pitch, 0, 0);
5888 facing = DoRotation(facing, 0, 0 - yaw, 0);
5891 Person::players[0]->lookyaw = -yaw;
5893 Person::players[i]->targetheadyaw = yaw;
5894 Person::players[i]->targetheadpitch = pitch;
5896 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5897 if (!animation[Person::players[i]->animTarget].attack &&
5898 Person::players[i]->animTarget != staggerbackhighanim &&
5899 Person::players[i]->animTarget != staggerbackhardanim &&
5900 Person::players[i]->animTarget != crouchremoveknifeanim &&
5901 Person::players[i]->animTarget != removeknifeanim &&
5902 Person::players[i]->animTarget != backhandspringanim &&
5903 Person::players[i]->animTarget != dodgebackanim &&
5904 Person::players[i]->animTarget != walljumprightkickanim &&
5905 Person::players[i]->animTarget != walljumpleftkickanim) {
5906 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5912 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5914 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5915 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5917 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5918 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5920 if (Dialog::inDialog()) {
5921 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5922 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5928 Person::players[i]->avoidsomething = 0;
5930 //avoid flaming things
5931 for (int j = 0; j < objects.numobjects; j++)
5932 if (objects.onfire[j])
5933 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5934 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5935 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5936 Person::players[i]->collided = 0;
5937 Person::players[i]->avoidcollided = 1;
5938 if (Person::players[i]->avoidsomething == 0 ||
5939 distsq(&Person::players[i]->coords, &objects.position[j]) <
5940 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5941 Person::players[i]->avoidwhere = objects.position[j];
5942 Person::players[i]->avoidsomething = 1;
5946 //avoid flaming players
5947 for (unsigned j = 0; j < Person::players.size(); j++)
5948 if (Person::players[j]->onfire)
5949 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5950 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5951 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5952 Person::players[i]->collided = 0;
5953 Person::players[i]->avoidcollided = 1;
5954 if (Person::players[i]->avoidsomething == 0 ||
5955 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5956 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5957 Person::players[i]->avoidwhere = Person::players[j]->coords;
5958 Person::players[i]->avoidsomething = 1;
5962 if (Person::players[i]->collided > .8)
5963 Person::players[i]->avoidcollided = 0;
5967 if (animation[Person::players[i]->animTarget].attack == reversed) {
5968 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5969 Person::players[i]->forwardkeydown = 0;
5970 Person::players[i]->leftkeydown = 0;
5971 Person::players[i]->backkeydown = 0;
5972 Person::players[i]->rightkeydown = 0;
5973 Person::players[i]->jumpkeydown = 0;
5974 Person::players[i]->attackkeydown = 0;
5975 //Person::players[i]->crouchkeydown=0;
5976 Person::players[i]->throwkeydown = 0;
5979 if (Dialog::inDialog()) {
5980 Person::players[i]->forwardkeydown = 0;
5981 Person::players[i]->leftkeydown = 0;
5982 Person::players[i]->backkeydown = 0;
5983 Person::players[i]->rightkeydown = 0;
5984 Person::players[i]->jumpkeydown = 0;
5985 Person::players[i]->crouchkeydown = 0;
5986 Person::players[i]->drawkeydown = 0;
5987 Person::players[i]->throwkeydown = 0;
5990 if (Person::players[i]->collided < -.3)
5991 Person::players[i]->collided = -.3;
5992 if (Person::players[i]->collided > 1)
5993 Person::players[i]->collided = 1;
5994 Person::players[i]->collided -= multiplier * 4;
5995 Person::players[i]->whichdirectiondelay -= multiplier;
5996 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5997 Person::players[i]->avoidcollided = -.3;
5998 Person::players[i]->whichdirection = abs(Random() % 2);
5999 Person::players[i]->whichdirectiondelay = .4;
6001 if (Person::players[i]->avoidcollided > 1)
6002 Person::players[i]->avoidcollided = 1;
6003 Person::players[i]->avoidcollided -= multiplier / 4;
6004 if (!Person::players[i]->skeleton.free) {
6005 Person::players[i]->stunned -= multiplier;
6006 Person::players[i]->surprised -= multiplier;
6008 if (i != 0 && Person::players[i]->surprised <= 0 &&
6009 Person::players[i]->aitype == attacktypecutoff &&
6010 !Person::players[i]->dead &&
6011 !Person::players[i]->skeleton.free &&
6012 animation[Person::players[i]->animTarget].attack == neutral)
6015 if (!Person::players[i]->throwkeydown)
6016 Person::players[i]->throwtogglekeydown = 0;
6019 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
6020 if (Person::players[i]->weaponactive == -1 &&
6021 Person::players[i]->num_weapons < 2 &&
6022 (Person::players[i]->isIdle() ||
6023 Person::players[i]->isCrouch() ||
6024 Person::players[i]->animTarget == sneakanim ||
6025 Person::players[i]->animTarget == rollanim ||
6026 Person::players[i]->animTarget == backhandspringanim ||
