2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
21 // Enable full math definitions
22 #define _USE_MATH_DEFINES
26 #include <sys/types.h>
38 #include "openal_wrapper.h"
41 #include "Animation/Animation.h"
44 #include "ConsoleCmds.h"
46 #include "Utils/Folders.h"
55 // Added more evilness needed for MSVC
57 #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
58 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
62 extern float multiplier;
64 extern int environment;
65 extern Terrain terrain;
66 extern float screenwidth, screenheight;
69 extern float texdetail;
70 extern Objects objects;
72 extern float slomodelay;
73 extern bool floatjump;
76 extern float camerashake;
78 extern float blackout;
79 extern bool cellophane;
80 extern bool musictoggle;
81 extern int difficulty;
82 extern int bloodtoggle;
83 extern bool invertmouse;
85 extern float precipdelay;
86 extern XYZ viewerfacing;
87 extern bool ambientsound;
88 extern bool mousejump;
89 extern float viewdistance;
91 extern XYZ windvector;
92 extern bool debugmode;
93 static int leveltheme;
95 extern int oldmainmenu;
96 extern bool visibleloading;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool showdamagebar; // (des)activate the damage bar
105 extern bool skyboxtexture;
106 extern float skyboxr;
107 extern float skyboxg;
108 extern float skyboxb;
109 extern float skyboxlightr;
110 extern float skyboxlightg;
111 extern float skyboxlightb;
112 extern float fadestart;
113 extern float slomospeed;
114 extern float slomofreq;
115 extern int tutoriallevel;
116 extern float smoketex;
117 extern float tutorialstagetime;
118 extern int tutorialstage;
119 extern float tutorialmaxtime;
120 extern float tutorialsuccess;
121 extern bool againbonus;
122 extern bool reversaltrain;
123 extern bool canattack;
124 extern bool cananger;
125 extern float damagedealt;
127 extern int editoractive;
128 extern int editorpathtype;
130 extern float hostiletime;
132 extern bool gamestarted;
136 extern bool stillloading;
137 extern bool winfreeze;
139 extern bool campaign;
141 extern void toggleFullscreen();
152 std::string description;
155 0 = Immediately load next level at the end of this one.
156 1 = Go back to the world map.
157 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
159 //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
160 std::vector<int> nextlevel;
162 CampaignLevel() : width(10) {
168 return 30 + 120 + location.x * 400 / 512;
171 return 30 + 30 + (512 - location.y) * 400 / 512;
174 return getStartX() + width;
177 return getStartY() + width;
181 center.x = getStartX() + width / 2;
182 center.y = getStartY() + width / 2;
188 istream& operator<< (istream& is) {
195 for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
196 description.replace(pos, 1, 1, ' ');
203 for (int j = 0; j < numnext; j++) {
206 nextlevel.push_back(next - 1);
214 friend istream& operator>> (istream& is, CampaignLevel& cl) {
221 vector<CampaignLevel> campaignlevels;
224 bool winhotspot = false;
225 bool windialogue = false;
228 float cameradist = 0;
229 bool oldattackkey = 0;
231 float musicvolume[4] = {};
232 float oldmusicvolume[4] = {};
233 int musicselected = 0;
235 const char *rabbitskin[] = {
240 "Textures/Otter.jpg",
242 "Textures/Sable.jpg",
243 "Textures/Chocolate.jpg",
248 const char *wolfskin[] = {
250 "Textures/DarkWolf.jpg",
251 "Textures/SnowWolf.jpg"
254 const char **creatureskin[] = {rabbitskin, wolfskin};
256 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
257 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
261 // TODO: this is slightly incorrect
262 inline float roughDirection(XYZ vec)
265 float angle = -asin(-vec.x) * 180 / M_PI;
270 inline float roughDirectionTo(XYZ start, XYZ end)
272 return roughDirection(end - start);
274 inline float pitchOf(XYZ vec)
277 return -asin(vec.y) * 180 / M_PI;
279 inline float pitchTo(XYZ start, XYZ end)
281 return pitchOf(end - start);
283 inline float sq(float n)
287 inline float stepTowardf(float from, float to, float by)
289 if (fabs(from - to) < by)
297 void Game::playdialoguescenesound()
300 temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
301 temppos = temppos - viewer;
306 switch (Dialog::currentScene().sound) {
311 sound = consolefailsound;
314 sound = consolesuccesssound;
317 sound = firestartsound;
320 sound = fireendsound;
323 sound = rabbitchitter;
326 sound = rabbitchitter2;
329 sound = rabbitpainsound;
332 sound = rabbitpain1sound;
335 sound = rabbitattacksound;
338 sound = rabbitattack2sound;
341 sound = rabbitattack3sound;
344 sound = rabbitattack4sound;
368 sound = barkgrowlsound;
374 emit_sound_at(sound, temppos);
377 // ================================================================
379 int Game::findClosestPlayer()
382 float closestdist = std::numeric_limits<float>::max();
384 for (unsigned i = 1; i < Person::players.size(); i++) {
385 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
386 if (distance < closestdist) {
387 closestdist = distance;
394 static int findClosestObject()
397 float closestdist = std::numeric_limits<float>::max();
399 for (int i = 0; i < objects.numobjects; i++) {
400 float distance = distsq(&objects.position[i], &Person::players[0]->coords);
401 if (distance < closestdist) {
402 closestdist = distance;
409 static void cmd_dispatch(const string cmd)
411 int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
413 for (i = 0; i < n_cmds; i++)
414 if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
415 cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
416 cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
419 emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
422 /********************> Tick() <*****/
423 extern bool save_screenshot(const char * fname);
424 void Screenshot (void)
427 time_t t = time(NULL);
428 struct tm *tme = localtime(&t);
429 sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
430 tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
433 mkdir("Screenshots");
436 save_screenshot(filename);
439 void Game::SetUpLighting()
441 if (environment == snowyenvironment)
442 light.setColors(.65, .65, .7, .4, .4, .44);
443 if (environment == desertenvironment)
444 light.setColors(.95, .95, .95, .4, .35, .3);
445 if (environment == grassyenvironment)
446 light.setColors(.95, .95, 1, .4, .4, .44);
448 light.setColors(1, 1, 1, .4, .4, .4);
450 average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
451 light.color[0] *= (skyboxlightr + average) / 2;
452 light.color[1] *= (skyboxlightg + average) / 2;
453 light.color[2] *= (skyboxlightb + average) / 2;
454 light.ambient[0] *= (skyboxlightr + average) / 2;
455 light.ambient[1] *= (skyboxlightg + average) / 2;
456 light.ambient[2] *= (skyboxlightb + average) / 2;
459 int findPathDist(int start, int end)
461 int smallestcount, count, connected;
462 int last, last2, last3, last4;
465 smallestcount = 1000;
466 for (int i = 0; i < 50; i++) {
472 while (last != end && count < 30) {
474 for (int j = 0; j < numpathpoints; j++) {
475 if (j != last && j != last2 && j != last3 && j != last4) {
477 if (numpathpointconnect[j])
478 for (int k = 0; k < numpathpointconnect[j]; k++) {
479 if (pathpointconnect[j][k] == last)connected = 1;
482 if (numpathpointconnect[last])
483 for (int k = 0; k < numpathpointconnect[last]; k++) {
484 if (pathpointconnect[last][k] == j)connected = 1;
487 if (closest == -1 || Random() % 2 == 0) {
498 if (count < smallestcount)
499 smallestcount = count;
501 return smallestcount;
504 int Game::checkcollide(XYZ startpoint, XYZ endpoint)
506 static XYZ colpoint, colviewer, coltarget;
507 static float minx, minz, maxx, maxz, miny, maxy;
509 minx = min(startpoint.x, endpoint.x) - 1;
510 miny = min(startpoint.y, endpoint.y) - 1;
511 minz = min(startpoint.z, endpoint.z) - 1;
512 maxx = max(startpoint.x, endpoint.x) + 1;
513 maxy = max(startpoint.y, endpoint.y) + 1;
514 maxz = max(startpoint.z, endpoint.z) + 1;
516 for (int i = 0; i < objects.numobjects; i++) {
517 if ( objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
518 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
519 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
520 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
521 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
522 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
523 if ( objects.type[i] != treeleavestype &&
524 objects.type[i] != bushtype &&
525 objects.type[i] != firetype) {
526 colviewer = startpoint;
527 coltarget = endpoint;
528 if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
537 int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
539 static XYZ colpoint, colviewer, coltarget;
540 static float minx, minz, maxx, maxz, miny, maxy;
541 static int i; //FIXME: see below
543 minx = min(startpoint.x, endpoint.x) - 1;
544 miny = min(startpoint.y, endpoint.y) - 1;
545 minz = min(startpoint.z, endpoint.z) - 1;
546 maxx = max(startpoint.x, endpoint.x) + 1;
547 maxy = max(startpoint.y, endpoint.y) + 1;
548 maxz = max(startpoint.z, endpoint.z) + 1;
551 if ( objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
552 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
553 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
554 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
555 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
556 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
557 if ( objects.type[what] != treeleavestype &&
558 objects.type[what] != bushtype &&
559 objects.type[what] != firetype) {
560 colviewer = startpoint;
561 coltarget = endpoint;
563 if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
570 if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
576 void Setenvironment(int which)
580 LOG(" Setting environment...");
585 pause_sound(stream_snowtheme);
586 pause_sound(stream_grasstheme);
587 pause_sound(stream_deserttheme);
588 pause_sound(stream_wind);
589 pause_sound(stream_desertambient);
592 if (environment == snowyenvironment) {
596 emit_stream_np(stream_wind);
598 objects.treetextureptr.load("Textures/SnowTree.png", 0);
599 objects.bushtextureptr.load("Textures/BushSnow.png", 0);
600 objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
601 objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
603 footstepsound = footstepsn1;
604 footstepsound2 = footstepsn2;
605 footstepsound3 = footstepst1;
606 footstepsound4 = footstepst2;
608 terraintexture.load("Textures/Snow.jpg", 1);
609 terraintexture2.load("Textures/Rock.jpg", 1);
612 temptexdetail = texdetail;
615 skybox->load( "Textures/Skybox(snow)/Front.jpg",
616 "Textures/Skybox(snow)/Left.jpg",
617 "Textures/Skybox(snow)/Back.jpg",
618 "Textures/Skybox(snow)/Right.jpg",
619 "Textures/Skybox(snow)/Up.jpg",
620 "Textures/Skybox(snow)/Down.jpg");
625 texdetail = temptexdetail;
626 } else if (environment == desertenvironment) {
629 objects.treetextureptr.load("Textures/DesertTree.png", 0);
630 objects.bushtextureptr.load("Textures/BushDesert.png", 0);
631 objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
632 objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
636 emit_stream_np(stream_desertambient);
638 footstepsound = footstepsn1;
639 footstepsound2 = footstepsn2;
640 footstepsound3 = footstepsn1;
641 footstepsound4 = footstepsn2;
643 terraintexture.load("Textures/Sand.jpg", 1);
644 terraintexture2.load("Textures/SandSlope.jpg", 1);
647 temptexdetail = texdetail;
650 skybox->load( "Textures/Skybox(sand)/Front.jpg",
651 "Textures/Skybox(sand)/Left.jpg",
652 "Textures/Skybox(sand)/Back.jpg",
653 "Textures/Skybox(sand)/Right.jpg",
654 "Textures/Skybox(sand)/Up.jpg",
655 "Textures/Skybox(sand)/Down.jpg");
660 texdetail = temptexdetail;
661 } else if (environment == grassyenvironment) {
664 objects.treetextureptr.load("Textures/Tree.png", 0);
665 objects.bushtextureptr.load("Textures/Bush.png", 0);
666 objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
667 objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
670 emit_stream_np(stream_wind, 100.);
672 footstepsound = footstepgr1;
673 footstepsound2 = footstepgr2;
674 footstepsound3 = footstepst1;
675 footstepsound4 = footstepst2;
677 terraintexture.load("Textures/GrassDirt.jpg", 1);
678 terraintexture2.load("Textures/MossRock.jpg", 1);
681 temptexdetail = texdetail;
684 skybox->load( "Textures/Skybox(grass)/Front.jpg",
685 "Textures/Skybox(grass)/Left.jpg",
686 "Textures/Skybox(grass)/Back.jpg",
687 "Textures/Skybox(grass)/Right.jpg",
688 "Textures/Skybox(grass)/Up.jpg",
689 "Textures/Skybox(grass)/Down.jpg");
693 texdetail = temptexdetail;
695 temptexdetail = texdetail;
697 terrain.load("Textures/HeightMap.png");
699 texdetail = temptexdetail;
706 ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
707 if (!ipstream.good()) {
708 if (accountactive->getCurrentCampaign() == "main") {
709 cerr << "Could not found main campaign!" << endl;
712 cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
713 accountactive->setCurrentCampaign("main");
714 return LoadCampaign();
716 ipstream.ignore(256, ':');
718 ipstream >> numlevels;
719 campaignlevels.clear();
720 for (int i = 0; i < numlevels; i++) {
723 campaignlevels.push_back(cl);
727 ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
729 Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
731 Mainmenuitems[7].load("Textures/World.png", 0);
734 if (accountactive->getCampaignChoicesMade() == 0) {
735 accountactive->setCampaignScore(0);
736 accountactive->resetFasttime();
740 vector<string> ListCampaigns()
743 DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
744 struct dirent *campaign = NULL;
746 perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
749 vector<string> campaignNames;
750 while ((campaign = readdir(campaigns)) != NULL) {
751 string name(campaign->d_name);
752 if (name.length() < 5)
754 if (!name.compare(name.length() - 4, 4, ".txt")) {
755 campaignNames.push_back(name.substr(0, name.length() - 4));
759 return campaignNames;
762 void Game::Loadlevel(int which)
769 Loadlevel("tutorial");
770 } else if (which >= 0 && which <= 15) {
772 snprintf(buf, 32, "map%d", which + 1); // challenges
775 Loadlevel("mapsave");
778 void Game::Loadlevel(const std::string& name)
780 int indemo; // FIXME this should be removed
786 LOG(std::string("Loading level...") + name);
798 if (tutoriallevel != -1)
803 if (tutoriallevel == 1)
805 if (tutorialstage == 0) {
806 tutorialstagetime = 0;
809 pause_sound(whooshsound);
810 pause_sound(stream_firesound);
815 tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
817 pause_sound(stream_firesound);
823 //~ Animation::animations[bounceidleanim].Load("Idle", middleheight, neutral);
825 Dialog::dialogs.clear();
827 Dialog::indialogue = -1;
834 difficulty = accountactive->getDifficulty();
836 Hotspot::hotspots.clear();
837 Hotspot::current = -1;
848 for (int i = 0; i < 100; i++)
857 numunarmedattack = 0;
868 bonustotal = startbonustotal;
873 emit_sound_np(consolesuccesssound);
878 if (!stealthloading) {
879 terrain.numdecals = 0;
880 Sprite::deleteSprites();
881 for (int i = 0; i < objects.numobjects; i++)
882 objects.model[i].numdecals = 0;
884 int j = objects.numobjects;
885 for (int i = 0; i < j; i++) {
886 objects.DeleteObject(0);
891 for (int i = 0; i < subdivision; i++)
892 for (int j = 0; j < subdivision; j++)
893 terrain.patchobjectnum[i][j] = 0;
899 Person::players.resize(1);
901 funpackf(tfile, "Bi", &mapvers);
903 funpackf(tfile, "Bi", &indemo);
907 funpackf(tfile, "Bi", &maptype);
909 maptype = mapkilleveryone;
911 funpackf(tfile, "Bi", &hostile);
915 funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
921 funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
929 funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
931 skyboxlightr = skyboxr;
932 skyboxlightg = skyboxg;
933 skyboxlightb = skyboxb;
935 /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
936 if (stealthloading) {
937 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
939 funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
941 if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
942 for (int j = 0; j < Person::players[0]->num_weapons; j++) {
943 Person::players[0]->weaponids[j] = weapons.size();
945 funpackf(tfile, "Bi", &type);
946 weapons.push_back(Weapon(type, 0));
952 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
953 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
954 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
955 funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
957 funpackf(tfile, "Bi", &Person::players[0]->numclothes);
960 funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
962 Person::players[0]->whichskin = 0;
963 Person::players[0]->creature = rabbittype;
966 Person::players[0]->lastattack = -1;
967 Person::players[0]->lastattack2 = -1;
968 Person::players[0]->lastattack3 = -1;
972 Dialog::loadDialogs(tfile);
975 for (int k = 0; k < Person::players[0]->numclothes; k++) {
976 funpackf(tfile, "Bi", &templength);
977 for (int l = 0; l < templength; l++)
978 funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
979 Person::players[0]->clothes[k][templength] = '\0';
980 funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
983 funpackf(tfile, "Bi", &environment);
985 funpackf(tfile, "Bi", &objects.numobjects);
986 for (int i = 0; i < objects.numobjects; i++) {
987 funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
988 if (objects.type[i] == treeleavestype)
989 objects.scale[i] = objects.scale[i - 1];
994 funpackf(tfile, "Bi", &numhotspots);
995 Hotspot::hotspots.resize(numhotspots);
996 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
997 funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
998 funpackf(tfile, "Bi", &templength);
1000 for (int l = 0; l < templength; l++)
1001 funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
1002 Hotspot::hotspots[i].text[templength] = '\0';
1003 if (Hotspot::hotspots[i].type == -111)
1007 Hotspot::hotspots.clear();
1013 if (!stealthloading) {
1015 for (int i = 0; i < objects.numobjects; i++)
1016 objects.center += objects.position[i];
1017 objects.center /= objects.numobjects;
1023 float maxdistance = 0;
1025 for (int i = 0; i < objects.numobjects; i++) {
1026 tempdist = distsq(&objects.center, &objects.position[i]);
1027 if (tempdist > maxdistance) {
1028 maxdistance = tempdist;
1031 objects.radius = fast_sqrt(maxdistance);
1038 funpackf(tfile, "Bi", &numplayers);
1039 if (numplayers > maxplayers) {
1040 cout << "Warning: this level contains more players than allowed" << endl;
1042 for (int i = 1; i < numplayers; i++) {
1045 Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
1047 } catch (InvalidPersonException e) {
1053 funpackf(tfile, "Bi", &numpathpoints);
1054 if (numpathpoints > 30 || numpathpoints < 0)
1056 for (int j = 0; j < numpathpoints; j++) {
1057 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
1058 for (int k = 0; k < numpathpointconnect[j]; k++) {
1059 funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1065 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
1068 if (environment != oldenvironment)
1069 Setenvironment(environment);
1070 oldenvironment = environment;
1072 if (!stealthloading) {
1073 int j = objects.numobjects;
1074 objects.numobjects = 0;
1075 for (int i = 0; i < j; i++) {
1076 objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
1081 terrain.DoShadows();
1084 objects.DoShadows();
1091 for (unsigned i = 0; i < Person::players.size(); i++) {
1095 Person::players[i]->burnt = 0;
1096 Person::players[i]->bled = 0;
1097 Person::players[i]->onfire = 0;
1098 Person::players[i]->scale = .2;
1100 Person::players[i]->creature = rabbittype;
1103 Person::players[i]->skeleton.free = 0;
1105 Person::players[i]->skeletonLoad();
1107 Person::players[i]->addClothes();
1110 Person::players[i]->animCurrent = bounceidleanim;
1111 Person::players[i]->animTarget = bounceidleanim;
1112 Person::players[i]->frameCurrent = 0;
1113 Person::players[i]->frameTarget = 1;
1114 Person::players[i]->target = 0;
1116 Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
1117 if (difficulty == 0)