6027 Person::players[i]->isFlip() ||
6028 Person::players[i]->aitype != playercontrolled)) {
6029 for (unsigned j = 0; j < weapons.size(); j++) {
6030 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6031 Person::players[i]->aitype == playercontrolled) &&
6032 weapons[j].owner == -1 &&
6033 Person::players[i]->weaponactive == -1)
6034 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
6035 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
6036 if (Person::players[i]->isCrouch() ||
6037 Person::players[i]->animTarget == sneakanim ||
6038 Person::players[i]->isRun() ||
6039 Person::players[i]->isIdle() ||
6040 Person::players[i]->aitype != playercontrolled) {
6041 Person::players[i]->throwtogglekeydown = 1;
6042 Person::players[i]->setAnimation(crouchremoveknifeanim);
6043 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6044 Person::players[i]->hasvictim = 0;
6046 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6047 Person::players[i]->throwtogglekeydown = 1;
6048 Person::players[i]->hasvictim = 0;
6050 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
6051 Person::players[i]->aitype == playercontrolled) &&
6052 weapons[j].owner == -1 ||
6053 Person::players[i]->victim &&
6054 weapons[j].owner == int(Person::players[i]->victim->id))
6055 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
6056 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
6057 if (weapons[j].getType() != staff)
6058 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6060 Person::players[i]->takeWeapon(j);
6063 } else if ((Person::players[i]->isIdle() ||
6064 Person::players[i]->isFlip() ||
6065 Person::players[i]->aitype != playercontrolled) &&
6066 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
6067 Person::players[i]->coords.y < weapons[j].position.y) {
6068 if (!Person::players[i]->isFlip()) {
6069 Person::players[i]->throwtogglekeydown = 1;
6070 Person::players[i]->setAnimation(removeknifeanim);
6071 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
6073 if (Person::players[i]->isFlip()) {
6074 Person::players[i]->throwtogglekeydown = 1;
6075 Person::players[i]->hasvictim = 0;
6077 for (unsigned k = 0; k < weapons.size(); k++) {
6078 if (Person::players[i]->weaponactive == -1)
6079 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
6080 Person::players[i]->aitype == playercontrolled) &&
6081 weapons[k].owner == -1 ||
6082 Person::players[i]->victim &&
6083 weapons[k].owner == int(Person::players[i]->victim->id))
6084 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
6085 Person::players[i]->weaponactive == -1) {
6086 if (weapons[k].getType() != staff)
6087 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6089 Person::players[i]->takeWeapon(k);
6096 if (Person::players[i]->isCrouch() ||
6097 Person::players[i]->animTarget == sneakanim ||
6098 Person::players[i]->isRun() ||
6099 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6100 Person::players[i]->animTarget == backhandspringanim) {
6101 if (Person::players.size() > 1)
6102 for (unsigned j = 0; j < Person::players.size(); j++) {
6103 if (Person::players[i]->weaponactive == -1)
6105 if (Person::players[j]->num_weapons &&
6106 Person::players[j]->skeleton.free &&
6107 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6108 (((Person::players[j]->skeleton.forward.y < 0 &&
6109 Person::players[j]->weaponstuckwhere == 0) ||
6110 (Person::players[j]->skeleton.forward.y > 0 &&
6111 Person::players[j]->weaponstuckwhere == 1)) ||
6112 Person::players[j]->weaponstuck == -1 ||
6113 Person::players[j]->num_weapons > 1)) {
6114 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6115 Person::players[i]->throwtogglekeydown = 1;
6116 Person::players[i]->victim = Person::players[j];
6117 Person::players[i]->hasvictim = 1;
6118 Person::players[i]->setAnimation(crouchremoveknifeanim);
6119 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6121 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6122 Person::players[i]->throwtogglekeydown = 1;
6123 Person::players[i]->victim = Person::players[j];
6124 Person::players[i]->hasvictim = 1;
6125 int k = Person::players[j]->weaponids[0];
6126 if (Person::players[i]->hasvictim) {
6129 if (Person::players[i]->victim->weaponstuck != -1) {
6130 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6135 if (weapons[k].getType() != staff)
6136 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6139 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6141 if (weapons[k].owner != -1) {
6142 if (Person::players[i]->victim->num_weapons == 1)
6143 Person::players[i]->victim->num_weapons = 0;
6145 Person::players[i]->victim->num_weapons = 1;
6147 Person::players[i]->victim->skeleton.longdead = 0;
6148 Person::players[i]->victim->skeleton.free = 1;
6149 Person::players[i]->victim->skeleton.broken = 0;
6151 for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
6152 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6153 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6159 Normalise(&relative);
6160 XYZ footvel, footpoint;
6162 footpoint = weapons[k].position;