1118 Person::players[i]->speed -= .2;
1119 if (difficulty == 1)
1120 Person::players[i]->speed -= .1;
1123 Person::players[i]->velocity = 0;
1124 Person::players[i]->oldcoords = Person::players[i]->coords;
1125 Person::players[i]->realoldcoords = Person::players[i]->coords;
1127 Person::players[i]->id = i;
1128 Person::players[i]->updatedelay = 0;
1129 Person::players[i]->normalsupdatedelay = 0;
1131 Person::players[i]->proportionhead = 1.2;
1132 Person::players[i]->proportionbody = 1.05;
1133 Person::players[i]->proportionarms = 1.00;
1134 Person::players[i]->proportionlegs = 1.1;
1135 Person::players[i]->proportionlegs.y = 1.05;
1136 Person::players[i]->headless = 0;
1137 Person::players[i]->currentoffset = 0;
1138 Person::players[i]->targetoffset = 0;
1139 if (Person::players[i]->creature == wolftype) {
1140 Person::players[i]->scale = .23;
1141 Person::players[i]->damagetolerance = 300;
1143 Person::players[i]->damagetolerance = 200;
1152 Person::players[i]->proportionhead.z = 0;
1153 Person::players[i]->proportionbody.z = 0;
1154 Person::players[i]->proportionarms.z = 0;
1155 Person::players[i]->proportionlegs.z = 0;
1158 Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
1161 Person::players[i]->headmorphness = 0;
1162 Person::players[i]->targetheadmorphness = 1;
1163 Person::players[i]->headmorphstart = 0;
1164 Person::players[i]->headmorphend = 0;
1166 Person::players[i]->pausetime = 0;
1168 Person::players[i]->dead = 0;
1169 Person::players[i]->jumppower = 5;
1170 Person::players[i]->damage = 0;
1171 Person::players[i]->permanentdamage = 0;
1172 Person::players[i]->superpermanentdamage = 0;
1174 Person::players[i]->forwardkeydown = 0;
1175 Person::players[i]->leftkeydown = 0;
1176 Person::players[i]->backkeydown = 0;
1177 Person::players[i]->rightkeydown = 0;
1178 Person::players[i]->jumpkeydown = 0;
1179 Person::players[i]->crouchkeydown = 0;
1180 Person::players[i]->throwkeydown = 0;
1182 Person::players[i]->collided = -10;
1183 Person::players[i]->loaded = 1;
1184 Person::players[i]->bloodloss = 0;
1185 Person::players[i]->weaponactive = -1;
1186 Person::players[i]->weaponstuck = -1;
1187 Person::players[i]->bleeding = 0;
1188 Person::players[i]->deathbleeding = 0;
1189 Person::players[i]->stunned = 0;
1190 Person::players[i]->hasvictim = 0;
1191 Person::players[i]->wentforweapon = 0;
1195 Person::players[0]->aitype = playercontrolled;
1197 if (difficulty == 1) {
1198 Person::players[0]->power = 1 / .9;
1199 Person::players[0]->damagetolerance = 250;
1200 } else if (difficulty == 0) {
1201 Person::players[0]->power = 1 / .8;
1202 Person::players[0]->damagetolerance = 300;
1203 Person::players[0]->armorhead *= 1.5;
1204 Person::players[0]->armorhigh *= 1.5;
1205 Person::players[0]->armorlow *= 1.5;
1208 cameraloc = Person::players[0]->coords;
1210 yaw = Person::players[0]->yaw;
1212 hawkcoords = Person::players[0]->coords;
1218 LOG("Starting background music...");
1220 OPENAL_StopSound(OPENAL_ALL);
1222 if (environment == snowyenvironment) {
1223 emit_stream_np(stream_wind);
1224 } else if (environment == desertenvironment) {
1225 emit_stream_np(stream_desertambient);
1226 } else if (environment == grassyenvironment) {
1227 emit_stream_np(stream_wind, 100.);
1230 oldmusicvolume[0] = 0;
1231 oldmusicvolume[1] = 0;
1232 oldmusicvolume[2] = 0;
1233 oldmusicvolume[3] = 0;
1244 if (tutorialstagetime > tutorialmaxtime) {
1246 tutorialsuccess = 0;
1247 if (tutorialstage <= 1) {
1252 switch (tutorialstage) {
1254 tutorialmaxtime = 5;
1257 tutorialmaxtime = 2;
1260 tutorialmaxtime = 600;
1263 tutorialmaxtime = 1000;
1266 tutorialmaxtime = 600;
1269 tutorialmaxtime = 600;
1272 tutorialmaxtime = 600;
1275 tutorialmaxtime = 600;
1278 tutorialmaxtime = 600;
1281 tutorialmaxtime = 2;
1284 tutorialmaxtime = 1000;
1287 tutorialmaxtime = 1000;
1290 tutorialmaxtime = 2;
1293 tutorialmaxtime = 3;
1304 Person::players[1]->coords = (temp + temp2) / 2;
1306 emit_sound_at(fireendsound, Person::players[1]->coords);
1308 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1309 if (Random() % 2 == 0) {
1310 if (!Person::players[1]->skeleton.free)
1311 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1312 if (Person::players[1]->skeleton.free)
1313 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1314 if (!Person::players[1]->skeleton.free)
1315 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1316 if (Person::players[1]->skeleton.free)
1317 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1318 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1324 tutorialmaxtime = 500;
1327 tutorialmaxtime = 500;
1330 tutorialmaxtime = 500;
1333 tutorialmaxtime = 500;
1339 tutorialmaxtime = 500;
1342 tutorialmaxtime = 500;
1343 if (bonus == cannon) {
1350 tutorialmaxtime = 500;
1353 tutorialmaxtime = 500;
1356 tutorialmaxtime = 500;
1359 tutorialmaxtime = 500;
1362 tutorialmaxtime = 2;
1365 tutorialmaxtime = 4;
1368 Person::players[1]->aitype = attacktypecutoff;
1371 tutorialmaxtime = 400;
1374 tutorialmaxtime = 400;
1375 Person::players[0]->escapednum = 0;
1378 tutorialmaxtime = 4;
1381 Person::players[1]->aitype = passivetype;
1384 tutorialmaxtime = 13;
1387 tutorialmaxtime = 8;
1390 tutorialmaxtime = 400;
1393 Person::players[1]->aitype = attacktypecutoff;
1396 tutorialmaxtime = 400;
1399 tutorialmaxtime = 400;
1402 tutorialmaxtime = 2;
1405 Person::players[1]->aitype = passivetype;
1410 tutorialmaxtime = 50;
1413 Person::players[1]->aitype = attacktypecutoff;
1416 tutorialmaxtime = 4;
1419 Person::players[1]->aitype = passivetype;
1431 Weapon w(knife, -1);
1432 w.position = (temp + temp2) / 2;
1433 w.tippoint = (temp + temp2) / 2;
1436 w.tipvelocity = 0.1;
1443 weapons.push_back(w);
1447 tutorialmaxtime = 300;
1450 tutorialmaxtime = 300;
1453 tutorialmaxtime = 8;
1456 tutorialmaxtime = 300;
1459 weapons[0].owner = 1;
1460 Person::players[0]->weaponactive = -1;
1461 Person::players[0]->num_weapons = 0;
1462 Person::players[1]->weaponactive = 0;
1463 Person::players[1]->num_weapons = 1;
1464 Person::players[1]->weaponids[0] = 0;
1468 Person::players[1]->aitype = attacktypecutoff;
1470 tutorialmaxtime = 300;
1473 weapons[0].owner = 1;
1474 Person::players[0]->weaponactive = -1;
1475 Person::players[0]->num_weapons = 0;
1476 Person::players[1]->weaponactive = 0;
1477 Person::players[1]->num_weapons = 1;
1478 Person::players[1]->weaponids[0] = 0;
1480 tutorialmaxtime = 300;
1483 weapons[0].owner = 1;
1484 Person::players[0]->weaponactive = -1;
1485 Person::players[0]->num_weapons = 0;
1486 Person::players[1]->weaponactive = 0;
1487 Person::players[1]->num_weapons = 1;
1488 Person::players[1]->weaponids[0] = 0;
1490 weapons[0].setType(sword);
1492 tutorialmaxtime = 300;
1495 tutorialmaxtime = 10;
1506 Weapon w(sword, -1);
1507 w.position = (temp + temp2) / 2;
1508 w.tippoint = (temp + temp2) / 2;
1511 w.tipvelocity = 0.1;
1518 weapons.push_back(w);
1520 weapons[0].owner = 1;
1521 weapons[1].owner = 0;
1522 Person::players[0]->weaponactive = 0;
1523 Person::players[0]->num_weapons = 1;
1524 Person::players[0]->weaponids[0] = 1;
1525 Person::players[1]->weaponactive = 0;
1526 Person::players[1]->num_weapons = 1;
1527 Person::players[1]->weaponids[0] = 0;
1534 Person::players[1]->aitype = passivetype;
1536 tutorialmaxtime = 15;
1538 weapons[0].owner = 1;
1539 weapons[1].owner = 0;
1540 Person::players[0]->weaponactive = 0;
1541 Person::players[0]->num_weapons = 1;
1542 Person::players[0]->weaponids[0] = 1;
1543 Person::players[1]->weaponactive = 0;
1544 Person::players[1]->num_weapons = 1;
1545 Person::players[1]->weaponids[0] = 0;
1547 if (Person::players[0]->weaponactive != -1)
1548 weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
1550 weapons[0].setType(staff);
1555 Person::players[1]->aitype = passivetype;
1557 tutorialmaxtime = 200;
1559 weapons[1].position = 1000;
1560 weapons[1].tippoint = 1000;
1562 weapons[0].setType(knife);
1564 weapons[0].owner = 0;
1565 Person::players[1]->weaponactive = -1;
1566 Person::players[1]->num_weapons = 0;
1567 Person::players[0]->weaponactive = 0;
1568 Person::players[0]->num_weapons = 1;
1569 Person::players[0]->weaponids[0] = 0;
1573 tutorialmaxtime = 8;
1576 emit_sound_at(fireendsound, Person::players[1]->coords);
1578 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
1579 if (Random() % 2 == 0) {
1580 if (!Person::players[1]->skeleton.free)
1581 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
1582 if (Person::players[1]->skeleton.free)
1583 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
1584 if (!Person::players[1]->skeleton.free)
1585 temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
1586 if (Person::players[1]->skeleton.free)
1587 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
1588 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
1592 Person::players[1]->num_weapons = 0;
1593 Person::players[1]->weaponstuck = -1;
1594 Person::players[1]->weaponactive = -1;
1600 tutorialmaxtime = 80000;
1605 if (tutorialstage <= 51)
1606 tutorialstagetime = 0;
1610 if (tutorialstagetime < tutorialmaxtime - 3) {
1611 switch (tutorialstage) {
1613 if (deltah || deltav)
1614 tutorialsuccess += multiplier;
1617 if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
1618 tutorialsuccess += multiplier;
1621 if (Person::players[0]->jumpkeydown)
1622 tutorialsuccess = 1;
1625 if (Person::players[0]->isCrouch())
1626 tutorialsuccess = 1;
1629 if (Person::players[0]->animTarget == rollanim)
1630 tutorialsuccess = 1;
1633 if (Person::players[0]->animTarget == sneakanim)
1634 tutorialsuccess += multiplier;
1637 if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
1638 tutorialsuccess += multiplier;
1641 if (Person::players[0]->isWallJump())
1642 tutorialsuccess = 1;
1645 if (Person::players[0]->animTarget == flipanim)
1646 tutorialsuccess = 1;
1649 if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
1650 tutorialsuccess = 1;
1653 if (Person::players[0]->animTarget == winduppunchanim)
1654 tutorialsuccess = 1;
1657 if (Person::players[0]->animTarget == spinkickanim)
1658 tutorialsuccess = 1;
1661 if (Person::players[0]->animTarget == sweepanim)
1662 tutorialsuccess = 1;
1665 if (Person::players[0]->animTarget == dropkickanim)
1666 tutorialsuccess = 1;
1669 if (Person::players[0]->animTarget == rabbitkickanim)
1670 tutorialsuccess = 1;
1673 if (bonus == cannon)
1674 tutorialsuccess = 1;
1677 if (bonus == spinecrusher)
1678 tutorialsuccess = 1;
1681 if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
1682 tutorialsuccess = 1;
1685 if (Person::players[0]->animTarget == rabbittacklinganim)
1686 tutorialsuccess = 1;
1689 if (Person::players[0]->animTarget == backhandspringanim)
1690 tutorialsuccess = 1;
1693 if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
1694 tutorialsuccess = 1;
1697 if (Person::players[0]->escapednum == 2) {
1698 tutorialsuccess = 1;
1701 Person::players[1]->aitype = passivetype;
1705 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1706 tutorialsuccess = 1;
1709 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1710 tutorialsuccess = 1;
1713 if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
1714 tutorialsuccess = 1;
1717 Person::players[1]->aitype = passivetype;
1721 if (Person::players[0]->num_weapons > 0)
1722 tutorialsuccess = 1;
1725 if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
1726 tutorialsuccess = 1;
1729 if (Person::players[0]->animTarget == knifeslashstartanim)
1730 tutorialsuccess = 1;
1733 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1734 tutorialsuccess = 1;
1737 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1738 tutorialsuccess = 1;
1741 if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
1742 tutorialsuccess = 1;
1745 if (Person::players[1]->weaponstuck != -1)
1746 tutorialsuccess = 1;
1751 if (tutorialsuccess >= 1)
1752 tutorialstagetime = tutorialmaxtime - 3;
1755 if (tutorialstagetime == tutorialmaxtime - 3) {
1756 emit_sound_np(consolesuccesssound);
1759 if (tutorialsuccess >= 1) {
1760 if (tutorialstage == 34 || tutorialstage == 35)
1761 tutorialstagetime = tutorialmaxtime - 1;
1765 if (tutorialstage < 14 || tutorialstage >= 50) {
1766 Person::players[1]->coords.y = 300;
1767 Person::players[1]->velocity = 0;
1773 float headprop, bodyprop, armprop, legprop;
1775 if (Input::isKeyPressed(SDL_SCANCODE_H)) {
1776 Person::players[0]->damagetolerance = 200000;
1777 Person::players[0]->damage = 0;
1778 Person::players[0]->burnt = 0;
1779 Person::players[0]->permanentdamage = 0;
1780 Person::players[0]->superpermanentdamage = 0;
1783 if (Input::isKeyPressed(SDL_SCANCODE_J)) {
1785 if (environment > 2)
1787 Setenvironment(environment);
1790 if (Input::isKeyPressed(SDL_SCANCODE_C)) {
1791 cameramode = !cameramode;
1794 if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1795 if (Person::players[0]->num_weapons > 0) {
1796 if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
1797 weapons[Person::players[0]->weaponids[0]].setType(staff);
1798 else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
1799 weapons[Person::players[0]->weaponids[0]].setType(knife);
1801 weapons[Person::players[0]->weaponids[0]].setType(sword);
1805 if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1806 int closest = findClosestPlayer();
1808 if (Person::players[closest]->num_weapons) {
1809 if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
1810 weapons[Person::players[closest]->weaponids[0]].setType(staff);
1811 else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
1812 weapons[Person::players[closest]->weaponids[0]].setType(knife);
1814 weapons[Person::players[closest]->weaponids[0]].setType(sword);
1816 if (!Person::players[closest]->num_weapons) {
1817 Person::players[closest]->weaponids[0] = weapons.size();
1819 weapons.push_back(Weapon(knife, closest));
1821 Person::players[closest]->num_weapons = 1;
1826 if (Input::isKeyDown(SDL_SCANCODE_U)) {
1827 int closest = findClosestPlayer();
1829 Person::players[closest]->yaw += multiplier * 50;
1830 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
1835 if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1836 int closest = findClosestPlayer();
1837 if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
1841 Person::players[closest]->whichskin++;
1842 if (Person::players[closest]->whichskin > 9)
1843 Person::players[closest]->whichskin = 0;
1844 if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
1845 Person::players[closest]->whichskin = 0;
1847 Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
1848 &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
1851 Person::players[closest]->addClothes();
1854 if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1855 int closest = findClosestPlayer();
1857 if (Person::players[closest]->creature == wolftype) {
1858 headprop = Person::players[closest]->proportionhead.x / 1.1;
1859 bodyprop = Person::players[closest]->proportionbody.x / 1.1;
1860 armprop = Person::players[closest]->proportionarms.x / 1.1;
1861 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1864 if (Person::players[closest]->creature == rabbittype) {
1865 headprop = Person::players[closest]->proportionhead.x / 1.2;
1866 bodyprop = Person::players[closest]->proportionbody.x / 1.05;
1867 armprop = Person::players[closest]->proportionarms.x / 1.00;
1868 legprop = Person::players[closest]->proportionlegs.x / 1.1;
1872 if (Person::players[closest]->creature == rabbittype) {
1873 Person::players[closest]->creature = wolftype;
1874 Person::players[closest]->whichskin = 0;
1875 Person::players[closest]->skeletonLoad();
1877 Person::players[closest]->proportionhead = 1.1;
1878 Person::players[closest]->proportionbody = 1.1;
1879 Person::players[closest]->proportionarms = 1.1;
1880 Person::players[closest]->proportionlegs = 1.1;
1881 Person::players[closest]->proportionlegs.y = 1.1;
1882 Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
1884 Person::players[closest]->damagetolerance = 300;
1886 Person::players[closest]->creature = rabbittype;
1887 Person::players[closest]->whichskin = 0;
1888 Person::players[closest]->skeletonLoad(true);
1890 Person::players[closest]->proportionhead = 1.2;
1891 Person::players[closest]->proportionbody = 1.05;
1892 Person::players[closest]->proportionarms = 1.00;
1893 Person::players[closest]->proportionlegs = 1.1;
1894 Person::players[closest]->proportionlegs.y = 1.05;
1895 Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
1897 Person::players[closest]->damagetolerance = 200;
1900 if (Person::players[closest]->creature == wolftype) {
1901 Person::players[closest]->proportionhead = 1.1 * headprop;
1902 Person::players[closest]->proportionbody = 1.1 * bodyprop;
1903 Person::players[closest]->proportionarms = 1.1 * armprop;
1904 Person::players[closest]->proportionlegs = 1.1 * legprop;
1907 if (Person::players[closest]->creature == rabbittype) {
1908 Person::players[closest]->proportionhead = 1.2 * headprop;
1909 Person::players[closest]->proportionbody = 1.05 * bodyprop;
1910 Person::players[closest]->proportionarms = 1.00 * armprop;
1911 Person::players[closest]->proportionlegs = 1.1 * legprop;
1912 Person::players[closest]->proportionlegs.y = 1.05 * legprop;
1918 if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
1924 if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1926 float closestdist = std::numeric_limits<float>::max();
1928 for (unsigned i = 1; i < Person::players.size(); i++) {
1929 float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
1930 if (!Person::players[i]->headless)
1931 if (distance < closestdist) {
1932 closestdist = distance;
1937 XYZ flatfacing2, flatvelocity2;
1939 if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1940 blah = Person::players[closest]->coords;
1941 XYZ headspurtdirection;
1942 //int i = Person::players[closest]->skeleton.jointlabels[head];
1943 Joint& headjoint = Person::players[closest]->joint(head);
1944 for (int k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
1945 if (!Person::players[closest]->skeleton.free)
1946 flatvelocity2 = Person::players[closest]->velocity;
1947 if (Person::players[closest]->skeleton.free)
1948 flatvelocity2 = headjoint.velocity;
1949 if (!Person::players[closest]->skeleton.free)
1950 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;
1951 if (Person::players[closest]->skeleton.free)
1952 flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
1953 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1954 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1955 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1956 headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
1957 Normalise(&headspurtdirection);
1958 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
1959 flatvelocity2 += headspurtdirection * 8;
1960 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
1962 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1964 emit_sound_at(splattersound, blah);
1965 emit_sound_at(breaksound2, blah, 100.);
1967 if (Person::players[closest]->skeleton.free == 2)
1968 Person::players[closest]->skeleton.free = 0;
1969 Person::players[closest]->RagDoll(0);
1970 Person::players[closest]->dead = 2;
1971 Person::players[closest]->headless = 1;
1972 Person::players[closest]->DoBloodBig(3, 165);
1978 if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
1979 int closest = findClosestPlayer();
1980 XYZ flatfacing2, flatvelocity2;
1982 if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
1983 blah = Person::players[closest]->coords;
1984 emit_sound_at(splattersound, blah);
1985 emit_sound_at(breaksound2, blah);
1987 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
1988 if (!Person::players[closest]->skeleton.free)
1989 flatvelocity2 = Person::players[closest]->velocity;
1990 if (Person::players[closest]->skeleton.free)
1991 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
1992 if (!Person::players[closest]->skeleton.free)
1993 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;
1994 if (Person::players[closest]->skeleton.free)
1995 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
1996 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1997 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1998 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1999 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2000 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
2001 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
2004 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2005 if (!Person::players[closest]->skeleton.free)
2006 flatvelocity2 = Person::players[closest]->velocity;
2007 if (Person::players[closest]->skeleton.free)
2008 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2009 if (!Person::players[closest]->skeleton.free)
2010 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;
2011 if (Person::players[closest]->skeleton.free)
2012 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2013 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2014 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2015 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2016 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
2017 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
2020 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2021 if (!Person::players[closest]->skeleton.free)
2022 flatvelocity2 = Person::players[closest]->velocity;
2023 if (Person::players[closest]->skeleton.free)
2024 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2025 if (!Person::players[closest]->skeleton.free)
2026 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;
2027 if (Person::players[closest]->skeleton.free)
2028 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2029 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2030 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2031 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2032 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2033 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2036 for (int i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
2037 if (!Person::players[closest]->skeleton.free)
2038 flatvelocity2 = Person::players[closest]->velocity;
2039 if (Person::players[closest]->skeleton.free)
2040 flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
2041 if (!Person::players[closest]->skeleton.free)
2042 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;
2043 if (Person::players[closest]->skeleton.free)
2044 flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
2045 flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
2046 flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
2047 flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
2048 Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
2049 Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
2053 for (unsigned j = 0; j < Person::players.size(); j++) {
2054 if (int(j) != closest) {
2055 if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
2056 Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
2057 if (Person::players[j]->skeleton.free == 2)
2058 Person::players[j]->skeleton.free = 1;
2059 Person::players[j]->skeleton.longdead = 0;
2060 Person::players[j]->RagDoll(0);
2061 for (int i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
2062 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
2063 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
2064 flatvelocity2 = temppos - Person::players[closest]->coords;
2065 Normalise(&flatvelocity2);
2066 Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
2073 Person::players[closest]->DoDamage(10000);
2074 Person::players[closest]->RagDoll(0);
2075 Person::players[closest]->dead = 2;
2076 Person::players[closest]->coords = 20;
2077 Person::players[closest]->skeleton.free = 2;
2084 if (Input::isKeyPressed(SDL_SCANCODE_F)) {
2085 Person::players[0]->onfire = 1 - Person::players[0]->onfire;
2086 if (Person::players[0]->onfire) {
2087 Person::players[0]->CatchFire();
2089 if (!Person::players[0]->onfire) {
2090 emit_sound_at(fireendsound, Person::players[0]->coords);
2091 pause_sound(stream_firesound);
2095 if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2096 Person::players[0]->RagDoll(0);
2098 emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
2101 if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2102 for (int i = 0; i < objects.numobjects; i++) {
2103 if (objects.type[i] == treeleavestype) {
2104 objects.scale[i] *= .9;
2109 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2110 editorenabled = !editorenabled;
2111 if (editorenabled) {
2112 Person::players[0]->damagetolerance = 100000;
2114 Person::players[0]->damagetolerance = 200;
2116 Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
2117 Person::players[0]->permanentdamage = 0;
2118 Person::players[0]->superpermanentdamage = 0;
2119 Person::players[0]->bloodloss = 0;
2120 Person::players[0]->deathbleeding = 0;
2124 if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
2126 if (targetlevel > numchallengelevels - 1)
2132 if (editorenabled) {
2133 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2134 int closest = findClosestPlayer();
2136 Person::players.erase(Person::players.begin()+closest);
2140 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2141 int closest = findClosestObject();
2143 objects.position[closest].y -= 500;
2146 if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2147 if (objects.numobjects < max_objects - 1) {
2149 scenecoords.x = Person::players[0]->coords.x;
2150 scenecoords.z = Person::players[0]->coords.z;
2151 scenecoords.y = Person::players[0]->coords.y - 3;
2152 if (editortype == bushtype)
2153 scenecoords.y = Person::players[0]->coords.y - .5;
2154 if (editortype == firetype)
2155 scenecoords.y = Person::players[0]->coords.y - .5;
2156 //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
2157 float temprotat, temprotat2;
2158 temprotat = editoryaw;
2159 temprotat2 = editorpitch;
2160 if (temprotat < 0 || editortype == bushtype)
2161 temprotat = Random() % 360;
2163 temprotat2 = Random() % 360;
2165 objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
2166 if (editortype == treetrunktype)
2167 objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
2171 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2172 Person::players.push_back(shared_ptr<Person>(new Person()));
2174 Person::players.back()->id = Person::players.size()-1;
2176 Person::players.back()->scale = Person::players[0]->scale;
2177 Person::players.back()->creature = rabbittype;
2178 Person::players.back()->howactive = editoractive;
2180 int k = abs(Random() % 2) + 1;
2182 Person::players.back()->whichskin = 0;
2183 } else if (k == 1) {
2184 Person::players.back()->whichskin = 1;
2186 Person::players.back()->whichskin = 2;
2189 Person::players.back()->skeletonLoad(true);
2191 Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
2192 Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
2194 Person::players.back()->targetyaw = Person::players[0]->targetyaw;
2195 Person::players.back()->yaw = Person::players[0]->yaw;
2197 Person::players.back()->coords = Person::players[0]->coords;
2198 Person::players.back()->oldcoords = Person::players.back()->coords;
2199 Person::players.back()->realoldcoords = Person::players.back()->coords;
2201 if (Person::players[0]->creature == wolftype) {
2202 headprop = Person::players[0]->proportionhead.x / 1.1;
2203 bodyprop = Person::players[0]->proportionbody.x / 1.1;
2204 armprop = Person::players[0]->proportionarms.x / 1.1;
2205 legprop = Person::players[0]->proportionlegs.x / 1.1;
2208 if (Person::players[0]->creature == rabbittype) {
2209 headprop = Person::players[0]->proportionhead.x / 1.2;
2210 bodyprop = Person::players[0]->proportionbody.x / 1.05;
2211 armprop = Person::players[0]->proportionarms.x / 1.00;
2212 legprop = Person::players[0]->proportionlegs.x / 1.1;
2215 if (Person::players.back()->creature == wolftype) {
2216 Person::players.back()->proportionhead = 1.1 * headprop;
2217 Person::players.back()->proportionbody = 1.1 * bodyprop;
2218 Person::players.back()->proportionarms = 1.1 * armprop;
2219 Person::players.back()->proportionlegs = 1.1 * legprop;
2222 if (Person::players.back()->creature == rabbittype) {
2223 Person::players.back()->proportionhead = 1.2 * headprop;
2224 Person::players.back()->proportionbody = 1.05 * bodyprop;
2225 Person::players.back()->proportionarms = 1.00 * armprop;
2226 Person::players.back()->proportionlegs = 1.1 * legprop;
2227 Person::players.back()->proportionlegs.y = 1.05 * legprop;
2231 Person::players.back()->proportionhead.z = 0;
2232 Person::players.back()->proportionbody.z = 0;
2233 Person::players.back()->proportionarms.z = 0;
2234 Person::players.back()->proportionlegs.z = 0;
2237 Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
2239 Person::players.back()->damagetolerance = 200;
2241 Person::players.back()->protectionhead = Person::players[0]->protectionhead;
2242 Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
2243 Person::players.back()->protectionlow = Person::players[0]->protectionlow;
2244 Person::players.back()->armorhead = Person::players[0]->armorhead;
2245 Person::players.back()->armorhigh = Person::players[0]->armorhigh;
2246 Person::players.back()->armorlow = Person::players[0]->armorlow;
2247 Person::players.back()->metalhead = Person::players[0]->metalhead;
2248 Person::players.back()->metalhigh = Person::players[0]->metalhigh;
2249 Person::players.back()->metallow = Person::players[0]->metallow;
2251 Person::players.back()->immobile = Person::players[0]->immobile;
2253 Person::players.back()->numclothes = Person::players[0]->numclothes;
2254 for (int i = 0; i < Person::players.back()->numclothes; i++) {
2255 strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
2256 Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
2257 Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
2258 Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
2260 Person::players.back()->addClothes();
2262 Person::players.back()->power = Person::players[0]->power;
2263 Person::players.back()->speedmult = Person::players[0]->speedmult;
2265 Person::players.back()->loaded = true;
2268 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2269 if (Person::players.back()->numwaypoints < 90) {
2270 Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
2271 Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
2272 Person::players.back()->numwaypoints++;
2276 if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2277 if (numpathpoints < 30) {
2278 bool connected, alreadyconnected;
2280 if (numpathpoints > 1)
2281 for (int i = 0; i < numpathpoints; i++) {
2282 if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
2283 alreadyconnected = 0;
2284 for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
2285 if (pathpointconnect[pathpointselected][j] == i)
2286 alreadyconnected = 1;
2288 if (!alreadyconnected) {
2289 numpathpointconnect[pathpointselected]++;
2291 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
2297 pathpoint[numpathpoints - 1] = Person::players[0]->coords;
2298 numpathpointconnect[numpathpoints - 1] = 0;
2299 if (numpathpoints > 1 && pathpointselected != -1) {
2300 numpathpointconnect[pathpointselected]++;
2301 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
2303 pathpointselected = numpathpoints - 1;
2308 if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
2309 pathpointselected++;
2310 if (pathpointselected >= numpathpoints)
2311 pathpointselected = -1;
2313 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2314 pathpointselected--;
2315 if (pathpointselected <= -2)
2316 pathpointselected = numpathpoints - 1;
2318 if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2319 if (pathpointselected != -1) {
2321 pathpoint[pathpointselected] = pathpoint[numpathpoints];
2322 numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
2323 for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
2324 pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
2326 for (int i = 0; i < numpathpoints; i++) {
2327 for (int j = 0; j < numpathpointconnect[i]; j++) {
2328 if (pathpointconnect[i][j] == pathpointselected) {
2329 pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
2330 numpathpointconnect[i]--;
2332 if (pathpointconnect[i][j] == numpathpoints) {
2333 pathpointconnect[i][j] = pathpointselected;
2337 pathpointselected = numpathpoints - 1;
2341 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2343 if (editortype == treeleavestype || editortype == 10)
2346 editortype = firetype;
2349 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2351 if (editortype == treeleavestype || editortype == 10)
2353 if (editortype > firetype)
2357 if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2358 editoryaw -= multiplier * 100;
2359 if (editoryaw < -.01)
2363 if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2364 editoryaw += multiplier * 100;
2367 if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2368 editorsize += multiplier;
2371 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2372 editorsize -= multiplier;
2373 if (editorsize < .1)
2378 if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2379 mapradius -= multiplier * 10;
2382 if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2383 mapradius += multiplier * 10;
2385 if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2386 editorpitch += multiplier * 100;
2389 if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
2390 editorpitch -= multiplier * 100;
2391 if (editorpitch < -.01)
2394 if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
2395 int closest = findClosestObject();
2397 objects.DeleteObject(closest);
2403 void doJumpReversals()
2405 for (unsigned k = 0; k < Person::players.size(); k++)
2406 for (unsigned i = k; i < Person::players.size(); i++) {
2409 if ( Person::players[k]->skeleton.free == 0 &&
2410 Person::players[i]->skeleton.oldfree == 0 &&
2411 (Person::players[i]->animTarget == jumpupanim ||
2412 Person::players[k]->animTarget == jumpupanim) &&
2413 (Person::players[i]->aitype == playercontrolled ||
2414 Person::players[k]->aitype == playercontrolled) &&
2415 ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
2416 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
2417 if ( distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
2418 distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
2419 //TODO: refactor two huge similar ifs
2420 if (Person::players[i]->animTarget == jumpupanim &&
2421 Person::players[k]->animTarget != getupfrombackanim &&
2422 Person::players[k]->animTarget != getupfromfrontanim &&
2423 Animation::animations[Person::players[k]->animTarget].height == middleheight &&
2424 normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
2425 ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
2426 Person::players[k]->aitype != playercontrolled)) {
2427 Person::players[i]->victim = Person::players[k];
2428 Person::players[i]->velocity = 0;
2429 Person::players[i]->animCurrent = jumpreversedanim;
2430 Person::players[i]->animTarget = jumpreversedanim;
2431 Person::players[i]->frameCurrent = 0;
2432 Person::players[i]->frameTarget = 1;
2433 Person::players[i]->targettilt2 = 0;
2434 Person::players[k]->victim = Person::players[i];
2435 Person::players[k]->velocity = 0;
2436 Person::players[k]->animCurrent = jumpreversalanim;
2437 Person::players[k]->animTarget = jumpreversalanim;
2438 Person::players[k]->frameCurrent = 0;
2439 Person::players[k]->frameTarget = 1;
2440 Person::players[k]->targettilt2 = 0;
2441 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
2442 Person::players[i]->animCurrent = rabbitkickreversedanim;
2443 Person::players[i]->animTarget = rabbitkickreversedanim;
2444 Person::players[i]->frameCurrent = 1;
2445 Person::players[i]->frameTarget = 2;
2446 Person::players[k]->animCurrent = rabbitkickreversalanim;
2447 Person::players[k]->animTarget = rabbitkickreversalanim;
2448 Person::players[k]->frameCurrent = 1;
2449 Person::players[k]->frameTarget = 2;
2451 Person::players[i]->target = 0;
2452 Person::players[k]->oldcoords = Person::players[k]->coords;
2453 Person::players[i]->coords = Person::players[k]->coords;
2454 Person::players[k]->targetyaw = Person::players[i]->targetyaw;
2455 Person::players[k]->yaw = Person::players[i]->targetyaw;
2456 if (Person::players[k]->aitype == attacktypecutoff)
2457 Person::players[k]->stunned = .5;
2459 if (Person::players[k]->animTarget == jumpupanim &&
2460 Person::players[i]->animTarget != getupfrombackanim &&
2461 Person::players[i]->animTarget != getupfromfrontanim &&
2462 Animation::animations[Person::players[i]->animTarget].height == middleheight &&
2463 normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
2464 ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
2465 Person::players[i]->aitype != playercontrolled)) {
2466 Person::players[k]->victim = Person::players[i];
2467 Person::players[k]->velocity = 0;
2468 Person::players[k]->animCurrent = jumpreversedanim;
2469 Person::players[k]->animTarget = jumpreversedanim;
2470 Person::players[k]->frameCurrent = 0;
2471 Person::players[k]->frameTarget = 1;
2472 Person::players[k]->targettilt2 = 0;
2473 Person::players[i]->victim = Person::players[k];
2474 Person::players[i]->velocity = 0;
2475 Person::players[i]->animCurrent = jumpreversalanim;
2476 Person::players[i]->animTarget = jumpreversalanim;
2477 Person::players[i]->frameCurrent = 0;
2478 Person::players[i]->frameTarget = 1;
2479 Person::players[i]->targettilt2 = 0;
2480 if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
2481 Person::players[k]->animTarget = rabbitkickreversedanim;
2482 Person::players[k]->animCurrent = rabbitkickreversedanim;
2483 Person::players[i]->animCurrent = rabbitkickreversalanim;
2484 Person::players[i]->animTarget = rabbitkickreversalanim;
2485 Person::players[k]->frameCurrent = 1;
2486 Person::players[k]->frameTarget = 2;
2487 Person::players[i]->frameCurrent = 1;
2488 Person::players[i]->frameTarget = 2;
2490 Person::players[k]->target = 0;
2491 Person::players[i]->oldcoords = Person::players[i]->coords;
2492 Person::players[k]->coords = Person::players[i]->coords;
2493 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
2494 Person::players[i]->yaw = Person::players[k]->targetyaw;
2495 if (Person::players[i]->aitype == attacktypecutoff)
2496 Person::players[i]->stunned = .5;
2503 void doAerialAcrobatics()
2505 static XYZ facing, flatfacing;
2506 for (unsigned k = 0; k < Person::players.size(); k++) {
2507 Person::players[k]->turnspeed = 500;
2509 if ((Person::players[k]->isRun() &&
2510 ((Person::players[k]->targetyaw != rabbitrunninganim &&
2511 Person::players[k]->targetyaw != wolfrunninganim) ||
2512 Person::players[k]->frameTarget == 4)) ||
2513 Person::players[k]->animTarget == removeknifeanim ||
2514 Person::players[k]->animTarget == crouchremoveknifeanim ||
2515 Person::players[k]->animTarget == flipanim ||
2516 Person::players[k]->animTarget == fightsidestep ||
2517 Person::players[k]->animTarget == walkanim) {
2518 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
2522 if (Person::players[k]->isStop() ||
2523 Person::players[k]->isLanding() ||
2524 Person::players[k]->animTarget == staggerbackhighanim ||
2525 (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
2526 Person::players[k]->animTarget == staggerbackhardanim ||
2527 Person::players[k]->animTarget == backhandspringanim ||
2528 Person::players[k]->animTarget == dodgebackanim ||
2529 Person::players[k]->animTarget == rollanim ||
2530 (Animation::animations[Person::players[k]->animTarget].attack &&
2531 Person::players[k]->animTarget != rabbitkickanim &&
2532 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
2533 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
2534 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
2537 if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
2538 Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
2541 Person::players[k]->DoStuff();
2542 if (Person::players[k]->immobile && k != 0)
2543 Person::players[k]->coords = Person::players[k]->realoldcoords;
2545 //if player's position has changed (?)