6163 if (Person::players[i]->victim->weaponstuck != -1) {
6164 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6166 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6167 weapons[k].bloody = 2;
6168 weapons[k].blooddrip = 5;
6169 Person::players[i]->victim->weaponstuck = -1;
6170 Person::players[i]->victim->bloodloss += 2000;
6171 Person::players[i]->victim->DoDamage(2000);
6174 if (Person::players[i]->victim->num_weapons > 0) {
6175 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6176 Person::players[i]->victim->weaponstuck = 0;
6177 if (Person::players[i]->victim->weaponids[0] == k)
6178 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6181 Person::players[i]->victim->weaponactive = -1;
6183 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6184 Person::players[i]->victim->jointVel(neck) += relative * 6;
6185 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6186 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6188 Person::players[i]->takeWeapon(k);
6195 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6196 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6197 if (Person::players[i]->isIdle() ||
6198 Person::players[i]->isRun() ||
6199 Person::players[i]->isCrouch() ||
6200 Person::players[i]->animTarget == sneakanim ||
6201 Person::players[i]->isFlip())
6202 if (Person::players.size() > 1)
6203 for (unsigned j = 0; j < Person::players.size(); j++) {
6205 if (tutoriallevel != 1 || tutorialstage == 49)
6207 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6208 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6209 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6210 !Person::players[j]->skeleton.free &&
6211 -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)) {
6212 if (!Person::players[i]->isFlip()) {
6213 Person::players[i]->throwtogglekeydown = 1;
6214 Person::players[i]->victim = Person::players[j];
6215 Person::players[i]->setAnimation(knifethrowanim);
6216 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6217 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6219 if (Person::players[i]->isFlip()) {
6220 if (Person::players[i]->weaponactive != -1) {
6221 Person::players[i]->throwtogglekeydown = 1;
6222 Person::players[i]->victim = Person::players[j];
6224 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);
6227 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6229 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6230 Person::players[i]->num_weapons--;
6231 if (Person::players[i]->num_weapons) {
6232 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6234 Person::players[i]->weaponactive = -1;
6241 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6242 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6243 Person::players[i]->throwtogglekeydown = 1;
6244 XYZ tempVelocity = Person::players[i]->velocity * .2;
6245 if (tempVelocity.x == 0)
6246 tempVelocity.x = .1;
6247 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6248 Person::players[i]->num_weapons--;
6249 if (Person::players[i]->num_weapons) {
6250 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6251 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6252 Person::players[i]->weaponstuck = 0;
6255 Person::players[i]->weaponactive = -1;
6256 for (unsigned j = 0; j < Person::players.size(); j++) {
6257 Person::players[j]->wentforweapon = 0;
6265 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6266 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6267 (Person::players[i]->num_weapons == 2) &&
6268 (Person::players[i]->weaponactive == -1) &&
6269 Person::players[i]->isIdle() ||
6270 Person::players[0]->dead &&
6271 (Person::players[i]->weaponactive != -1) &&
6274 if (Person::players[i]->weaponactive != -1)
6275 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6277 if (isgood && Person::players[i]->creature != wolftype) {
6278 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6279 Person::players[i]->setAnimation(drawrightanim);
6280 Person::players[i]->drawtogglekeydown = 1;
6282 if ((Person::players[i]->isIdle() ||
6283 (Person::players[i]->aitype != playercontrolled &&
6284 Person::players[0]->weaponactive != -1 &&
6285 Person::players[i]->isRun())) &&
6286 Person::players[i]->num_weapons &&
6287 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6288 Person::players[i]->setAnimation(drawleftanim);
6289 Person::players[i]->drawtogglekeydown = 1;
6291 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6292 Person::players[i]->setAnimation(crouchdrawrightanim);
6293 Person::players[i]->drawtogglekeydown = 1;
6300 if (Person::players[i]->weaponactive != -1) {
6301 if (Person::players[i]->isCrouch() &&
6302 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6304 Person::players[i]->onterrain &&
6305 Person::players[i]->num_weapons &&
6306 Person::players[i]->attackkeydown &&
6307 musictype != stream_fighttheme) {
6308 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6309 Person::players[i]->setAnimation(crouchstabanim);
6310 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6311 Person::players[i]->setAnimation(swordgroundstabanim);
6312 Person::players[i]->hasvictim = 0;