2546 if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
2547 !Person::players[k]->skeleton.free &&
2548 Person::players[k]->animTarget != climbanim &&
2549 Person::players[k]->animTarget != hanganim) {
2550 XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
2552 bool tempcollide = 0;
2554 if (Person::players[k]->collide < -.3)
2555 Person::players[k]->collide = -.3;
2556 if (Person::players[k]->collide > 1)
2557 Person::players[k]->collide = 1;
2558 Person::players[k]->collide -= multiplier * 30;
2561 Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
2563 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2564 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2565 if (objects.type[i] != rocktype ||
2566 objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
2567 objects.position[i].y > Person::players[k]->coords.y) {
2568 lowpoint = Person::players[k]->coords;
2569 if (Person::players[k]->animTarget != jumpupanim &&
2570 Person::players[k]->animTarget != jumpdownanim &&
2571 !Person::players[k]->isFlip())
2575 if ( Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
2576 Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
2577 Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
2578 if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2579 flatfacing = lowpoint - Person::players[k]->coords;
2580 Person::players[k]->coords = lowpoint;
2581 Person::players[k]->coords.y -= 1.3;
2582 Person::players[k]->collide = 1;
2585 //TODO: refactor four similar blocks
2586 if (Person::players[k]->aitype == playercontrolled &&
2587 (Person::players[k]->animTarget == jumpupanim ||
2588 Person::players[k]->animTarget == jumpdownanim ||
2589 Person::players[k]->isFlip()) &&
2590 !Person::players[k]->jumptogglekeydown &&
2591 Person::players[k]->jumpkeydown) {
2592 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
2593 XYZ tempcoords1 = lowpoint;
2594 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2595 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2596 Person::players[k]->setAnimation(walljumpleftanim);
2597 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2599 pause_sound(whooshsound);
2601 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2602 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2603 if (lowpointtarget.z < 0)
2604 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2605 Person::players[k]->targetyaw = Person::players[k]->yaw;
2606 Person::players[k]->lowyaw = Person::players[k]->yaw;
2610 lowpoint = tempcoords1;
2611 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
2612 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2613 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2614 Person::players[k]->setAnimation(walljumprightanim);
2615 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2617 pause_sound(whooshsound);
2619 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2620 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2621 if (lowpointtarget.z < 0)
2622 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2623 Person::players[k]->targetyaw = Person::players[k]->yaw;
2624 Person::players[k]->lowyaw = Person::players[k]->yaw;
2628 lowpoint = tempcoords1;
2629 lowpointtarget = lowpoint + Person::players[k]->facing * 2;
2630 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2631 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2632 Person::players[k]->setAnimation(walljumpbackanim);
2633 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2635 pause_sound(whooshsound);
2637 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2638 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2639 if (lowpointtarget.z < 0)
2640 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2641 Person::players[k]->targetyaw = Person::players[k]->yaw;
2642 Person::players[k]->lowyaw = Person::players[k]->yaw;
2646 lowpoint = tempcoords1;
2647 lowpointtarget = lowpoint - Person::players[k]->facing * 2;
2648 whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2649 if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
2650 Person::players[k]->setAnimation(walljumpfrontanim);
2651 emit_sound_at(movewhooshsound, Person::players[k]->coords);
2653 pause_sound(whooshsound);
2655 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2656 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2657 if (lowpointtarget.z < 0)
2658 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2659 Person::players[k]->yaw += 180;
2660 Person::players[k]->targetyaw = Person::players[k]->yaw;
2661 Person::players[k]->lowyaw = Person::players[k]->yaw;
2670 } else if (objects.type[i] == rocktype) {
2671 lowpoint2 = Person::players[k]->coords;
2672 lowpoint = Person::players[k]->coords;
2674 if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
2675 Person::players[k]->coords = colpoint;
2676 Person::players[k]->collide = 1;
2679 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
2680 //flipped into a rock
2681 if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
2682 Person::players[k]->RagDoll(0);
2684 if (Person::players[k]->animTarget == jumpupanim) {
2685 Person::players[k]->jumppower = -4;
2686 Person::players[k]->animTarget = Person::players[k]->getIdle();
2688 Person::players[k]->target = 0;
2689 Person::players[k]->frameTarget = 0;
2690 Person::players[k]->onterrain = 1;
2692 if (Person::players[k]->id == 0) {
2693 pause_sound(whooshsound);
2694 OPENAL_SetVolume(channels[whooshsound], 0);
2698 if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
2699 if (Person::players[k]->isFlip())
2700 Person::players[k]->jumppower = -4;
2701 Person::players[k]->animTarget = Person::players[k]->getLanding();
2702 emit_sound_at(landsound, Person::players[k]->coords, 128.);
2704 addEnvSound(Person::players[k]->coords);
2713 for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
2714 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
2715 lowpoint = Person::players[k]->coords;
2717 if (objects.type[i] != rocktype)
2718 if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
2719 if (Person::players[k]->animTarget != jumpupanim &&
2720 Person::players[k]->animTarget != jumpdownanim &&
2721 Person::players[k]->onterrain)
2722 Person::players[k]->avoidcollided = 1;
2723 Person::players[k]->coords = lowpoint;
2724 Person::players[k]->coords.y -= 1.35;
2725 Person::players[k]->collide = 1;
2727 if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
2728 (Person::players[k]->animCurrent != climbanim &&
2729 Person::players[k]->animCurrent != hanganim &&
2730 !Person::players[k]->isWallJump() ||
2731 Person::players[k]->animTarget == jumpupanim ||
2732 Person::players[k]->animTarget == jumpdownanim)) {
2733 lowpoint = Person::players[k]->coords;
2734 objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
2735 lowpoint = Person::players[k]->coords;
2739 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
2740 lowpointtarget = lowpoint + facing * 1.4;
2741 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2742 if (whichhit != -1) {
2743 lowpoint = Person::players[k]->coords;
2745 lowpointtarget = lowpoint + facing * 1.4;
2746 lowpoint2 = lowpoint;
2747 lowpointtarget2 = lowpointtarget;
2748 lowpoint3 = lowpoint;
2749 lowpointtarget3 = lowpointtarget;
2750 lowpoint4 = lowpoint;
2751 lowpointtarget4 = lowpointtarget;
2752 lowpoint5 = lowpoint;
2753 lowpointtarget5 = lowpointtarget;
2754 lowpoint6 = lowpoint;
2755 lowpointtarget6 = lowpointtarget;
2756 lowpoint7 = lowpoint;
2757 lowpointtarget7 = lowpoint;
2759 lowpointtarget2.x += .1;
2761 lowpointtarget3.z += .1;
2763 lowpointtarget4.x -= .1;
2765 lowpointtarget5.z -= .1;
2766 lowpoint6.y += 45 / 13;
2767 lowpointtarget6.y += 45 / 13;
2768 lowpointtarget6 += facing * .6;
2769 lowpointtarget7.y += 90 / 13;
2770 whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
2771 if (objects.friction[i] > .5)
2772 if (whichhit != -1) {
2773 if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
2774 Person::players[k]->collided = 1;
2775 if (checkcollide(lowpoint7, lowpointtarget7) == -1)
2776 if (checkcollide(lowpoint6, lowpointtarget6) == -1)
2777 if ( objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
2778 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2779 objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
2780 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2781 objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
2782 &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
2783 objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
2784 &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
2785 for (int j = 0; j < 45; j++) {
2786 lowpoint = Person::players[k]->coords;
2787 lowpoint.y += (float)j / 13;
2788 lowpointtarget = lowpoint + facing * 1.4;
2789 if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
2790 &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
2791 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
2793 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
2794 lowpoint = Person::players[k]->coords;
2795 lowpoint.y += (float)j / 13;
2796 lowpointtarget = lowpoint + facing * 1.3;
2797 flatfacing = Person::players[k]->coords;
2798 Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
2799 Person::players[k]->coords.y = lowpointtarget.y - .07;
2800 Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
2802 if (j > 10 || !Person::players[k]->isRun()) {
2803 if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
2805 pause_sound(whooshsound);
2807 emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
2809 lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
2810 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
2811 if (lowpointtarget.z < 0)
2812 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
2813 Person::players[k]->targetyaw = Person::players[k]->yaw;
2814 Person::players[k]->lowyaw = Person::players[k]->yaw;
2816 //Person::players[k]->velocity=lowpointtarget*.03;
2817 Person::players[k]->velocity = 0;
2820 if (Person::players[k]->animTarget == jumpupanim) {
2821 Person::players[k]->animTarget = climbanim;
2822 Person::players[k]->jumppower = 0;
2823 Person::players[k]->jumpclimb = 1;
2825 Person::players[k]->transspeed = 6;
2826 Person::players[k]->target = 0;
2827 Person::players[k]->frameTarget = 1;
2830 Person::players[k]->setAnimation(hanganim);
2831 Person::players[k]->jumppower = 0;
2843 if (Person::players[k]->collide <= 0) {
2845 if (!Person::players[k]->onterrain &&
2846 Person::players[k]->animTarget != jumpupanim &&
2847 Person::players[k]->animTarget != jumpdownanim &&
2848 Person::players[k]->animTarget != climbanim &&
2849 Person::players[k]->animTarget != hanganim &&
2850 !Person::players[k]->isWallJump() &&
2851 !Person::players[k]->isFlip()) {
2852 if (Person::players[k]->animCurrent != climbanim &&
2853 Person::players[k]->animCurrent != tempanim &&
2854 Person::players[k]->animTarget != backhandspringanim &&
2855 (Person::players[k]->animTarget != rollanim ||
2856 Person::players[k]->frameTarget < 2 ||
2857 Person::players[k]->frameTarget > 6)) {
2858 //stagger off ledge (?)
2859 if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
2860 Person::players[k]->RagDoll(0);
2861 Person::players[k]->setAnimation(jumpdownanim);
2864 emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
2867 Person::players[k]->velocity.y += gravity;
2871 Person::players[k]->realoldcoords = Person::players[k]->coords;
2877 static int randattack;
2878 static bool playerrealattackkeydown = 0;
2880 if (!Input::isKeyDown(attackkey))
2883 Person::players[0]->attackkeydown = 0;
2885 playerrealattackkeydown = 0;
2887 playerrealattackkeydown = Input::isKeyDown(attackkey);
2888 if ((Person::players[0]->parriedrecently <= 0 ||
2889 Person::players[0]->weaponactive == -1) &&
2892 Person::players[0]->lastattack != swordslashanim &&
2893 Person::players[0]->lastattack != knifeslashstartanim &&
2894 Person::players[0]->lastattack != staffhitanim &&
2895 Person::players[0]->lastattack != staffspinhitanim)))
2896 Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
2897 if (Input::isKeyDown(attackkey) &&
2899 !Person::players[0]->backkeydown) {
2900 for (unsigned k = 0; k < Person::players.size(); k++) {
2901 if ((Person::players[k]->animTarget == swordslashanim ||
2902 Person::players[k]->animTarget == staffhitanim ||
2903 Person::players[k]->animTarget == staffspinhitanim) &&
2904 Person::players[0]->animCurrent != dodgebackanim &&
2905 !Person::players[k]->skeleton.free)
2906 Person::players[k]->Reverse();
2910 if (!hostile || Dialog::inDialog())
2911 Person::players[0]->attackkeydown = 0;
2913 for (unsigned k = 0; k < Person::players.size(); k++) {
2914 if (Dialog::inDialog())
2915 Person::players[k]->attackkeydown = 0;
2916 if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
2917 if (Person::players[k]->aitype != playercontrolled)
2918 Person::players[k]->victim = Person::players[0];
2919 //attack key pressed
2920 if (Person::players[k]->attackkeydown) {
2922 if (Person::players[k]->backkeydown &&
2923 Person::players[k]->animTarget != backhandspringanim &&
2924 (Person::players[k]->isIdle() ||
2925 Person::players[k]->isStop() ||
2926 Person::players[k]->isRun() ||
2927 Person::players[k]->animTarget == walkanim)) {
2928 if (Person::players[k]->jumppower <= 1) {
2929 Person::players[k]->jumppower -= 2;
2931 for (unsigned i = 0; i < Person::players.size(); i++) {
2934 if (Person::players[i]->animTarget == swordslashanim ||
2935 Person::players[i]->animTarget == knifeslashstartanim ||
2936 Person::players[i]->animTarget == staffhitanim ||
2937 Person::players[i]->animTarget == staffspinhitanim)
2938 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
2939 Person::players[k]->setAnimation(dodgebackanim);
2940 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
2941 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
2944 if (Person::players[k]->animTarget != dodgebackanim) {
2947 Person::players[k]->setAnimation(backhandspringanim);
2948 Person::players[k]->targetyaw = -yaw + 180;
2949 if (Person::players[k]->leftkeydown)
2950 Person::players[k]->targetyaw -= 45;
2951 if (Person::players[k]->rightkeydown)
2952 Person::players[k]->targetyaw += 45;
2953 Person::players[k]->yaw = Person::players[k]->targetyaw;
2954 Person::players[k]->jumppower -= 2;
2959 if (!Animation::animations[Person::players[k]->animTarget].attack &&
2960 !Person::players[k]->backkeydown &&
2961 (Person::players[k]->isIdle() ||
2962 Person::players[k]->isRun() ||
2963 Person::players[k]->animTarget == walkanim ||
2964 Person::players[k]->animTarget == sneakanim ||
2965 Person::players[k]->isCrouch())) {
2966 const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
2967 //normal attacks (?)
2968 Person::players[k]->hasvictim = 0;
2969 if (Person::players.size() > 1)
2970 for (unsigned i = 0; i < Person::players.size(); i++) {
2971 if (i == k || !(k == 0 || i == 0))
2973 if (!Person::players[k]->hasvictim)
2974 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
2976 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
2977 if (distance < 4.5 &&
2978 !Person::players[i]->skeleton.free &&
2979 Person::players[i]->howactive < typedead1 &&
2980 Person::players[i]->animTarget != jumpreversedanim &&
2981 Person::players[i]->animTarget != rabbitkickreversedanim &&
2982 Person::players[i]->animTarget != rabbitkickanim &&
2983 Person::players[k]->animTarget != rabbitkickanim &&
2984 Person::players[i]->animTarget != getupfrombackanim &&
2985 (Person::players[i]->animTarget != staggerbackhighanim &&
2986 (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
2987 Person::players[i]->animTarget != jumpdownanim &&
2988 Person::players[i]->animTarget != jumpupanim &&
2989 Person::players[i]->animTarget != getupfromfrontanim) {
2990 Person::players[k]->victim = Person::players[i];
2991 Person::players[k]->hasvictim = 1;
2992 if (Person::players[k]->aitype == playercontrolled) { //human player
2994 if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
2995 Person::players[k]->crouchkeydown &&
2996 Animation::animations[Person::players[i]->animTarget].height != lowheight)
2997 Person::players[k]->animTarget = sweepanim;
2999 else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3000 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3001 !Person::players[k]->forwardkeydown &&
3002 !Person::players[k]->leftkeydown &&
3003 !Person::players[k]->rightkeydown &&
3004 !Person::players[k]->crouchkeydown &&
3007 Person::players[k]->animTarget = winduppunchanim;
3009 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3010 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3011 !Person::players[k]->forwardkeydown &&
3012 !Person::players[k]->leftkeydown &&
3013 !Person::players[k]->rightkeydown &&
3014 !Person::players[k]->crouchkeydown &&
3016 Person::players[k]->animTarget = upunchanim;
3018 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3019 Person::players[i]->staggerdelay > 0 &&
3020 attackweapon == knife &&
3021 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
3022 Person::players[k]->animTarget = knifefollowanim;
3024 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3025 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3026 !Person::players[k]->forwardkeydown &&
3027 !Person::players[k]->leftkeydown &&
3028 !Person::players[k]->rightkeydown &&
3029 !Person::players[k]->crouchkeydown &&
3030 attackweapon == knife &&
3031 Person::players[k]->weaponmissdelay <= 0)
3032 Person::players[k]->animTarget = knifeslashstartanim;
3034 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3035 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3036 !Person::players[k]->crouchkeydown &&
3037 attackweapon == sword &&
3038 Person::players[k]->weaponmissdelay <= 0)
3039 Person::players[k]->animTarget = swordslashanim;
3041 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3042 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3043 !Person::players[k]->crouchkeydown &&
3044 attackweapon == staff &&
3045 Person::players[k]->weaponmissdelay <= 0 &&
3046 !Person::players[k]->leftkeydown &&
3047 !Person::players[k]->rightkeydown &&
3048 !Person::players[k]->forwardkeydown)
3049 Person::players[k]->animTarget = staffhitanim;
3051 else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
3052 Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3053 !Person::players[k]->crouchkeydown &&
3054 attackweapon == staff &&
3055 Person::players[k]->weaponmissdelay <= 0)
3056 Person::players[k]->animTarget = staffspinhitanim;
3058 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3059 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3060 Person::players[k]->animTarget = spinkickanim;
3062 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3063 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3064 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3065 Person::players[k]->animTarget = lowkickanim;
3066 } else { //AI player
3067 if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
3068 randattack = abs(Random() % 5);
3069 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
3071 if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3072 Person::players[k]->animTarget = sweepanim;
3074 else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
3076 Person::players[k]->animTarget = upunchanim;
3078 else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
3079 Person::players[k]->animTarget = spinkickanim;
3081 else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
3082 Person::players[k]->animTarget = lowkickanim;
3086 if ((tutoriallevel != 1 || !attackweapon) &&
3087 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3089 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3090 Person::players[k]->animTarget = sweepanim;
3092 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3093 attackweapon == knife &&
3094 Person::players[k]->weaponmissdelay <= 0)
3095 Person::players[k]->animTarget = knifeslashstartanim;
3097 else if (!(Person::players[0]->victim == Person::players[i] &&
3098 Person::players[0]->hasvictim &&
3099 Person::players[0]->animTarget == swordslashanim) &&
3100 attackweapon == sword &&
3101 Person::players[k]->weaponmissdelay <= 0)
3102 Person::players[k]->animTarget = swordslashanim;
3104 else if (!(Person::players[0]->victim == Person::players[i] &&
3105 Person::players[0]->hasvictim &&
3106 Person::players[0]->animTarget == swordslashanim) &&
3107 attackweapon == staff &&
3108 Person::players[k]->weaponmissdelay <= 0 &&
3110 Person::players[k]->animTarget = staffhitanim;
3112 else if (!(Person::players[0]->victim == Person::players[i] &&
3113 Person::players[0]->hasvictim &&
3114 Person::players[0]->animTarget == swordslashanim) &&
3115 attackweapon == staff &&
3116 Person::players[k]->weaponmissdelay <= 0 &&
3118 Person::players[k]->animTarget = staffspinhitanim;
3120 else if ((tutoriallevel != 1 || !attackweapon) &&
3121 distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3123 Animation::animations[Person::players[i]->animTarget].height != lowheight)
3124 Person::players[k]->animTarget = spinkickanim;
3126 else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
3127 Animation::animations[Person::players[i]->animTarget].height == lowheight &&
3128 Animation::animations[Person::players[k]->animTarget].attack != normalattack)
3129 Person::players[k]->animTarget = lowkickanim;
3133 //upunch becomes wolfslap
3134 if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
3135 Person::players[k]->animTarget = wolfslapanim;
3138 if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
3139 Person::players[i]->howactive < typedead1 &&
3140 distance < 1.5 * sq(Person::players[k]->scale * 5) &&
3141 !Person::players[i]->skeleton.free &&
3142 Person::players[i]->animTarget != getupfrombackanim &&
3143 Person::players[i]->animTarget != getupfromfrontanim &&
3144 (Person::players[i]->surprised > 0 ||
3145 Person::players[i]->aitype == passivetype ||
3146 attackweapon && Person::players[i]->stunned > 0) &&
3147 normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
3149 if (!attackweapon) {
3150 Person::players[k]->animCurrent = sneakattackanim;
3151 Person::players[k]->animTarget = sneakattackanim;
3152 Person::players[i]->animCurrent = sneakattackedanim;
3153 Person::players[i]->animTarget = sneakattackedanim;
3154 Person::players[k]->oldcoords = Person::players[k]->coords;
3155 Person::players[k]->coords = Person::players[i]->coords;
3158 if (attackweapon == knife) {
3159 Person::players[k]->animCurrent = knifesneakattackanim;
3160 Person::players[k]->animTarget = knifesneakattackanim;
3161 Person::players[i]->animCurrent = knifesneakattackedanim;
3162 Person::players[i]->animTarget = knifesneakattackedanim;
3163 Person::players[i]->oldcoords = Person::players[i]->coords;
3164 Person::players[i]->coords = Person::players[k]->coords;
3167 if (attackweapon == sword) {
3168 Person::players[k]->animCurrent = swordsneakattackanim;
3169 Person::players[k]->animTarget = swordsneakattackanim;
3170 Person::players[i]->animCurrent = swordsneakattackedanim;
3171 Person::players[i]->animTarget = swordsneakattackedanim;
3172 Person::players[i]->oldcoords = Person::players[i]->coords;
3173 Person::players[i]->coords = Person::players[k]->coords;
3175 if (attackweapon != staff) {
3176 Person::players[k]->victim = Person::players[i];
3177 Person::players[k]->hasvictim = 1;
3178 Person::players[i]->targettilt2 = 0;
3179 Person::players[i]->frameTarget = 1;
3180 Person::players[i]->frameCurrent = 0;
3181 Person::players[i]->target = 0;
3182 Person::players[i]->velocity = 0;
3183 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3184 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3185 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3186 Person::players[k]->target = Person::players[i]->target;
3187 Person::players[k]->velocity = 0;
3188 Person::players[k]->targetyaw = Person::players[i]->yaw;
3189 Person::players[k]->yaw = Person::players[i]->yaw;
3190 Person::players[i]->targetyaw = Person::players[i]->yaw;
3193 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3194 Person::players[k]->victim == Person::players[i] &&
3195 (!Person::players[i]->skeleton.free)) {
3197 Person::players[k]->frameTarget = 0;
3198 Person::players[k]->target = 0;
3200 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3201 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3202 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3203 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3204 Person::players[k]->lastattack = Person::players[k]->animTarget;
3206 if (Person::players[k]->animTarget == knifefollowanim &&
3207 Person::players[k]->victim == Person::players[i]) {
3209 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
3210 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
3211 Person::players[k]->victim = Person::players[i];
3212 Person::players[k]->hasvictim = 1;
3213 Person::players[i]->animTarget = knifefollowedanim;
3214 Person::players[i]->animCurrent = knifefollowedanim;
3215 Person::players[i]->targettilt2 = 0;
3216 Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
3217 Person::players[i]->frameTarget = 1;
3218 Person::players[i]->frameCurrent = 0;
3219 Person::players[i]->target = 0;
3220 Person::players[i]->velocity = 0;
3221 Person::players[k]->animCurrent = knifefollowanim;
3222 Person::players[k]->animTarget = knifefollowanim;
3223 Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
3224 Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
3225 Person::players[k]->frameTarget = Person::players[i]->frameTarget;
3226 Person::players[k]->target = Person::players[i]->target;
3227 Person::players[k]->velocity = 0;
3228 Person::players[k]->oldcoords = Person::players[k]->coords;
3229 Person::players[i]->coords = Person::players[k]->coords;
3230 Person::players[i]->targetyaw = Person::players[k]->targetyaw;
3231 Person::players[i]->yaw = Person::players[k]->targetyaw;
3232 Person::players[k]->yaw = Person::players[k]->targetyaw;
3233 Person::players[i]->yaw = Person::players[k]->targetyaw;
3237 const bool hasstaff = attackweapon == staff;
3238 if (k == 0 && Person::players.size() > 1)
3239 for (unsigned i = 0; i < Person::players.size(); i++) {
3242 if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
3243 Animation::animations[Person::players[k]->animTarget].attack == neutral) {
3244 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
3245 if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
3246 if (Person::players[i]->skeleton.free)
3247 if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
3248 (Person::players[i]->dead ||
3249 Person::players[i]->skeleton.longdead > 1000 ||
3250 Person::players[k]->isRun() ||
3253 (Person::players[i]->skeleton.longdead > 2000 ||
3254 Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
3255 Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
3256 distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
3257 Person::players[k]->victim = Person::players[i];
3258 Person::players[k]->hasvictim = 1;
3259 if (attackweapon && tutoriallevel != 1) {
3261 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
3262 Person::players[k]->animTarget = crouchstabanim;
3264 if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
3265 Person::players[k]->animTarget = swordgroundstabanim;
3267 if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
3268 Person::players[k]->animTarget = staffgroundsmashanim;
3270 if (distance < 2.5 &&
3271 Person::players[k]->crouchkeydown &&
3272 Person::players[k]->animTarget != crouchstabanim &&
3274 Person::players[i]->dead &&
3275 Person::players[i]->skeleton.free &&
3276 Person::players[i]->skeleton.longdead > 1000) {
3277 Person::players[k]->animTarget = killanim;
3278 //TODO: refactor this out, what does it do?