6316 if (!Person::players[i]->drawkeydown)
6317 Person::players[i]->drawtogglekeydown = 0;
6322 absflatfacing.z = -1;
6324 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6326 absflatfacing = flatfacing;
6328 if (Dialog::inDialog()) {
6329 Person::players[i]->forwardkeydown = 0;
6330 Person::players[i]->leftkeydown = 0;
6331 Person::players[i]->backkeydown = 0;
6332 Person::players[i]->rightkeydown = 0;
6333 Person::players[i]->jumpkeydown = 0;
6334 Person::players[i]->crouchkeydown = 0;
6335 Person::players[i]->drawkeydown = 0;
6336 Person::players[i]->throwkeydown = 0;
6340 if (!animation[Person::players[i]->animTarget].attack &&
6341 Person::players[i]->animTarget != staggerbackhighanim &&
6342 Person::players[i]->animTarget != staggerbackhardanim &&
6343 Person::players[i]->animTarget != backhandspringanim &&
6344 Person::players[i]->animTarget != dodgebackanim) {
6345 if (!Person::players[i]->forwardkeydown)
6346 Person::players[i]->forwardstogglekeydown = 0;
6347 if (Person::players[i]->crouchkeydown) {
6351 Person::players[i]->superruntoggle = 1;
6352 if (Person::players.size() > 1)
6353 for (unsigned j = 0; j < Person::players.size(); j++)
6354 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6355 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6356 Person::players[i]->superruntoggle = 0;
6359 if (Person::players.size() > 1)
6360 for (unsigned j = 0; j < Person::players.size(); j++) {
6361 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6362 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6363 Person::players[j]->victim == Person::players[i] &&
6364 (Person::players[j]->animTarget == sweepanim ||
6365 Person::players[j]->animTarget == upunchanim ||
6366 Person::players[j]->animTarget == wolfslapanim ||
6367 ((Person::players[j]->animTarget == swordslashanim ||
6368 Person::players[j]->animTarget == knifeslashstartanim ||
6369 Person::players[j]->animTarget == staffhitanim ||
6370 Person::players[j]->animTarget == staffspinhitanim) &&
6371 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6380 Person::players[target]->Reverse();
6381 Person::players[i]->lowreversaldelay = .5;
6383 if (Person::players[i]->isIdle()) {
6384 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6385 Person::players[i]->transspeed = 10;
6387 if (Person::players[i]->isRun() ||
6388 (Person::players[i]->isStop() &&
6389 (Person::players[i]->leftkeydown ||
6390 Person::players[i]->rightkeydown ||
6391 Person::players[i]->forwardkeydown ||
6392 Person::players[i]->backkeydown))) {
6393 Person::players[i]->setAnimation(rollanim);
6394 Person::players[i]->transspeed = 20;
6397 if (!Person::players[i]->crouchkeydown) {
6399 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6400 Person::players[i]->superruntoggle = 0;
6402 if (Person::players[i]->isCrouch()) {
6403 if (Person::players.size() > 1)
6404 for (unsigned j = 0; j < Person::players.size(); j++) {
6406 !Person::players[j]->skeleton.free &&
6407 Person::players[j]->victim &&
6408 Person::players[i]->highreversaldelay <= 0) {
6409 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6410 Person::players[j]->victim == Person::players[i] &&
6411 (Person::players[j]->animTarget == spinkickanim) &&
6412 Person::players[i]->isCrouch()) {
6421 Person::players[target]->Reverse();
6422 Person::players[i]->highreversaldelay = .5;
6424 if (Person::players[i]->isCrouch()) {
6425 if (!Person::players[i]->wasCrouch()) {
6426 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6427 Person::players[i]->frameCurrent = 0;
6429 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6430 Person::players[i]->transspeed = 10;
6433 if (Person::players[i]->animTarget == sneakanim) {
6434 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6435 Person::players[i]->transspeed = 10;
6438 if (Person::players[i]->forwardkeydown) {
6439 if (Person::players[i]->isIdle() ||
6440 (Person::players[i]->isStop() &&
6441 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6442 (Person::players[i]->isLanding() &&
6443 Person::players[i]->frameTarget > 0 &&
6444 !Person::players[i]->jumpkeydown) ||
6445 (Person::players[i]->isLandhard() &&
6446 Person::players[i]->frameTarget > 0 &&
6447 !Person::players[i]->jumpkeydown &&
6448 Person::players[i]->crouchkeydown)) {
6449 if (Person::players[i]->aitype == passivetype)
6450 Person::players[i]->setAnimation(walkanim);
6452 Person::players[i]->setAnimation(Person::players[i]->getRun());
6454 if (Person::players[i]->isCrouch()) {
6455 Person::players[i]->animTarget = sneakanim;
6456 if (Person::players[i]->wasCrouch())
6457 Person::players[i]->target = 0;
6458 Person::players[i]->frameTarget = 0;
6460 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6461 Person::players[i]->setAnimation(climbanim);
6462 Person::players[i]->frameTarget = 1;
6463 Person::players[i]->jumpclimb = 1;
6465 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6466 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6468 Person::players[i]->forwardstogglekeydown = 1;
6471 if (Person::players[i]->rightkeydown) {
6472 if (Person::players[i]->isIdle() ||