3279 for (int j = 0; j < terrain.numdecals; j++) {
3280 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3281 terrain.decalalivetime[j] < 2)
3282 terrain.DeleteDecal(j);
3284 for (int l = 0; l < objects.numobjects; l++) {
3285 if (objects.model[l].type == decalstype)
3286 for (int j = 0; j < objects.model[l].numdecals; j++) {
3287 if ((objects.model[l].decaltype[j] == blooddecal ||
3288 objects.model[l].decaltype[j] == blooddecalslow) &&
3289 objects.model[l].decalalivetime[j] < 2)
3290 objects.model[l].DeleteDecal(j);
3294 if (!Person::players[i]->dead || musictype != 2)
3295 if (distance < 3.5 &&
3296 (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
3297 Person::players[k]->staggerdelay <= 0 &&
3298 (Person::players[i]->dead ||
3299 Person::players[i]->skeleton.longdead < 300 &&
3300 Person::players[k]->lastattack != spinkickanim &&
3301 Person::players[i]->skeleton.free) &&
3302 (!Person::players[i]->dead || musictype != stream_fighttheme)) {
3303 Person::players[k]->animTarget = dropkickanim;
3304 for (int j = 0; j < terrain.numdecals; j++) {
3305 if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
3306 terrain.decalalivetime[j] < 2) {
3307 terrain.DeleteDecal(j);
3310 for (int l = 0; l < objects.numobjects; l++) {
3311 if (objects.model[l].type == decalstype)
3312 for (int j = 0; j < objects.model[l].numdecals; j++) {
3313 if ((objects.model[l].decaltype[j] == blooddecal ||
3314 objects.model[l].decaltype[j] == blooddecalslow) &&
3315 objects.model[l].decalalivetime[j] < 2) {
3316 objects.model[l].DeleteDecal(j);
3322 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
3323 Person::players[k]->victim == Person::players[i] &&
3324 (!Person::players[i]->skeleton.free ||
3325 Person::players[k]->animTarget == killanim ||
3326 Person::players[k]->animTarget == crouchstabanim ||
3327 Person::players[k]->animTarget == swordgroundstabanim ||
3328 Person::players[k]->animTarget == staffgroundsmashanim ||
3329 Person::players[k]->animTarget == dropkickanim)) {
3331 Person::players[k]->frameTarget = 0;
3332 Person::players[k]->target = 0;
3334 XYZ targetpoint = Person::players[i]->coords;
3335 if (Person::players[k]->animTarget == crouchstabanim ||
3336 Person::players[k]->animTarget == swordgroundstabanim ||
3337 Person::players[k]->animTarget == staffgroundsmashanim) {
3338 targetpoint += (Person::players[i]->jointPos(abdomen) +
3339 Person::players[i]->jointPos(neck)) / 2 *
3340 Person::players[i]->scale;
3342 Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
3343 Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
3345 if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
3346 Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
3349 if (Person::players[k]->animTarget == staffgroundsmashanim)
3350 Person::players[k]->targettilt2 += 10;
3352 Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
3353 Person::players[k]->lastattack2 = Person::players[k]->lastattack;
3354 Person::players[k]->lastattack = Person::players[k]->animTarget;
3356 if (Person::players[k]->animTarget == swordgroundstabanim) {
3357 Person::players[k]->targetyaw += 30;
3362 if (!Person::players[k]->hasvictim) {
3364 for (unsigned i = 0; i < Person::players.size(); i++) {
3365 if (i == k || !(i == 0 || k == 0))
3367 if (!Person::players[i]->skeleton.free) {
3368 if (Person::players[k]->hasvictim) {
3369 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
3370 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
3371 Person::players[k]->victim = Person::players[i];
3373 Person::players[k]->victim = Person::players[i];
3374 Person::players[k]->hasvictim = 1;
3379 if (Person::players[k]->aitype == playercontrolled)
3381 if (Person::players[k]->attackkeydown &&
3382 Person::players[k]->isRun() &&
3383 Person::players[k]->wasRun() &&
3384 ((Person::players[k]->hasvictim &&
3385 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
3386 distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
3387 !Person::players[k]->victim->skeleton.free &&
3388 Person::players[k]->victim->animTarget != getupfrombackanim &&
3389 Person::players[k]->victim->animTarget != getupfromfrontanim &&
3390 Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
3391 Person::players[k]->aitype != playercontrolled && //wat???
3392 normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
3393 Person::players[k]->rabbitkickenabled) ||
3394 Person::players[k]->jumpkeydown)) {
3396 Person::players[k]->setAnimation(rabbitkickanim);
3399 if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
3401 switch (attackweapon) {
3422 void doPlayerCollisions()
3424 static XYZ rotatetarget;
3425 static float collisionradius;
3426 if (Person::players.size() > 1)
3427 for (unsigned k = 0; k < Person::players.size(); k++)
3428 for (unsigned i = k + 1; i < Person::players.size(); i++) {
3429 //neither player is part of a reversal
3430 if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
3431 Animation::animations[Person::players[i]->animTarget].attack != reversal &&
3432 Animation::animations[Person::players[k]->animTarget].attack != reversed &&
3433 Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
3434 if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
3435 Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
3436 Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
3437 Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
3438 //neither is sleeping
3439 if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
3440 if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
3441 //in same patch, neither is climbing
3442 if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
3443 Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
3444 Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
3445 Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
3446 Person::players[i]->animTarget != climbanim &&
3447 Person::players[i]->animTarget != hanganim &&
3448 Person::players[k]->animTarget != climbanim &&
3449 Person::players[k]->animTarget != hanganim)
3450 //players are close (bounding box test)
3451 if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
3452 if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
3453 if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
3454 if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
3455 if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
3456 if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
3457 //spread fire from player to player
3458 if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
3459 < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3460 if (Person::players[i]->onfire || Person::players[k]->onfire) {
3461 if (!Person::players[i]->onfire)
3462 Person::players[i]->CatchFire();
3463 if (!Person::players[k]->onfire)
3464 Person::players[k]->CatchFire();
3468 XYZ tempcoords1 = Person::players[i]->coords;
3469 XYZ tempcoords2 = Person::players[k]->coords;
3470 if (!Person::players[i]->skeleton.oldfree)
3471 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
3472 if (!Person::players[k]->skeleton.oldfree)
3473 tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
3474 collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3475 if (Person::players[0]->hasvictim)
3476 if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
3477 collisionradius = 3;
3478 if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
3479 (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
3480 distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
3481 //jump down on a dead body
3482 if (k == 0 || i == 0) {
3484 if (Person::players[0]->animTarget == jumpdownanim &&
3485 !Person::players[0]->skeleton.oldfree &&
3486 !Person::players[0]->skeleton.free &&
3487 Person::players[l]->skeleton.oldfree &&
3488 Person::players[l]->skeleton.free &&
3489 Person::players[l]->dead &&
3490 Person::players[0]->lastcollide <= 0 &&
3491 fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
3492 distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
3493 Person::players[0]->coords.y = Person::players[l]->coords.y;
3494 Person::players[l]->velocity = Person::players[0]->velocity;
3495 Person::players[l]->skeleton.free = 0;
3496 Person::players[l]->yaw = 0;
3497 Person::players[l]->RagDoll(0);
3498 Person::players[l]->DoDamage(20);
3500 Person::players[l]->skeleton.longdead = 0;
3501 Person::players[0]->lastcollide = 1;
3505 if ( (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
3506 (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
3507 (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
3508 rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
3509 if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
3510 Person::players[i]->skeleton.free) &&
3511 (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
3512 Person::players[k]->skeleton.free))
3513 if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
3514 k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
3515 normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
3517 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
3518 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
3519 (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
3520 (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
3521 k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
3523 if ( (i != 0 || Person::players[i]->skeleton.free) &&
3524 (k != 0 || Person::players[k]->skeleton.free) ||
3525 (Animation::animations[Person::players[i]->animTarget].height == highheight &&
3526 Animation::animations[Person::players[k]->animTarget].height == highheight)) {
3527 if (tutoriallevel != 1) {
3528 emit_sound_at(heavyimpactsound, Person::players[i]->coords);
3531 Person::players[i]->RagDoll(0);
3532 if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
3533 award_bonus(0, aimbonus);
3535 Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
3536 Person::players[k]->RagDoll(0);
3537 if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
3538 award_bonus(0, aimbonus); // Huh, again?
3540 Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
3542 for (int j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
3543 Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
3545 for (int j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
3546 Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
3551 if ( (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
3552 Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
3553 (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
3554 Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
3556 if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
3557 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
3558 rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
3559 Normalise(&rotatetarget);
3560 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
3561 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
3562 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3563 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
3564 if (Person::players[k]->howactive == typeactive || hostile)
3565 if (Person::players[k]->isIdle()) {
3566 if (Person::players[k]->howactive < typesleeping)
3567 Person::players[k]->setAnimation(Person::players[k]->getStop());
3568 else if (Person::players[k]->howactive == typesleeping)
3569 Person::players[k]->setAnimation(getupfromfrontanim);
3571 Person::players[k]->howactive = typeactive;
3573 if (Person::players[i]->howactive == typeactive || hostile)
3574 if (Person::players[i]->isIdle()) {
3575 if (Person::players[i]->howactive < typesleeping)
3576 Person::players[i]->setAnimation(Person::players[k]->getStop());
3578 Person::players[i]->setAnimation(getupfromfrontanim);
3580 Person::players[i]->howactive = typeactive;
3583 //jump down on player
3585 if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
3586 !Person::players[i]->isCrouch() &&
3587 Person::players[i]->animTarget != rollanim &&
3588 !Person::players[k]->skeleton.oldfree && !
3589 Person::players[k]->skeleton.free &&
3590 Person::players[k]->lastcollide <= 0 &&
3591 Person::players[k]->velocity.y < -10) {
3592 Person::players[i]->velocity = Person::players[k]->velocity;
3593 Person::players[k]->velocity = Person::players[k]->velocity * -.5;
3594 Person::players[k]->velocity.y = Person::players[i]->velocity.y;
3595 Person::players[i]->DoDamage(20);
3596 Person::players[i]->RagDoll(0);
3597 Person::players[k]->lastcollide = 1;
3598 award_bonus(k, AboveBonus);
3600 if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
3601 !Person::players[k]->isCrouch() &&
3602 Person::players[k]->animTarget != rollanim &&
3603 !Person::players[i]->skeleton.oldfree &&
3604 !Person::players[i]->skeleton.free &&
3605 Person::players[i]->lastcollide <= 0 &&
3606 Person::players[i]->velocity.y < -10) {
3607 Person::players[k]->velocity = Person::players[i]->velocity;
3608 Person::players[i]->velocity = Person::players[i]->velocity * -.3;
3609 Person::players[i]->velocity.y = Person::players[k]->velocity.y;
3610 Person::players[k]->DoDamage(20);
3611 Person::players[k]->RagDoll(0);
3612 Person::players[i]->lastcollide = 1;
3613 award_bonus(i, AboveBonus);
3619 Person::players[i]->CheckKick();
3620 Person::players[k]->CheckKick();
3626 void doAI(unsigned i)
3628 static bool connected;
3629 if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
3630 Person::players[i]->jumpclimb = 0;
3631 //disable movement in editor
3633 Person::players[i]->stunned = 1;
3635 Person::players[i]->pause = 0;
3636 if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
3637 Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
3638 !Person::players[0]->onterrain)
3639 Person::players[i]->pause = 1;
3642 if (Person::players[i]->aitype == pathfindtype) {
3643 if (Person::players[i]->finalpathfindpoint == -1) {
3644 float closestdistance;
3649 closestdistance = -1;
3650 for (int j = 0; j < numpathpoints; j++)
3651 if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
3652 closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
3654 Person::players[i]->finaltarget = pathpoint[j];
3656 Person::players[i]->finalpathfindpoint = closest;
3657 for (int j = 0; j < numpathpoints; j++)
3658 for (int k = 0; k < numpathpointconnect[j]; k++) {
3659 DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3660 if (sq(tempdist) < closestdistance)
3661 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3662 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3663 closestdistance = sq(tempdist);
3665 Person::players[i]->finaltarget = colpoint;
3668 Person::players[i]->finalpathfindpoint = closest;
3671 if (Person::players[i]->targetpathfindpoint == -1) {
3672 float closestdistance;
3677 closestdistance = -1;
3678 if (Person::players[i]->lastpathfindpoint == -1) {
3679 for (int j = 0; j < numpathpoints; j++) {
3680 if (j != Person::players[i]->lastpathfindpoint)
3681 if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
3682 closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
3686 Person::players[i]->targetpathfindpoint = closest;
3687 for (int j = 0; j < numpathpoints; j++)
3688 if (j != Person::players[i]->lastpathfindpoint)
3689 for (int k = 0; k < numpathpointconnect[j]; k++) {
3690 DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
3691 if (sq(tempdist) < closestdistance) {
3692 if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
3693 findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
3694 closestdistance = sq(tempdist);
3699 Person::players[i]->targetpathfindpoint = closest;
3701 for (int j = 0; j < numpathpoints; j++)
3702 if (j != Person::players[i]->lastpathfindpoint &&
3703 j != Person::players[i]->lastpathfindpoint2 &&
3704 j != Person::players[i]->lastpathfindpoint3 &&
3705 j != Person::players[i]->lastpathfindpoint4) {
3707 if (numpathpointconnect[j])
3708 for (int k = 0; k < numpathpointconnect[j]; k++)
3709 if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
3712 if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
3713 for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
3714 if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
3717 tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
3718 if (closest == -1 || tempdist < closestdistance) {
3719 closestdistance = tempdist;
3724 Person::players[i]->targetpathfindpoint = closest;
3727 Person::players[i]->losupdatedelay -= multiplier;
3729 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
3730 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3732 //reached target point
3733 if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
3734 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3735 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3736 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3737 Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
3738 if (Person::players[i]->lastpathfindpoint2 == -1)
3739 Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
3740 if (Person::players[i]->lastpathfindpoint3 == -1)
3741 Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
3742 if (Person::players[i]->lastpathfindpoint4 == -1)
3743 Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
3744 Person::players[i]->targetpathfindpoint = -1;
3746 if ( distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
3747 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
3748 distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
3749 Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
3750 Person::players[i]->aitype = passivetype;
3753 Person::players[i]->forwardkeydown = 1;
3754 Person::players[i]->leftkeydown = 0;
3755 Person::players[i]->backkeydown = 0;
3756 Person::players[i]->rightkeydown = 0;
3757 Person::players[i]->crouchkeydown = 0;
3758 Person::players[i]->attackkeydown = 0;
3759 Person::players[i]->throwkeydown = 0;
3761 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
3762 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3764 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3765 Person::players[i]->jumpkeydown = 0;
3766 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3767 Person::players[i]->jumpkeydown = 1;
3769 if ((tutoriallevel != 1 || cananger) &&
3771 !Person::players[0]->dead &&
3772 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3773 Person::players[i]->occluded < 25) {
3774 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3775 Animation::animations[Person::players[0]->animTarget].height != lowheight &&
3777 (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
3778 Person::players[i]->aitype = attacktypecutoff;
3779 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3780 Animation::animations[Person::players[0]->animTarget].height == highheight &&
3782 Person::players[i]->aitype = attacktypecutoff;
3784 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3785 Person::players[i]->losupdatedelay = .2;
3786 for (unsigned j = 0; j < Person::players.size(); j++)
3787 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
3788 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3789 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3790 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3791 if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
3792 if (!Person::players[j]->isWallJump() && -1 == checkcollide(
3793 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
3794 *Person::players[i]->scale + Person::players[i]->coords,
3795 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
3796 *Person::players[j]->scale + Person::players[j]->coords) ||
3797 (Person::players[j]->animTarget == hanganim &&
3798 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3799 Person::players[i]->aitype = searchtype;
3800 Person::players[i]->lastchecktime = 12;
3801 Person::players[i]->lastseen = Person::players[j]->coords;
3802 Person::players[i]->lastseentime = 12;
3806 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
3807 if (Person::players[i]->creature != wolftype) {
3808 Person::players[i]->stunned = .6;
3809 Person::players[i]->surprised = .6;
3813 if (Person::players[i]->aitype != passivetype && leveltime > .5)
3814 Person::players[i]->howactive = typeactive;
3816 if (Person::players[i]->aitype == passivetype) {
3817 Person::players[i]->aiupdatedelay -= multiplier;
3818 Person::players[i]->losupdatedelay -= multiplier;
3819 Person::players[i]->lastseentime += multiplier;
3820 Person::players[i]->pausetime -= multiplier;
3821 if (Person::players[i]->lastseentime > 1)
3822 Person::players[i]->lastseentime = 1;
3824 if (Person::players[i]->aiupdatedelay < 0) {
3825 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
3826 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
3827 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
3828 Person::players[i]->aiupdatedelay = .05;
3830 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