6473 (Person::players[i]->isStop() &&
6474 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6475 (Person::players[i]->isLanding() &&
6476 Person::players[i]->frameTarget > 0 &&
6477 !Person::players[i]->jumpkeydown) ||
6478 (Person::players[i]->isLandhard() &&
6479 Person::players[i]->frameTarget > 0 &&
6480 !Person::players[i]->jumpkeydown &&
6481 Person::players[i]->crouchkeydown)) {
6482 Person::players[i]->setAnimation(Person::players[i]->getRun());
6484 if (Person::players[i]->isCrouch()) {
6485 Person::players[i]->animTarget = sneakanim;
6486 if (Person::players[i]->wasCrouch())
6487 Person::players[i]->target = 0;
6488 Person::players[i]->frameTarget = 0;
6490 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6491 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6493 Person::players[i]->targetyaw -= 90;
6494 if (Person::players[i]->forwardkeydown)
6495 Person::players[i]->targetyaw += 45;
6496 if (Person::players[i]->backkeydown)
6497 Person::players[i]->targetyaw -= 45;
6500 if ( Person::players[i]->leftkeydown) {
6501 if (Person::players[i]->isIdle() ||
6502 (Person::players[i]->isStop() &&
6503 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6504 (Person::players[i]->isLanding() &&
6505 Person::players[i]->frameTarget > 0 &&
6506 !Person::players[i]->jumpkeydown) ||
6507 (Person::players[i]->isLandhard() &&
6508 Person::players[i]->frameTarget > 0 &&
6509 !Person::players[i]->jumpkeydown &&
6510 Person::players[i]->crouchkeydown)) {
6511 Person::players[i]->setAnimation(Person::players[i]->getRun());
6513 if (Person::players[i]->isCrouch()) {
6514 Person::players[i]->animTarget = sneakanim;
6515 if (Person::players[i]->wasCrouch())
6516 Person::players[i]->target = 0;
6517 Person::players[i]->frameTarget = 0;
6519 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6520 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6522 Person::players[i]->targetyaw += 90;
6523 if (Person::players[i]->forwardkeydown)
6524 Person::players[i]->targetyaw -= 45;
6525 if (Person::players[i]->backkeydown)
6526 Person::players[i]->targetyaw += 45;
6529 if (Person::players[i]->backkeydown) {
6530 if (Person::players[i]->isIdle() ||
6531 (Person::players[i]->isStop() &&
6532 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6533 (Person::players[i]->isLanding() &&
6534 Person::players[i]->frameTarget > 0 &&
6535 !Person::players[i]->jumpkeydown) ||
6536 (Person::players[i]->isLandhard() &&
6537 Person::players[i]->frameTarget > 0 &&
6538 !Person::players[i]->jumpkeydown &&
6539 Person::players[i]->crouchkeydown)) {
6540 Person::players[i]->setAnimation(Person::players[i]->getRun());
6542 if (Person::players[i]->isCrouch()) {
6543 Person::players[i]->animTarget = sneakanim;
6544 if (Person::players[i]->wasCrouch())
6545 Person::players[i]->target = 0;
6546 Person::players[i]->frameTarget = 0;
6548 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6549 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6551 if (Person::players[i]->animTarget == hanganim) {
6552 Person::players[i]->animCurrent = jumpdownanim;
6553 Person::players[i]->animTarget = jumpdownanim;
6554 Person::players[i]->target = 0;
6555 Person::players[i]->frameCurrent = 0;
6556 Person::players[i]->frameTarget = 1;
6557 Person::players[i]->velocity = 0;
6558 Person::players[i]->velocity.y += gravity;
6559 Person::players[i]->coords.y -= 1.4;
6560 Person::players[i]->grabdelay = 1;
6562 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6563 Person::players[i]->targetyaw += 180;
6566 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6567 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6568 Person::players[i]->isRun() ||
6569 Person::players[i]->animTarget == walkanim ||
6570 Person::players[i]->isCrouch() ||
6571 Person::players[i]->animTarget == sneakanim) &&
6572 Person::players[i]->jumppower > 1) &&
6573 ((Person::players[i]->animTarget != rabbitrunninganim &&
6574 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6575 Person::players[i]->jumpstart = 0;
6576 Person::players[i]->setAnimation(jumpupanim);
6577 Person::players[i]->yaw = Person::players[i]->targetyaw;
6578 Person::players[i]->transspeed = 20;
6579 Person::players[i]->FootLand(leftfoot, 1);
6580 Person::players[i]->FootLand(rightfoot, 1);
6584 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6587 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6589 Person::players[i]->velocity = 0;
6593 if (Person::players.size() > 1)
6594 for (unsigned j = 0; j < Person::players.size(); j++) {
6595 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6596 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6597 (Person::players[j]->victim == Person::players[i]) &&
6598 (Person::players[j]->animTarget == sweepanim)) {
6607 Person::players[i]->velocity.y = 1;
6609 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6610 Person::players[i]->velocity.y = 7;
6611 Person::players[i]->crouchtogglekeydown = 1;
6612 } else Person::players[i]->velocity.y = 5;
6614 if (mousejump && i == 0 && debugmode) {
6615 if (!Person::players[i]->isLanding())