3831 if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
3832 Person::players[i]->pausetime = 4;
3833 Person::players[i]->waypoint++;
3834 if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
3835 Person::players[i]->waypoint = 0;
3840 if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
3841 Person::players[i]->forwardkeydown = 1;
3843 Person::players[i]->forwardkeydown = 0;
3844 Person::players[i]->leftkeydown = 0;
3845 Person::players[i]->backkeydown = 0;
3846 Person::players[i]->rightkeydown = 0;
3847 Person::players[i]->crouchkeydown = 0;
3848 Person::players[i]->attackkeydown = 0;
3849 Person::players[i]->throwkeydown = 0;
3851 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
3852 if (!Person::players[i]->avoidsomething)
3853 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
3855 XYZ leftpos, rightpos;
3856 float leftdist, rightdist;
3857 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
3858 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
3859 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
3860 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
3861 if (leftdist < rightdist)
3862 Person::players[i]->targetyaw += 90;
3864 Person::players[i]->targetyaw -= 90;
3868 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
3869 Person::players[i]->jumpkeydown = 0;
3870 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
3871 Person::players[i]->jumpkeydown = 1;
3875 if (!editorenabled) {
3876 if (Person::players[i]->howactive <= typesleeping)
3877 if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
3878 for (int j = 0; j < numenvsounds; j++) {
3879 float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
3880 if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
3881 2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
3882 Person::players[i]->aitype = attacktypecutoff;
3885 if (Person::players[i]->aitype != passivetype) {
3886 if (Person::players[i]->howactive == typesleeping)
3887 Person::players[i]->setAnimation(getupfromfrontanim);
3888 Person::players[i]->howactive = typeactive;
3892 if (Person::players[i]->howactive < typesleeping &&
3893 ((tutoriallevel != 1 || cananger) && hostile) &&
3894 !Person::players[0]->dead &&
3895 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
3896 Person::players[i]->occluded < 25) {
3897 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
3898 Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
3899 Person::players[i]->aitype = attacktypecutoff;
3900 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
3901 Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
3902 Person::players[i]->aitype = attacktypecutoff;
3905 if (Person::players[i]->creature == wolftype) {
3907 for (unsigned j = 0; j < Person::players.size(); j++) {
3908 if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
3909 float smelldistance = 50;
3910 if (j == 0 && Person::players[j]->num_weapons > 0) {
3911 if (weapons[Person::players[j]->weaponids[0]].bloody)
3912 smelldistance = 100;
3913 if (Person::players[j]->num_weapons == 2)
3914 if (weapons[Person::players[j]->weaponids[1]].bloody)
3915 smelldistance = 100;
3918 smelldistance = 100;
3919 windsmell = windvector;
3920 Normalise(&windsmell);
3921 windsmell = windsmell * 2 + Person::players[j]->coords;
3922 if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
3923 Person::players[i]->aitype = attacktypecutoff;
3928 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
3929 Person::players[i]->losupdatedelay = .2;
3930 for (unsigned j = 0; j < Person::players.size(); j++) {
3931 if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
3932 if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
3933 if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
3934 if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
3935 if ((-1 == checkcollide(
3936 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
3937 Person::players[i]->scale + Person::players[i]->coords,
3938 DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
3939 Person::players[j]->scale + Person::players[j]->coords) &&
3940 !Person::players[j]->isWallJump()) ||
3941 (Person::players[j]->animTarget == hanganim &&
3942 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
3943 Person::players[i]->lastseentime -= .2;
3944 if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
3945 Person::players[i]->lastseentime -= .4;
3947 Person::players[i]->lastseentime -= .6;
3949 if (Person::players[i]->lastseentime <= 0) {
3950 Person::players[i]->aitype = searchtype;
3951 Person::players[i]->lastchecktime = 12;
3952 Person::players[i]->lastseen = Person::players[j]->coords;
3953 Person::players[i]->lastseentime = 12;
3960 if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
3961 if (Person::players[i]->creature != wolftype) {
3962 Person::players[i]->stunned = .6;
3963 Person::players[i]->surprised = .6;
3965 if (Person::players[i]->creature == wolftype) {
3966 Person::players[i]->stunned = .47;
3967 Person::players[i]->surprised = .47;
3975 if (Person::players[i]->aitype == searchtype) {
3976 Person::players[i]->aiupdatedelay -= multiplier;
3977 Person::players[i]->losupdatedelay -= multiplier;
3978 if (!Person::players[i]->pause)
3979 Person::players[i]->lastseentime -= multiplier;
3980 Person::players[i]->lastchecktime -= multiplier;
3982 if (Person::players[i]->isRun() && !Person::players[i]->onground) {
3983 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
3984 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
3986 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
3988 j = checkcollide(test2, test, Person::players[i]->laststanding);
3990 j = checkcollide(test2, test);
3992 Person::players[i]->velocity = 0;
3993 Person::players[i]->setAnimation(Person::players[i]->getStop());
3994 Person::players[i]->targetyaw += 180;
3995 Person::players[i]->stunned = .5;
3996 //Person::players[i]->aitype=passivetype;
3997 Person::players[i]->aitype = pathfindtype;
3998 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
3999 Person::players[i]->finalpathfindpoint = -1;
4000 Person::players[i]->targetpathfindpoint = -1;
4001 Person::players[i]->lastpathfindpoint = -1;
4002 Person::players[i]->lastpathfindpoint2 = -1;
4003 Person::players[i]->lastpathfindpoint3 = -1;
4004 Person::players[i]->lastpathfindpoint4 = -1;
4006 Person::players[i]->laststanding = j;
4009 //check out last seen location
4010 if (Person::players[i]->aiupdatedelay < 0) {
4011 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
4012 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4013 Person::players[i]->aiupdatedelay = .05;
4014 Person::players[i]->forwardkeydown = 1;
4016 if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
4017 Person::players[i]->forwardkeydown = 0;
4018 Person::players[i]->aiupdatedelay = 1;
4019 Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
4020 Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
4021 Person::players[i]->lastchecktime = 3;
4024 Person::players[i]->leftkeydown = 0;
4025 Person::players[i]->backkeydown = 0;
4026 Person::players[i]->rightkeydown = 0;
4027 Person::players[i]->crouchkeydown = 0;
4028 Person::players[i]->attackkeydown = 0;
4029 Person::players[i]->throwkeydown = 0;
4031 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4032 if (!Person::players[i]->avoidsomething)
4033 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4035 XYZ leftpos, rightpos;
4036 float leftdist, rightdist;
4037 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4038 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4039 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4040 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4041 if (leftdist < rightdist)
4042 Person::players[i]->targetyaw += 90;
4044 Person::players[i]->targetyaw -= 90;
4048 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4049 Person::players[i]->jumpkeydown = 0;
4050 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4051 Person::players[i]->jumpkeydown = 1;
4053 if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
4054 for (int k = 0; k < numenvsounds; k++) {
4055 if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
4056 Person::players[i]->aitype = attacktypecutoff;
4060 if (!Person::players[0]->dead &&
4061 Person::players[i]->losupdatedelay < 0 &&
4063 Person::players[i]->occluded < 2 &&
4064 ((tutoriallevel != 1 || cananger) && hostile)) {
4065 Person::players[i]->losupdatedelay = .2;
4066 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
4067 Person::players[i]->aitype = attacktypecutoff;
4068 Person::players[i]->lastseentime = 1;
4070 if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
4071 //TODO: factor out canSeePlayer()
4072 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
4073 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4075 DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
4076 Person::players[i]->scale + Person::players[i]->coords,
4077 DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
4078 Person::players[0]->scale + Person::players[0]->coords) == -1) ||
4079 (Person::players[0]->animTarget == hanganim && normaldotproduct(
4080 Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
4081 /* //TODO: changed j to 0 on a whim, make sure this is correct
4082 (Person::players[j]->animTarget==hanganim&&normaldotproduct(
4083 Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
4085 Person::players[i]->aitype = attacktypecutoff;
4086 Person::players[i]->lastseentime = 1;
4090 if (Person::players[i]->lastseentime < 0) {
4091 //Person::players[i]->aitype=passivetype;
4093 Person::players[i]->aitype = pathfindtype;
4094 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4095 Person::players[i]->finalpathfindpoint = -1;
4096 Person::players[i]->targetpathfindpoint = -1;
4097 Person::players[i]->lastpathfindpoint = -1;
4098 Person::players[i]->lastpathfindpoint2 = -1;
4099 Person::players[i]->lastpathfindpoint3 = -1;
4100 Person::players[i]->lastpathfindpoint4 = -1;
4104 if (Person::players[i]->aitype != gethelptype)
4105 Person::players[i]->runninghowlong = 0;
4107 //get help from buddies
4108 if (Person::players[i]->aitype == gethelptype) {
4109 Person::players[i]->runninghowlong += multiplier;
4110 Person::players[i]->aiupdatedelay -= multiplier;
4112 if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
4113 Person::players[i]->aiupdatedelay = .2;
4116 //TODO: factor out closest search somehow
4117 if (!Person::players[i]->ally) {
4119 float closestdist = -1;
4120 for (unsigned k = 0; k < Person::players.size(); k++) {
4121 if (k != i && k != 0 && !Person::players[k]->dead &&
4122 Person::players[k]->howactive < typedead1 &&
4123 !Person::players[k]->skeleton.free &&
4124 Person::players[k]->aitype == passivetype) {
4125 float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
4126 if (closestdist == -1 || distance < closestdist) {
4127 closestdist = distance;
4134 Person::players[i]->ally = closest;
4136 Person::players[i]->ally = 0;
4137 Person::players[i]->lastseen = Person::players[0]->coords;
4138 Person::players[i]->lastseentime = 12;
4142 Person::players[i]->lastchecktime = 12;
4144 XYZ facing = Person::players[i]->coords;
4145 XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
4146 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4147 flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
4148 if (-1 != checkcollide(facing, flatfacing))
4149 Person::players[i]->lastseentime -= .1;
4151 //no available ally, run back to player
4152 if (Person::players[i]->ally <= 0 ||
4153 Person::players[Person::players[i]->ally]->skeleton.free ||
4154 Person::players[Person::players[i]->ally]->aitype != passivetype ||
4155 Person::players[i]->lastseentime <= 0) {
4156 Person::players[i]->aitype = searchtype;
4157 Person::players[i]->lastseentime = 12;
4161 if (Person::players[i]->ally > 0) {
4162 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
4163 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4164 Person::players[i]->aiupdatedelay = .05;
4165 Person::players[i]->forwardkeydown = 1;
4167 if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
4168 Person::players[i]->aitype = searchtype;
4169 Person::players[i]->lastseentime = 12;
4170 Person::players[Person::players[i]->ally]->aitype = searchtype;
4171 if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
4172 Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
4173 Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
4174 Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
4178 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4179 if (!Person::players[i]->avoidsomething)
4180 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4182 XYZ leftpos, rightpos;
4183 float leftdist, rightdist;
4184 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4185 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4186 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4187 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4188 if (leftdist < rightdist)
4189 Person::players[i]->targetyaw += 90;
4191 Person::players[i]->targetyaw -= 90;
4196 Person::players[i]->leftkeydown = 0;
4197 Person::players[i]->backkeydown = 0;
4198 Person::players[i]->rightkeydown = 0;
4199 Person::players[i]->crouchkeydown = 0;
4200 Person::players[i]->attackkeydown = 0;
4202 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4203 Person::players[i]->jumpkeydown = 0;
4204 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
4205 Person::players[i]->jumpkeydown = 1;
4208 //retreiving a weapon on the ground
4209 if (Person::players[i]->aitype == getweapontype) {
4210 Person::players[i]->aiupdatedelay -= multiplier;
4211 Person::players[i]->lastchecktime -= multiplier;
4213 if (Person::players[i]->aiupdatedelay < 0) {
4214 Person::players[i]->aiupdatedelay = .2;
4217 if (Person::players[i]->ally < 0) {
4219 float closestdist = -1;
4220 for (unsigned k = 0; k < weapons.size(); k++)
4221 if (weapons[k].owner == -1) {
4222 float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
4223 if (closestdist == -1 || distance < closestdist) {
4224 closestdist = distance;
4230 Person::players[i]->ally = closest;
4232 Person::players[i]->ally = -1;
4235 Person::players[i]->lastseentime = 12;
4237 if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
4238 if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
4239 Person::players[i]->aitype = attacktypecutoff;
4240 Person::players[i]->lastseentime = 1;
4242 if (!Person::players[0]->dead)
4243 if (Person::players[i]->ally >= 0) {
4244 if (weapons[Person::players[i]->ally].owner != -1 ||
4245 distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
4246 Person::players[i]->aitype = attacktypecutoff;
4247 Person::players[i]->lastseentime = 1;
4249 //TODO: factor these out as moveToward()
4250 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
4251 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4252 Person::players[i]->aiupdatedelay = .05;
4253 Person::players[i]->forwardkeydown = 1;
4256 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
4257 if (!Person::players[i]->avoidsomething)
4258 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4260 XYZ leftpos, rightpos;
4261 float leftdist, rightdist;
4262 leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
4263 rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
4264 leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
4265 rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
4266 if (leftdist < rightdist)
4267 Person::players[i]->targetyaw += 90;
4269 Person::players[i]->targetyaw -= 90;
4274 Person::players[i]->leftkeydown = 0;
4275 Person::players[i]->backkeydown = 0;
4276 Person::players[i]->rightkeydown = 0;
4277 Person::players[i]->attackkeydown = 0;
4278 Person::players[i]->throwkeydown = 1;
4279 Person::players[i]->crouchkeydown = 0;
4280 if (Person::players[i]->animTarget != crouchremoveknifeanim &&
4281 Person::players[i]->animTarget != removeknifeanim)
4282 Person::players[i]->throwtogglekeydown = 0;
4283 Person::players[i]->drawkeydown = 0;
4285 if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
4286 Person::players[i]->jumpkeydown = 0;
4287 if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
4288 Person::players[i]->jumpkeydown = 1;
4291 if (Person::players[i]->aitype == attacktypecutoff) {
4292 Person::players[i]->aiupdatedelay -= multiplier;
4293 //dodge or reverse rabbit kicks, knife throws, flips
4294 if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
4295 if ((Person::players[0]->animTarget == rabbitkickanim ||
4296 Person::players[0]->animTarget == knifethrowanim ||
4297 (Person::players[0]->isFlip() &&
4298 normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
4299 !Person::players[0]->skeleton.free &&
4300 (Person::players[i]->aiupdatedelay < .1)) {
4301 Person::players[i]->attackkeydown = 0;
4302 if (Person::players[i]->isIdle())
4303 Person::players[i]->crouchkeydown = 1;
4304 if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
4305 if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
4306 if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
4307 if (abs(Random() % 2) == 0)
4308 Person::players[i]->setAnimation(backhandspringanim);
4310 Person::players[i]->setAnimation(rollanim);
4311 Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
4312 Person::players[i]->wentforweapon = 0;
4314 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
4315 Person::players[i]->setAnimation(flipanim);
4318 Person::players[i]->forwardkeydown = 0;
4319 Person::players[i]->aiupdatedelay = .02;
4321 //get confused by flips
4322 if (Person::players[0]->isFlip() &&
4323 !Person::players[0]->skeleton.free &&
4324 Person::players[0]->animTarget != walljumprightkickanim &&
4325 Person::players[0]->animTarget != walljumpleftkickanim) {
4326 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
4327 if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
4328 Person::players[i]->stunned = 1;
4330 //go for weapon on the ground
4331 if (Person::players[i]->wentforweapon < 3)
4332 for (unsigned k = 0; k < weapons.size(); k++)
4333 if (Person::players[i]->creature != wolftype)
4334 if (Person::players[i]->num_weapons == 0 &&
4335 weapons[k].owner == -1 &&
4336 weapons[i].velocity.x == 0 &&
4337 weapons[i].velocity.z == 0 &&
4338 weapons[i].velocity.y == 0) {
4339 if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
4340 Person::players[i]->wentforweapon++;
4341 Person::players[i]->lastchecktime = 6;
4342 Person::players[i]->aitype = getweapontype;
4343 Person::players[i]->ally = -1;
4346 //dodge/reverse walljump kicks
4347 if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
4348 if (Animation::animations[Person::players[i]->animTarget].height != highheight)
4349 if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
4350 ((Person::players[0]->animTarget == walljumprightkickanim ||
4351 Person::players[0]->animTarget == walljumpleftkickanim) &&
4352 ((Person::players[i]->aiupdatedelay < .15 &&
4354 (Person::players[i]->aiupdatedelay < .08 &&
4355 difficulty != 2)))) {
4356 Person::players[i]->crouchkeydown = 1;
4358 //walked off a ledge (?)
4359 if (Person::players[i]->isRun() && !Person::players[i]->onground)
4360 if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
4361 XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
4363 XYZ test = Person::players[i]->coords + Person::players[i]->facing;
4365 j = checkcollide(test2, test, Person::players[i]->laststanding);
4367 j = checkcollide(test2, test);
4369 Person::players[i]->velocity = 0;
4370 Person::players[i]->setAnimation(Person::players[i]->getStop());
4371 Person::players[i]->targetyaw += 180;
4372 Person::players[i]->stunned = .5;
4373 Person::players[i]->aitype = pathfindtype;
4374 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4375 Person::players[i]->finalpathfindpoint = -1;
4376 Person::players[i]->targetpathfindpoint = -1;
4377 Person::players[i]->lastpathfindpoint = -1;
4378 Person::players[i]->lastpathfindpoint2 = -1;
4379 Person::players[i]->lastpathfindpoint3 = -1;
4380 Person::players[i]->lastpathfindpoint4 = -1;
4382 Person::players[i]->laststanding = j;
4384 //lose sight of player in the air (?)
4385 if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
4386 Animation::animations[Person::players[0]->animTarget].height != highheight &&
4387 !Person::players[0]->onterrain) {
4388 Person::players[i]->aitype = pathfindtype;
4389 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4390 Person::players[i]->finalpathfindpoint = -1;
4391 Person::players[i]->targetpathfindpoint = -1;
4392 Person::players[i]->lastpathfindpoint = -1;
4393 Person::players[i]->lastpathfindpoint2 = -1;
4394 Person::players[i]->lastpathfindpoint3 = -1;
4395 Person::players[i]->lastpathfindpoint4 = -1;
4397 //it's time to think (?)