6616 Person::players[i]->tempdeltav = deltav;
6617 if (Person::players[i]->tempdeltav < 0)
6618 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6621 Person::players[i]->coords.y += .2;
6622 Person::players[i]->jumppower -= 1;
6625 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6627 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6629 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6630 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6631 Person::players[i]->frameTarget = 2;
6632 Person::players[i]->landhard = 0;
6633 Person::players[i]->jumpstart = 1;
6634 Person::players[i]->tempdeltav = deltav;
6636 if (Person::players[i]->animTarget == jumpupanim &&
6640 Person::players[i]->aitype != playercontrolled)) {
6641 if (Person::players[i]->jumppower > multiplier * 6) {
6642 Person::players[i]->velocity.y += multiplier * 6;
6643 Person::players[i]->jumppower -= multiplier * 6;
6645 if (Person::players[i]->jumppower <= multiplier * 6) {
6646 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6647 Person::players[i]->jumppower = 0;
6650 if (((floatjump || editorenabled) && debugmode) && i == 0)
6651 Person::players[i]->velocity.y += multiplier * 30;
6655 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6656 Person::players[i]->setAnimation(Person::players[i]->getStop());
6657 if (Person::players[i]->animTarget == sneakanim) {
6658 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6659 if (Person::players[i]->animCurrent == sneakanim)
6660 Person::players[i]->target = 0;
6661 Person::players[i]->frameTarget = 0;
6664 if (Person::players[i]->animTarget == walkanim &&
6665 (Person::players[i]->aitype == attacktypecutoff ||
6666 Person::players[i]->aitype == searchtype ||
6667 (Person::players[i]->aitype == passivetype &&
6668 Person::players[i]->numwaypoints <= 1)))
6669 Person::players[i]->setAnimation(Person::players[i]->getStop());
6670 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6671 Person::players[i]->setAnimation(Person::players[i]->getStop());
6674 if (Person::players[i]->animTarget == rollanim)
6675 Person::players[i]->targetyaw = oldtargetyaw;
6679 for (unsigned k = 0; k < Person::players.size(); k++) {
6680 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6681 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6682 Person::players[k]->yaw -= 360;
6684 Person::players[k]->yaw += 360;
6687 //stop to turn in right direction
6688 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6689 Person::players[k]->setAnimation(Person::players[k]->getStop());
6691 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6692 Person::players[k]->targettilt = 0;
6694 if (Person::players[k]->animTarget != jumpupanim &&
6695 Person::players[k]->animTarget != backhandspringanim &&
6696 Person::players[k]->animTarget != jumpdownanim &&
6697 !Person::players[k]->isFlip()) {
6698 Person::players[k]->targettilt = 0;
6699 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6700 Person::players[k]->jumppower = 0;
6701 Person::players[k]->jumppower += multiplier * 7;
6702 if (Person::players[k]->isCrouch())
6703 Person::players[k]->jumppower += multiplier * 7;
6704 if (Person::players[k]->jumppower > 5)
6705 Person::players[k]->jumppower = 5;
6708 if (Person::players[k]->isRun())
6709 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6711 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6712 Person::players[k]->grabdelay -= multiplier;
6716 for (unsigned k = 0; k < Person::players.size(); k++) {
6717 Person::players[k]->DoAnimations();
6718 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6719 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6725 for (int j = numenvsounds - 1; j >= 0; j--) {
6726 envsoundlife[j] -= multiplier;
6727 if (envsoundlife[j] < 0) {
6729 envsoundlife[j] = envsoundlife[numenvsounds];
6730 envsound[j] = envsound[numenvsounds];
6733 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6735 if (tutoriallevel == 1) {
6752 if (tutorialstage >= 51)
6753 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6754 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6755 OPENAL_SetFrequency(OPENAL_ALL);
6757 emit_stream_np(stream_menutheme);
6766 if (tutorialstage < 51)
6767 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6768 emit_sound_at(fireendsound, Person::players[0]->coords);
6770 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6774 if (tutorialstage >= 14 && tutorialstage < 50)
6775 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6776 emit_sound_at(fireendsound, Person::players[1]->coords);
6778 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6779 if (Random() % 2 == 0) {
6780 if (!Person::players[1]->skeleton.free)
6781 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6782 if (Person::players[1]->skeleton.free)
6783 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6784 if (!Person::players[1]->skeleton.free)
6785 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;
6786 if (Person::players[1]->skeleton.free)
6787 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6788 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6792 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6793 for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
6794 Person::players[1]->skeleton.joints[i].velocity = 0;
6795 if (Random() % 2 == 0) {
6796 if (!Person::players[1]->skeleton.free)
6797 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6798 if (Person::players[1]->skeleton.free)
6799 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6800 if (!Person::players[1]->skeleton.free)
6801 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;
6802 if (Person::players[1]->skeleton.free)
6803 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6804 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6812 static float gLoc[3];
6816 static float vel[3];
6817 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6818 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6819 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6821 //Set orientation with forward and up vectors
6822 static XYZ upvector;
6826 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6827 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6832 facing = DoRotation(facing, -pitch, 0, 0);
6833 facing = DoRotation(facing, 0, 0 - yaw, 0);
6836 static float ori[6];
6840 ori[3] = -upvector.x;
6841 ori[4] = upvector.y;
6842 ori[5] = -upvector.z;
6844 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6851 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6855 void Game::TickOnce()
6858 yaw += multiplier * 5;
6859 } else if (Dialog::directing || !Dialog::inDialog()) {
6862 pitch -= deltav * .7;
6864 pitch += deltav * .7;
6873 void Game::TickOnceAfter()
6875 static XYZ colviewer;
6876 static XYZ coltarget;
6880 static float changedelay;
6881 static bool alldead;
6882 static float unseendelay;
6883 static float cameraspeed;
6886 static int oldmusictype = musictype;
6888 if (environment == snowyenvironment)
6889 leveltheme = stream_snowtheme;
6890 if (environment == grassyenvironment)
6891 leveltheme = stream_grasstheme;
6892 if (environment == desertenvironment)
6893 leveltheme = stream_deserttheme;
6897 musictype = leveltheme;
6898 for (unsigned i = 0; i < Person::players.size(); i++) {
6899 if ((Person::players[i]->aitype == attacktypecutoff ||
6900 Person::players[i]->aitype == getweapontype ||
6901 Person::players[i]->aitype == gethelptype ||
6902 Person::players[i]->aitype == searchtype) &&
6903 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6904 (Person::players[i]->animTarget != sneakattackedanim &&
6905 Person::players[i]->animTarget != knifesneakattackedanim &&
6906 Person::players[i]->animTarget != swordsneakattackedanim)) {
6907 musictype = stream_fighttheme;
6911 if (Person::players[0]->dead)
6912 musictype = stream_menutheme;
6915 if (musictype == stream_fighttheme)
6918 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6919 unseendelay -= multiplier;
6920 if (unseendelay > 0)
6921 musictype = stream_fighttheme;
6926 musictype = stream_menutheme;
6927 musicvolume[2] = 512;
6934 if (musictype != oldmusictype && musictype == stream_fighttheme)
6935 emit_sound_np(alarmsound);
6936 musicselected = musictype;
6938 if (musicselected == leveltheme)
6939 musicvolume[0] += multiplier * 450;
6941 musicvolume[0] -= multiplier * 450;
6942 if (musicselected == stream_fighttheme)
6943 musicvolume[1] += multiplier * 450;
6945 musicvolume[1] -= multiplier * 450;
6946 if (musicselected == stream_menutheme)
6947 musicvolume[2] += multiplier * 450;
6949 musicvolume[2] -= multiplier * 450;
6951 for (int i = 0; i < 3; i++) {
6952 if (musicvolume[i] < 0)
6954 if (musicvolume[i] > 512)
6955 musicvolume[i] = 512;
6958 if (musicvolume[2] > 128 && !loading && !mainmenu)
6959 musicvolume[2] = 128;
6962 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6963 emit_stream_np(leveltheme, musicvolume[0]);
6964 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6965 emit_stream_np(stream_fighttheme, musicvolume[1]);
6966 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6967 emit_stream_np(stream_menutheme, musicvolume[2]);
6968 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6969 pause_sound(leveltheme);
6970 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6971 pause_sound(stream_fighttheme);
6972 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6973 pause_sound(stream_menutheme);
6975 if (musicvolume[0] != oldmusicvolume[0])
6976 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6977 if (musicvolume[1] != oldmusicvolume[1])
6978 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6979 if (musicvolume[2] != oldmusicvolume[2])
6980 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6982 for (int i = 0; i < 3; i++)
6983 oldmusicvolume[i] = musicvolume[i];
6985 pause_sound(leveltheme);
6986 pause_sound(stream_fighttheme);
6987 pause_sound(stream_menutheme);
6989 for (int i = 0; i < 4; i++) {
6990 oldmusicvolume[i] = 0;
6996 for (int i = 0; i < numhotspots; i++) {
6997 if (hotspottype[i] > 10 && hotspottype[i] < 20) {
6998 if (Person::players[hotspottype[i] - 10]->dead == 0)
7000 else if (killhotspot == 2)
7004 if (killhotspot == 2)
7009 for (int i = 0; i < numhotspots; i++)