4398 if (Person::players[i]->aiupdatedelay < 0 &&
4399 !Animation::animations[Person::players[i]->animTarget].attack &&
4400 Person::players[i]->animTarget != staggerbackhighanim &&
4401 Person::players[i]->animTarget != staggerbackhardanim &&
4402 Person::players[i]->animTarget != backhandspringanim &&
4403 Person::players[i]->animTarget != dodgebackanim) {
4405 if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
4406 Person::players[i]->drawkeydown = Random() % 2;
4408 Person::players[i]->drawkeydown = 0;
4409 Person::players[i]->rabbitkickenabled = Random() % 2;
4411 XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
4412 XYZ targetpoint = Person::players[0]->coords;
4413 if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
4414 distsq(&rotatetarget, &Person::players[i]->coords))
4415 targetpoint += Person::players[0]->velocity *
4416 findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
4417 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
4418 Person::players[i]->lookyaw = Person::players[i]->targetyaw;
4419 Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
4421 if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
4422 Person::players[i]->forwardkeydown = 1;
4423 else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
4424 distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
4425 Person::players[0]->weaponactive != -1)
4426 Person::players[i]->forwardkeydown = 1;
4427 else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
4428 Person::players[i]->forwardkeydown = 1;
4430 Person::players[i]->forwardkeydown = 0;
4431 //chill out around the corpse
4432 if (Person::players[0]->dead) {
4433 Person::players[i]->forwardkeydown = 0;
4434 if (Random() % 10 == 0)
4435 Person::players[i]->forwardkeydown = 1;
4436 if (Random() % 100 == 0) {
4437 Person::players[i]->aitype = pathfindtype;
4438 Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
4439 Person::players[i]->finalpathfindpoint = -1;
4440 Person::players[i]->targetpathfindpoint = -1;
4441 Person::players[i]->lastpathfindpoint = -1;
4442 Person::players[i]->lastpathfindpoint2 = -1;
4443 Person::players[i]->lastpathfindpoint3 = -1;
4444 Person::players[i]->lastpathfindpoint4 = -1;
4447 Person::players[i]->leftkeydown = 0;
4448 Person::players[i]->backkeydown = 0;
4449 Person::players[i]->rightkeydown = 0;
4450 Person::players[i]->crouchkeydown = 0;
4451 Person::players[i]->throwkeydown = 0;
4453 if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
4454 Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
4456 if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
4457 Person::players[i]->attackkeydown = 1;
4459 Person::players[i]->attackkeydown = 0;
4460 if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
4461 Person::players[i]->attackkeydown = 0;
4464 if (Person::players[i]->aitype != playercontrolled &&
4465 (Person::players[i]->isIdle() ||
4466 Person::players[i]->isCrouch() ||
4467 Person::players[i]->isRun())) {
4469 for (unsigned j = 0; j < Person::players.size(); j++)
4470 if (j != i && !Person::players[j]->skeleton.free &&
4471 Person::players[j]->hasvictim &&
4472 (tutoriallevel == 1 && reversaltrain ||
4473 Random() % 2 == 0 && difficulty == 2 ||
4474 Random() % 4 == 0 && difficulty == 1 ||
4475 Random() % 8 == 0 && difficulty == 0 ||
4476 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
4477 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
4478 (Random() % 2 == 0 || difficulty == 2) ||
4479 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
4480 Person::players[j]->weaponactive != -1 ||
4481 Person::players[j]->animTarget == swordslashanim &&
4482 Person::players[i]->weaponactive != -1 ||
4483 Person::players[j]->animTarget == staffhitanim ||
4484 Person::players[j]->animTarget == staffspinhitanim))
4485 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
4486 Person::players[j]->victim == Person::players[i] &&
4487 (Person::players[j]->animTarget == sweepanim ||
4488 Person::players[j]->animTarget == spinkickanim ||
4489 Person::players[j]->animTarget == staffhitanim ||
4490 Person::players[j]->animTarget == staffspinhitanim ||
4491 Person::players[j]->animTarget == winduppunchanim ||
4492 Person::players[j]->animTarget == upunchanim ||
4493 Person::players[j]->animTarget == wolfslapanim ||
4494 Person::players[j]->animTarget == knifeslashstartanim ||
4495 Person::players[j]->animTarget == swordslashanim &&
4496 (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
4497 Person::players[i]->weaponactive != -1))) {
4504 Person::players[target]->Reverse();
4507 if (Person::players[i]->collided < 1)
4508 Person::players[i]->jumpkeydown = 0;
4509 if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
4510 distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
4511 Person::players[i]->onterrain &&
4512 Person::players[i]->creature == rabbittype)
4513 Person::players[i]->jumpkeydown = 1;
4514 //TODO: why are we controlling the human?
4515 if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
4516 Person::players[0]->jumpkeydown = 0;
4517 if (Person::players[0]->animTarget == jumpdownanim &&
4518 distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
4519 Person::players[i]->crouchkeydown = 1;
4520 if (Person::players[i]->jumpkeydown)
4521 Person::players[i]->attackkeydown = 0;
4523 if (tutoriallevel == 1)
4525 Person::players[i]->attackkeydown = 0;
4528 XYZ facing = Person::players[i]->coords;
4529 XYZ flatfacing = Person::players[0]->coords;
4530 facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
4531 flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
4532 if (Person::players[i]->occluded >= 2)
4533 if (-1 != checkcollide(facing, flatfacing)) {
4534 if (!Person::players[i]->pause)
4535 Person::players[i]->lastseentime -= .2;
4536 if (Person::players[i]->lastseentime <= 0 &&
4537 (Person::players[i]->creature != wolftype ||
4538 Person::players[i]->weaponstuck == -1)) {
4539 Person::players[i]->aitype = searchtype;
4540 Person::players[i]->lastchecktime = 12;
4541 Person::players[i]->lastseen = Person::players[0]->coords;
4542 Person::players[i]->lastseentime = 12;
4545 Person::players[i]->lastseentime = 1;
4548 if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
4549 (Person::players[i]->aitype == attacktypecutoff ||
4550 Person::players[i]->aitype == searchtype))
4551 if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
4552 XYZ test = Person::players[0]->coords;
4554 if (-1 == checkcollide(Person::players[0]->coords, test))
4555 Person::players[i]->stunned = 1;
4558 if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
4559 Person::players[i]->stunned > 0 ||
4560 Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
4561 if (Person::players[i]->pause)
4562 Person::players[i]->lastseentime = 1;
4563 Person::players[i]->targetyaw = Person::players[i]->yaw;
4564 Person::players[i]->forwardkeydown = 0;
4565 Person::players[i]->leftkeydown = 0;
4566 Person::players[i]->backkeydown = 0;
4567 Person::players[i]->rightkeydown = 0;
4568 Person::players[i]->jumpkeydown = 0;
4569 Person::players[i]->attackkeydown = 0;
4570 Person::players[i]->crouchkeydown = 0;
4571 Person::players[i]->throwkeydown = 0;
4579 XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
4580 facing = flatfacing;
4582 if (Person::players[i]->aitype == attacktypecutoff) {
4583 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
4584 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
4585 } else if (Person::players[i]->howactive >= typesleeping) {
4586 Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
4587 Person::players[i]->targetheadpitch = 0;
4589 if (Person::players[i]->interestdelay <= 0) {
4590 Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
4591 Person::players[i]->headtarget = Person::players[i]->coords;
4592 Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
4593 Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
4594 Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
4595 Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
4597 Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
4598 Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
4605 void updateSettingsMenu()
4608 if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
4609 sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
4611 sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
4612 Menu::setText(0, sbuf);
4613 Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
4614 if (newdetail == 0) Menu::setText(1, "Detail: Low");
4615 if (newdetail == 1) Menu::setText(1, "Detail: Medium");
4616 if (newdetail == 2) Menu::setText(1, "Detail: High");
4617 if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
4618 if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
4619 if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
4620 if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
4621 if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
4622 if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
4623 Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
4624 Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
4625 Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
4626 Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
4627 sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
4628 Menu::setText(10, sbuf);
4629 sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
4630 Menu::setText(11, sbuf);
4631 Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
4632 if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
4633 sprintf (sbuf, "Back");
4635 sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
4636 Menu::setText(8, sbuf);
4639 void updateStereoConfigMenu()
4642 sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
4643 Menu::setText(0, sbuf);
4644 sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
4645 Menu::setText(1, sbuf);
4646 sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
4647 Menu::setText(2, sbuf);
4650 void updateControlsMenu()
4652 Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
4653 Menu::setText(1, (string)"Back: " + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
4654 Menu::setText(2, (string)"Left: " + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
4655 Menu::setText(3, (string)"Right: " + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
4656 Menu::setText(4, (string)"Crouch: " + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
4657 Menu::setText(5, (string)"Jump: " + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
4658 Menu::setText(6, (string)"Draw: " + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
4659 Menu::setText(7, (string)"Throw: " + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
4660 Menu::setText(8, (string)"Attack: " + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
4662 Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
4666 Values of mainmenu :
4668 2 Menu pause (resume/end game)
4670 4 Controls configuration menu
4671 5 Main game menu (choose level or challenge)
4672 6 Deleting user menu
4673 7 User managment menu (select/add)
4674 8 Choose difficulty menu
4675 9 Challenge level selection menu
4676 10 End of the campaign congratulation (is that really a menu?)
4677 11 Same that 9 ??? => unused
4678 18 stereo configuration
4681 void Game::LoadMenu()
4687 Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
4688 Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
4689 Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
4690 Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
4693 Menu::addButton( 0, "", 10 + 20, 440);
4694 Menu::addButton(14, "", 10 + 400, 440);
4695 Menu::addButton( 1, "", 10 + 60, 405);
4696 Menu::addButton( 2, "", 10 + 70, 370);
4697 Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
4698 Menu::addButton( 4, "", 10 , 335);
4699 Menu::addButton( 5, "", 10 + 60, 300);
4700 Menu::addButton( 6, "", 10 + 70, 265);
4701 Menu::addButton( 9, "", 10 , 230);
4702 Menu::addButton(10, "", 20 , 195);
4703 Menu::addButton(11, "", 10 + 60, 160);
4704 Menu::addButton(13, "", 30 , 125);
4705 Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
4706 Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
4707 Menu::addButton(8, "Back", 10, 10);
4708 updateSettingsMenu();
4711 Menu::addButton(0, "", 10 , 400);
4712 Menu::addButton(1, "", 10 + 40, 360);
4713 Menu::addButton(2, "", 10 + 40, 320);
4714 Menu::addButton(3, "", 10 + 30, 280);
4715 Menu::addButton(4, "", 10 + 20, 240);
4716 Menu::addButton(5, "", 10 + 40, 200);
4717 Menu::addButton(6, "", 10 + 40, 160);
4718 Menu::addButton(7, "", 10 + 30, 120);
4719 Menu::addButton(8, "", 10 + 20, 80);
4721 Menu::addButton(9, "", 10 + 10, 40);
4722 Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
4723 updateControlsMenu();
4727 Menu::addLabel(-1, accountactive->getName(), 5, 400);
4728 Menu::addButton(1, "Tutorial", 5, 300);
4729 Menu::addButton(2, "Challenge", 5, 240);
4730 Menu::addButton(3, "Delete User", 400, 10);
4731 Menu::addButton(4, "Main Menu", 5, 10);
4732 Menu::addButton(5, "Change User", 5, 180);
4733 Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
4736 //with (2,-5) offset from old code
4737 Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
4739 int numlevels = accountactive->getCampaignChoicesMade();
4740 numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
4741 for (int i = 0; i < numlevels; i++) {
4742 XYZ midpoint = campaignlevels[i].getCenter();
4743 float itemsize = campaignlevels[i].getWidth();
4744 const bool active = i >= accountactive->getCampaignChoicesMade();
4749 XYZ start = campaignlevels[i - 1].getCenter();
4750 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);
4752 Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
4753 midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
4756 Menu::addMapLabel(-2, campaignlevels[i].description,
4757 campaignlevels[i].getStartX() + 10,
4758 campaignlevels[i].getStartY() - 4);
4764 Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
4765 Menu::addButton(1, "Yes", 10, 360);
4766 Menu::addButton(2, "No", 10, 320);
4769 if (Account::getNbAccounts() < 8)
4770 Menu::addButton(0, "New User", 10, 400);
4772 Menu::addLabel(0, "No More Users", 10, 400);
4773 Menu::addLabel(-2, "", 20, 400);
4774 Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
4775 for (int i = 0; i < Account::getNbAccounts(); i++)
4776 Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
4779 Menu::addButton(0, "Easier", 10, 400);
4780 Menu::addButton(1, "Difficult", 10, 360);
4781 Menu::addButton(2, "Insane", 10, 320);
4784 for (int i = 0; i < numchallengelevels; i++) {
4787 sprintf (temp, "Level %d", i + 1);
4788 for (int j = strlen(temp); j < 17; j++)
4791 sprintf (temp, "%d", (int)accountactive->getHighScore(i));
4792 for (int j = strlen(temp); j < (32 - 17); j++)
4795 sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
4796 if ((int)(accountactive->getFastTime(i)) % 60 < 10)
4799 sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
4802 Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
4805 Menu::addButton(-1, " High Score Best Time", 10, 440);
4806 Menu::addButton(numchallengelevels, "Back", 10, 10);
4809 Menu::addLabel(0, "Congratulations!", 220, 330);
4810 Menu::addLabel(1, "You have avenged your family and", 140, 300);
4811 Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
4812 Menu::addButton(3, "Back", 10, 10);
4814 sprintf(sbuf, "Your score: %d", (int)accountactive->getCampaignScore());
4815 Menu::addLabel(4, sbuf, 190, 200);
4816 sprintf(sbuf, "Highest score: %d", (int)accountactive->getCampaignHighScore());
4817 Menu::addLabel(5, sbuf, 190, 180);
4821 Menu::addButton(0, "", 70, 400);
4822 Menu::addButton(1, "", 10, 360);
4823 Menu::addButton(2, "", 40, 320);
4824 Menu::addButton(3, "Back", 10, 10);
4825 updateStereoConfigMenu();
4830 extern set<pair<int,int>> resolutions;
4835 selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
4837 // some specific case where we do something even if the left mouse button is not pressed.
4838 if ((mainmenu == 5) && (endgame == 2)) {
4839 accountactive->endGame();
4844 if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
4845 stereoseparation -= 0.001;
4846 updateStereoConfigMenu();
4849 static int oldmainmenu = mainmenu;
4851 if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
4852 set<pair<int,int>>::iterator newscreenresolution;
4858 if (gameon) { //resume
4860 pause_sound(stream_menutheme);
4861 resume_stream(leveltheme);
4863 fireSound(firestartsound);
4865 mainmenu = (accountactive ? 5 : 7);
4877 if (newscreenwidth > 3000)
4878 newscreenwidth = screenwidth;
4879 if (newscreenwidth < 0)
4880 newscreenwidth = screenwidth;
4881 if (newscreenheight > 3000)
4882 newscreenheight = screenheight;
4883 if (newscreenheight < 0)
4884 newscreenheight = screenheight;
4889 if (gameon) { //end game
4894 pause_sound(stream_menutheme);
4903 newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
4904 /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
4905 newscreenresolution++;
4906 if (newscreenresolution == resolutions.end()) {
4907 /* It was the last one (or not found), go back to the beginning */
4908 newscreenresolution = resolutions.begin();
4910 newscreenwidth = newscreenresolution->first;
4911 newscreenheight = newscreenresolution->second;
4920 if (bloodtoggle > 2)
4929 ismotionblur = !ismotionblur;
4935 musictoggle = !musictoggle;
4937 emit_stream_np(stream_menutheme);
4939 pause_sound(leveltheme);
4940 pause_sound(stream_fighttheme);
4941 pause_sound(stream_menutheme);
4943 for (int i = 0; i < 4; i++) {
4944 oldmusicvolume[i] = 0;
4958 mainmenu = gameon ? 2 : 1;
4961 invertmouse = !invertmouse;
4964 usermousesensitivity += .2;
4965 if (usermousesensitivity > 2)
4966 usermousesensitivity = .2;
4970 if (volume > 1.0001f)
4972 OPENAL_SetSFXMasterVolume((int)(volume * 255));
4976 newstereomode = stereomode;
4981 showdamagebar = !showdamagebar;
4987 updateSettingsMenu();
4992 if (selected < (debugmode ? 10 : 9) && keyselect == -1)
4993 keyselect = selected;
4994 if (keyselect != -1)
4996 if (selected == (debugmode ? 10 : 9)) {
5001 updateControlsMenu();
5006 if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
5007 startbonustotal = 0;
5016 whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
5017 actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
5020 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
5024 pause_sound(stream_menutheme);
5028 startbonustotal = 0;
5041 pause_sound(stream_menutheme);
5050 mainmenu = (gameon ? 2 : 1);
5056 vector<string> campaigns = ListCampaigns();
5057 vector<string>::iterator c;
5058 if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
5059 if (!campaigns.empty())
5060 accountactive->setCurrentCampaign(campaigns.front());
5063 if (c == campaigns.end())
5064 c = campaigns.begin();
5065 accountactive->setCurrentCampaign(*c);
5073 if (selected == 1) {
5075 accountactive = Account::destroy(accountactive);
5077 } else if (selected == 2) {
5084 if (selected == 0 && Account::getNbAccounts() < 8) {
5086 } else if (selected < Account::getNbAccounts() + 1) {
5089 accountactive = Account::get(selected - 1);
5090 } else if (selected == Account::getNbAccounts() + 1) {
5096 displaytext[0].clear();
5097 displayselected = 0;
5105 accountactive->setDifficulty(selected);
5109 if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
5113 startbonustotal = 0;
5117 targetlevel = selected;
5122 Loadlevel(selected);
5127 pause_sound(stream_menutheme);
5129 if (selected == numchallengelevels) {
5136 if (selected == 3) {
5144 stereoseparation += 0.001;
5147 if (selected == 0) {
5148 newstereomode = (StereoMode)(newstereomode + 1);
5149 while (!CanInitStereo(newstereomode)) {
5150 printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
5151 newstereomode = (StereoMode)(newstereomode + 1);
5152 if (newstereomode >= stereoCount)
5153 newstereomode = stereoNone;
5155 } else if (selected == 2) {
5156 stereoreverse = !stereoreverse;
5157 } else if (selected == 3) {
5161 stereomode = newstereomode;
5162 InitStereo(stereomode);
5165 updateStereoConfigMenu();
5170 OPENAL_SetFrequency(channels[stream_menutheme]);
5173 inputText(displaytext[0], &displayselected);
5174 if (!waiting) { // the input as finished
5175 if (!displaytext[0].empty()) { // with enter
5176 accountactive = Account::add(string(displaytext[0]));
5182 fireSound(firestartsound);
5184 displaytext[0].clear();
5186 displayselected = 0;
5192 displayblinkdelay -= multiplier;
5193 if (displayblinkdelay <= 0) {
5194 displayblinkdelay = .3;
5195 displayblink = !displayblink;
5200 Menu::setText(0, displaytext[0], 20, 400, -1, -1);
5201 Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
5204 if (oldmainmenu != mainmenu)
5206 oldmainmenu = mainmenu;
5212 static XYZ facing, flatfacing;
5215 for (int i = 0; i < 15; i++) {
5216 displaytime[i] += multiplier;
5221 if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
5222 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5223 stereoreverse = true;
5225 stereoreverse = false;
5228 printf("Stereo reversed\n");
5230 printf("Stereo unreversed\n");
5233 if (Input::isKeyDown(SDL_SCANCODE_F7)) {
5234 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5235 stereoseparation -= 0.001;
5237 stereoseparation -= 0.010;
5238 printf("Stereo decreased increased to %f\n", stereoseparation);
5241 if (Input::isKeyDown(SDL_SCANCODE_F8)) {
5242 if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
5243 stereoseparation += 0.001;
5245 stereoseparation += 0.010;
5246 printf("Stereo separation increased to %f\n", stereoseparation);
5250 if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
5251 if (tutorialstage != 51)
5252 tutorialstagetime = tutorialmaxtime;
5253 emit_sound_np(consolefailsound, 128.);
5257 Values of mainmenu :
5259 2 Menu pause (resume/end game)
5261 4 Controls configuration menu
5262 5 Main game menu (choose level or challenge)
5263 6 Deleting user menu
5264 7 User managment menu (select/add)
5265 8 Choose difficulty menu
5266 9 Challenge level selection menu
5267 10 End of the campaign congratulation (is that really a menu?)