7010 if (hotspottype[i] == -1)
7011 if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
7015 for (unsigned i = 1; i < Person::players.size(); i++)
7016 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
7018 if (numalarmed > maxalarmed)
7019 maxalarmed = numalarmed;
7021 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
7022 if (Person::players[0]->dead && changedelay <= 0) {
7024 targetlevel = whichlevel;
7027 for (unsigned i = 1; i < Person::players.size(); i++) {
7028 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
7035 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
7037 targetlevel = whichlevel + 1;
7038 if (targetlevel > numchallengelevels - 1)
7041 if (winhotspot || windialogue) {
7043 targetlevel = whichlevel + 1;
7044 if (targetlevel > numchallengelevels - 1)
7051 targetlevel = whichlevel + 1;
7052 if (targetlevel > numchallengelevels - 1)
7056 if (changedelay > 0 && !Person::players[0]->dead && !won) {
7057 //high scores, awards, win
7059 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7062 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
7070 if (leveltime < 1) {
7078 if (!editorenabled && gameon && !mainmenu) {
7079 if (changedelay != -999)
7080 changedelay -= multiplier / 7;
7081 if (Person::players[0]->dead)
7082 targetlevel = whichlevel;
7083 if (loading == 2 && !campaign) {
7086 fireSound(firestartsound);
7088 if (!Person::players[0]->dead && targetlevel != whichlevel)
7089 startbonustotal = bonustotal;
7090 if (Person::players[0]->dead)
7091 Loadlevel(whichlevel);
7093 Loadlevel(targetlevel);
7099 if (loading == 2 && targetlevel == whichlevel) {
7103 fireSound(firestartsound);
7105 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7111 if (changedelay <= -999 &&
7114 (Person::players[0]->dead ||
7115 (alldead && maptype == mapkilleveryone) ||
7119 if ((Person::players[0]->dead ||
7120 (alldead && maptype == mapkilleveryone) ||
7125 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7129 if (Person::players[0]->dead)
7135 // campaignchoosenext determines what to do when the level is complete:
7136 // 0 = load next level
7137 // 1 = go back to level select screen
7138 // 2 = stealthload next level
7139 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7140 if (campaignlevels[actuallevel].nextlevel.empty())
7142 } else if (mainmenu == 0 && winfreeze) {
7143 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7145 if (!stealthloading) {
7146 fireSound(firestartsound);
7151 startbonustotal = 0;
7161 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7164 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7168 pause_sound(stream_menutheme);
7179 oldmusictype = musictype;
7185 facing = DoRotation(facing, -pitch, 0, 0);
7186 facing = DoRotation(facing, 0, 0 - yaw, 0);
7187 viewerfacing = facing;
7190 if ((animation[Person::players[0]->animTarget].attack != 3 && animation[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7191 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;
7193 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;
7195 if (Person::players[0]->skeleton.free) {
7196 for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
7197 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7198 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7202 if (Person::players[0]->skeleton.free != 2) {
7204 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7205 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7207 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7209 coltarget = target - cameraloc;
7210 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7213 Normalise(&coltarget);
7214 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7215 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7217 cameraloc = cameraloc + coltarget * multiplier * 8;
7221 cameradist += multiplier * 5;
7222 if (cameradist > 2.3)
7224 viewer = cameraloc - facing * cameradist;
7226 coltarget = cameraloc;
7227 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7228 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7229 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7230 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7232 coltarget = cameraloc;
7233 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7236 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7237 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7238 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7240 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7244 cameradist = findDistance(&viewer, &target);
7245 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7246 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7247 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7250 if (camerashake > .8)
7252 woozy += multiplier;
7253 if (Person::players[0]->dead)
7255 if (Person::players[0]->dead)
7257 camerashake -= multiplier * 2;
7258 blackout -= multiplier * 2;
7259 if (camerashake < 0)
7264 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7265 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7266 viewer.z += (float)(Random() % 100) * .0005 * camerashake;