5268 11 Same that 9 ??? => unused
5269 18 stereo configuration
5274 if (mainmenu && endgame == 1)
5276 //go to level select after completing a campaign level
5277 if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
5284 OPENAL_SetFrequency(OPENAL_ALL);
5285 emit_stream_np(stream_menutheme);
5286 pause_sound(leveltheme);
5290 //escape key pressed
5291 if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
5292 (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
5294 if (mainmenu == 0 && !winfreeze)
5295 mainmenu = 2; //pause
5296 else if (mainmenu == 1 || mainmenu == 2) {
5297 mainmenu = 0; //unpause
5300 if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
5301 OPENAL_SetFrequency(OPENAL_ALL);
5302 emit_stream_np(stream_menutheme);
5303 pause_sound(leveltheme);
5305 //on resume, play level music
5307 pause_sound(stream_menutheme);
5308 resume_stream(leveltheme);
5310 //finished with settings menu
5311 if (mainmenu == 3) {
5315 if (mainmenu >= 3 && mainmenu != 8) {
5323 mainmenu = gameon ? 2 : 1;
5345 hostiletime += multiplier;
5349 leveltime += multiplier;
5352 if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
5355 OPENAL_SetFrequency(OPENAL_ALL);
5359 if (Input::isKeyPressed(consolekey) && debugmode) {
5362 OPENAL_SetFrequency(OPENAL_ALL);
5371 if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
5372 inputText(consoletext[0], &consoleselected);
5374 if (!consoletext[0].empty()) {
5375 cmd_dispatch(consoletext[0]);
5376 for (int k = 14; k >= 1; k--) {
5377 consoletext[k] = consoletext[k - 1];
5379 consoletext[0].clear();
5380 consoleselected = 0;
5384 consoleblinkdelay -= multiplier;
5385 if (consoleblinkdelay <= 0) {
5386 consoleblinkdelay = .3;
5387 consoleblink = !consoleblink;
5391 static int oldwinfreeze;
5392 if (winfreeze && !oldwinfreeze) {
5393 OPENAL_SetFrequency(OPENAL_ALL);
5394 emit_sound_np(consolesuccesssound);
5397 oldwinfreeze = winfreeze;
5401 if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
5404 if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
5408 } else if (winfreeze) {
5416 if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
5419 static float talkdelay = 0;
5421 if (Dialog::inDialog())
5423 talkdelay -= multiplier;
5425 if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
5426 for (int i = 0; i < Dialog::dialogs.size(); i++) {
5427 Dialog::dialogs[i].tick(i);
5431 windvar += multiplier;
5432 smoketex += multiplier;
5433 tutorialstagetime += multiplier;
5436 static float hotspotvisual[40];
5437 if (Hotspot::hotspots.size()) {
5440 for (int i = 0; i < Hotspot::hotspots.size(); i++)
5441 hotspotvisual[i] -= multiplier / 320;
5443 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5444 while (hotspotvisual[i] < 0) {
5446 hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
5447 hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
5448 hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
5449 hotspotsprite += Hotspot::hotspots[i].position;
5450 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
5451 hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
5455 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
5456 if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
5457 Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
5463 if (tutoriallevel) {
5468 if (tutoriallevel != 1) {
5469 if (bonustime == 0 &&
5470 bonus != solidhit &&
5471 bonus != spinecrusher &&
5472 bonus != tracheotomy &&
5473 bonus != backstab &&
5475 emit_sound_np(consolesuccesssound);
5477 } else if (bonustime == 0) {
5478 emit_sound_np(fireendsound);
5480 if (bonustime == 0) {
5481 if (bonus != solidhit &&
5482 bonus != twoxcombo &&
5483 bonus != threexcombo &&
5484 bonus != fourxcombo &&
5488 bonusnum[bonus] += 0.15;
5491 bonusvalue /= bonusnum[bonus];
5492 bonustotal += bonusvalue;
5494 bonustime += multiplier;
5497 if (environment == snowyenvironment) {
5498 precipdelay -= multiplier;
5499 while (precipdelay < 0) {
5503 XYZ footvel, footpoint;
5506 footpoint = viewer + viewerfacing * 6;
5507 footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
5508 footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
5509 footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
5510 Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
5515 doAerialAcrobatics();
5518 static XYZ oldviewer;
5521 if (!Dialog::inDialog()) {
5522 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
5523 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
5524 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
5525 Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
5526 Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
5527 Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
5528 Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
5529 Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
5531 Person::players[0]->forwardkeydown = 0;
5532 Person::players[0]->leftkeydown = 0;
5533 Person::players[0]->backkeydown = 0;
5534 Person::players[0]->rightkeydown = 0;
5535 Person::players[0]->jumpkeydown = 0;
5536 Person::players[0]->crouchkeydown = 0;
5537 Person::players[0]->drawkeydown = 0;
5538 Person::players[0]->throwkeydown = 0;
5541 if (!Person::players[0]->jumpkeydown)
5542 Person::players[0]->jumpclimb = 0;
5545 if (Dialog::inDialog()) {
5547 if (Dialog::directing) {
5551 facing = DoRotation(facing, -pitch, 0, 0);
5552 facing = DoRotation(facing, 0, 0 - yaw, 0);
5557 flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
5559 if (Input::isKeyDown(forwardkey))
5560 viewer += facing * multiplier * 4;
5561 if (Input::isKeyDown(backkey))
5562 viewer -= facing * multiplier * 4;
5563 if (Input::isKeyDown(leftkey))
5564 viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
5565 if (Input::isKeyDown(rightkey))
5566 viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
5567 if (Input::isKeyDown(jumpkey))
5568 viewer.y += multiplier * 4;
5569 if (Input::isKeyDown(crouchkey))
5570 viewer.y -= multiplier * 4;
5571 if ( Input::isKeyPressed(SDL_SCANCODE_1) ||
5572 Input::isKeyPressed(SDL_SCANCODE_2) ||
5573 Input::isKeyPressed(SDL_SCANCODE_3) ||
5574 Input::isKeyPressed(SDL_SCANCODE_4) ||
5575 Input::isKeyPressed(SDL_SCANCODE_5) ||
5576 Input::isKeyPressed(SDL_SCANCODE_6) ||
5577 Input::isKeyPressed(SDL_SCANCODE_7) ||
5578 Input::isKeyPressed(SDL_SCANCODE_8) ||
5579 Input::isKeyPressed(SDL_SCANCODE_9) ||
5580 Input::isKeyPressed(SDL_SCANCODE_0) ||
5581 Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
5583 if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
5584 if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
5585 if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
5586 if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
5587 if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
5588 if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
5589 if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
5590 if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
5591 if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
5592 if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
5593 if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
5595 if (whichend != -1) {
5596 Dialog::currentScene().participantfocus = whichend;
5597 Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
5598 Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
5600 if (whichend == -1) {
5601 Dialog::currentScene().participantfocus = -1;
5603 /* FIXME: potentially accessing -1 in Person::players! */
5604 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5605 Dialog::indialogue = -1;
5606 Dialog::directing = false;
5609 Dialog::currentScene().camera = viewer;
5610 Dialog::currentScene().camerayaw = yaw;
5611 Dialog::currentScene().camerapitch = pitch;
5612 Dialog::indialogue++;
5613 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5614 if (Dialog::currentScene().sound != 0) {
5615 playdialoguescenesound();
5619 for (unsigned j = 0; j < Person::players.size(); j++) {
5620 Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
5623 //TODO: should these be KeyDown or KeyPressed?
5624 if ( Input::isKeyDown(SDL_SCANCODE_KP_1) ||
5625 Input::isKeyDown(SDL_SCANCODE_KP_2) ||
5626 Input::isKeyDown(SDL_SCANCODE_KP_3) ||
5627 Input::isKeyDown(SDL_SCANCODE_KP_4) ||
5628 Input::isKeyDown(SDL_SCANCODE_KP_5) ||
5629 Input::isKeyDown(SDL_SCANCODE_KP_6) ||
5630 Input::isKeyDown(SDL_SCANCODE_KP_7) ||
5631 Input::isKeyDown(SDL_SCANCODE_KP_8) ||
5632 Input::isKeyDown(SDL_SCANCODE_KP_9) ||
5633 Input::isKeyDown(SDL_SCANCODE_KP_0)) {
5635 if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
5636 if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
5637 if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
5638 if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
5639 if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
5640 if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
5641 if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
5642 if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
5643 if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
5644 if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
5645 Dialog::currentScene().participantfacing[whichend] = facing;
5647 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5648 Dialog::indialogue = -1;
5649 Dialog::directing = false;
5653 if (!Dialog::directing) {
5654 pause_sound(whooshsound);
5655 viewer = Dialog::currentScene().camera;
5656 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
5657 yaw = Dialog::currentScene().camerayaw;
5658 pitch = Dialog::currentScene().camerapitch;
5659 if (Dialog::dialoguetime > 0.5) {
5660 if (Input::isKeyPressed(attackkey)) {
5661 Dialog::indialogue++;
5662 if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
5663 if (Dialog::currentScene().sound != 0) {
5664 playdialoguescenesound();
5665 if (Dialog::currentScene().sound == -5) {
5666 Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
5668 if (Dialog::currentScene().sound == -6) {
5672 if (Person::players[Dialog::currentScene().participantfocus]->dead) {
5673 Dialog::indialogue = -1;
5674 Dialog::directing = false;
5681 if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
5682 Dialog::indialogue = -1;
5683 Dialog::directing = false;
5685 if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
5688 if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
5691 if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
5693 for (unsigned i = 1; i < Person::players.size(); i++) {
5694 Person::players[i]->aitype = attacktypecutoff;
5701 if (!Person::players[0]->jumpkeydown) {
5702 Person::players[0]->jumptogglekeydown = 0;
5704 if (Person::players[0]->jumpkeydown &&
5705 Person::players[0]->animTarget != jumpupanim &&
5706 Person::players[0]->animTarget != jumpdownanim &&
5707 !Person::players[0]->isFlip())
5708 Person::players[0]->jumptogglekeydown = 1;
5711 Dialog::dialoguetime += multiplier;
5712 hawkyaw += multiplier * 25;
5714 realhawkcoords.x = 25;
5715 realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
5716 hawkcalldelay -= multiplier / 2;
5718 if (hawkcalldelay <= 0) {
5719 emit_sound_at(hawksound, realhawkcoords);
5721 hawkcalldelay = 16 + abs(Random() % 8);
5728 doPlayerCollisions();
5732 for (unsigned k = 0; k < Person::players.size(); k++)
5733 if (k != 0 && Person::players[k]->immobile)
5734 Person::players[k]->coords = Person::players[k]->realoldcoords;
5736 for (unsigned k = 0; k < Person::players.size(); k++) {
5737 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5738 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
5739 Person::players[k]->DoDamage(1000);
5745 static bool respawnkeydown;
5746 if (!editorenabled &&
5747 (whichlevel != -2 &&
5748 (Input::isKeyDown(SDL_SCANCODE_Z) &&
5749 Input::isKeyDown(SDL_SCANCODE_LGUI) &&
5751 (Input::isKeyDown(jumpkey) &&
5754 Person::players[0]->dead))) {
5755 targetlevel = whichlevel;
5759 if (!Input::isKeyDown(jumpkey))
5761 if (Input::isKeyDown(jumpkey))
5767 static bool movekey;
5770 for (unsigned i = 0; i < Person::players.size(); i++) {
5771 static float oldtargetyaw;
5772 if (!Person::players[i]->skeleton.free) {
5773 oldtargetyaw = Person::players[i]->targetyaw;
5774 if (i == 0 && !Dialog::inDialog()) {
5775 //TODO: refactor repetitive code
5776 if (!Animation::animations[Person::players[0]->animTarget].attack &&
5777 Person::players[0]->animTarget != staggerbackhighanim &&
5778 Person::players[0]->animTarget != staggerbackhardanim &&
5779 Person::players[0]->animTarget != crouchremoveknifeanim &&
5780 Person::players[0]->animTarget != removeknifeanim &&
5781 Person::players[0]->animTarget != backhandspringanim &&
5782 Person::players[0]->animTarget != dodgebackanim &&
5783 Person::players[0]->animTarget != walljumprightkickanim &&
5784 Person::players[0]->animTarget != walljumpleftkickanim) {
5786 Person::players[0]->targetyaw = 0;
5788 Person::players[0]->targetyaw = -yaw + 180;
5794 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5796 facing = flatfacing;
5798 facing = DoRotation(facing, -pitch, 0, 0);
5799 facing = DoRotation(facing, 0, 0 - yaw, 0);
5802 Person::players[0]->lookyaw = -yaw;
5804 Person::players[i]->targetheadyaw = yaw;
5805 Person::players[i]->targetheadpitch = pitch;
5807 if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
5808 if (!Animation::animations[Person::players[i]->animTarget].attack &&
5809 Person::players[i]->animTarget != staggerbackhighanim &&
5810 Person::players[i]->animTarget != staggerbackhardanim &&
5811 Person::players[i]->animTarget != crouchremoveknifeanim &&
5812 Person::players[i]->animTarget != removeknifeanim &&
5813 Person::players[i]->animTarget != backhandspringanim &&
5814 Person::players[i]->animTarget != dodgebackanim &&
5815 Person::players[i]->animTarget != walljumprightkickanim &&
5816 Person::players[i]->animTarget != walljumpleftkickanim) {
5817 Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
5823 flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
5825 facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
5826 facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
5828 Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
5829 Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
5831 if (Dialog::inDialog()) {
5832 Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
5833 Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
5839 Person::players[i]->avoidsomething = 0;
5841 //avoid flaming things
5842 for (int j = 0; j < objects.numobjects; j++)
5843 if (objects.onfire[j])
5844 if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
5845 if ( distsq(&Person::players[i]->coords, &objects.position[j]) <
5846 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5847 Person::players[i]->collided = 0;
5848 Person::players[i]->avoidcollided = 1;
5849 if (Person::players[i]->avoidsomething == 0 ||
5850 distsq(&Person::players[i]->coords, &objects.position[j]) <
5851 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5852 Person::players[i]->avoidwhere = objects.position[j];
5853 Person::players[i]->avoidsomething = 1;
5857 //avoid flaming players
5858 for (unsigned j = 0; j < Person::players.size(); j++)
5859 if (Person::players[j]->onfire)
5860 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
5861 if ( distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5862 distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
5863 Person::players[i]->collided = 0;
5864 Person::players[i]->avoidcollided = 1;
5865 if (Person::players[i]->avoidsomething == 0 ||
5866 distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
5867 distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
5868 Person::players[i]->avoidwhere = Person::players[j]->coords;
5869 Person::players[i]->avoidsomething = 1;
5873 if (Person::players[i]->collided > .8)
5874 Person::players[i]->avoidcollided = 0;
5878 if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
5879 //Person::players[i]->targetyaw=Person::players[i]->yaw;
5880 Person::players[i]->forwardkeydown = 0;
5881 Person::players[i]->leftkeydown = 0;
5882 Person::players[i]->backkeydown = 0;
5883 Person::players[i]->rightkeydown = 0;
5884 Person::players[i]->jumpkeydown = 0;
5885 Person::players[i]->attackkeydown = 0;
5886 //Person::players[i]->crouchkeydown=0;
5887 Person::players[i]->throwkeydown = 0;
5890 if (Dialog::inDialog()) {
5891 Person::players[i]->forwardkeydown = 0;
5892 Person::players[i]->leftkeydown = 0;
5893 Person::players[i]->backkeydown = 0;
5894 Person::players[i]->rightkeydown = 0;
5895 Person::players[i]->jumpkeydown = 0;
5896 Person::players[i]->crouchkeydown = 0;
5897 Person::players[i]->drawkeydown = 0;
5898 Person::players[i]->throwkeydown = 0;
5901 if (Person::players[i]->collided < -.3)
5902 Person::players[i]->collided = -.3;
5903 if (Person::players[i]->collided > 1)
5904 Person::players[i]->collided = 1;
5905 Person::players[i]->collided -= multiplier * 4;
5906 Person::players[i]->whichdirectiondelay -= multiplier;
5907 if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
5908 Person::players[i]->avoidcollided = -.3;
5909 Person::players[i]->whichdirection = abs(Random() % 2);
5910 Person::players[i]->whichdirectiondelay = .4;
5912 if (Person::players[i]->avoidcollided > 1)
5913 Person::players[i]->avoidcollided = 1;
5914 Person::players[i]->avoidcollided -= multiplier / 4;
5915 if (!Person::players[i]->skeleton.free) {
5916 Person::players[i]->stunned -= multiplier;
5917 Person::players[i]->surprised -= multiplier;
5919 if (i != 0 && Person::players[i]->surprised <= 0 &&
5920 Person::players[i]->aitype == attacktypecutoff &&
5921 !Person::players[i]->dead &&
5922 !Person::players[i]->skeleton.free &&
5923 Animation::animations[Person::players[i]->animTarget].attack == neutral)
5926 if (!Person::players[i]->throwkeydown)
5927 Person::players[i]->throwtogglekeydown = 0;
5930 if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
5931 if (Person::players[i]->weaponactive == -1 &&
5932 Person::players[i]->num_weapons < 2 &&
5933 (Person::players[i]->isIdle() ||
5934 Person::players[i]->isCrouch() ||
5935 Person::players[i]->animTarget == sneakanim ||
5936 Person::players[i]->animTarget == rollanim ||
5937 Person::players[i]->animTarget == backhandspringanim ||
5938 Person::players[i]->isFlip() ||
5939 Person::players[i]->aitype != playercontrolled)) {
5940 for (unsigned j = 0; j < weapons.size(); j++) {
5941 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5942 Person::players[i]->aitype == playercontrolled) &&
5943 weapons[j].owner == -1 &&
5944 Person::players[i]->weaponactive == -1)
5945 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
5946 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
5947 if (Person::players[i]->isCrouch() ||
5948 Person::players[i]->animTarget == sneakanim ||
5949 Person::players[i]->isRun() ||
5950 Person::players[i]->isIdle() ||
5951 Person::players[i]->aitype != playercontrolled) {
5952 Person::players[i]->throwtogglekeydown = 1;
5953 Person::players[i]->setAnimation(crouchremoveknifeanim);
5954 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5955 Person::players[i]->hasvictim = 0;
5957 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
5958 Person::players[i]->throwtogglekeydown = 1;
5959 Person::players[i]->hasvictim = 0;
5961 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
5962 Person::players[i]->aitype == playercontrolled) &&
5963 weapons[j].owner == -1 ||
5964 Person::players[i]->victim &&
5965 weapons[j].owner == int(Person::players[i]->victim->id))
5966 if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
5967 if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
5968 if (weapons[j].getType() != staff)
5969 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
5971 Person::players[i]->takeWeapon(j);
5974 } else if ((Person::players[i]->isIdle() ||
5975 Person::players[i]->isFlip() ||
5976 Person::players[i]->aitype != playercontrolled) &&
5977 distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
5978 Person::players[i]->coords.y < weapons[j].position.y) {
5979 if (!Person::players[i]->isFlip()) {
5980 Person::players[i]->throwtogglekeydown = 1;
5981 Person::players[i]->setAnimation(removeknifeanim);
5982 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
5984 if (Person::players[i]->isFlip()) {
5985 Person::players[i]->throwtogglekeydown = 1;
5986 Person::players[i]->hasvictim = 0;
5988 for (unsigned k = 0; k < weapons.size(); k++) {
5989 if (Person::players[i]->weaponactive == -1)
5990 if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
5991 Person::players[i]->aitype == playercontrolled) &&
5992 weapons[k].owner == -1 ||
5993 Person::players[i]->victim &&
5994 weapons[k].owner == int(Person::players[i]->victim->id))
5995 if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
5996 Person::players[i]->weaponactive == -1) {
5997 if (weapons[k].getType() != staff)
5998 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6000 Person::players[i]->takeWeapon(k);
6007 if (Person::players[i]->isCrouch() ||
6008 Person::players[i]->animTarget == sneakanim ||
6009 Person::players[i]->isRun() ||
6010 Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
6011 Person::players[i]->animTarget == backhandspringanim) {
6012 if (Person::players.size() > 1)
6013 for (unsigned j = 0; j < Person::players.size(); j++) {
6014 if (Person::players[i]->weaponactive == -1)
6016 if (Person::players[j]->num_weapons &&
6017 Person::players[j]->skeleton.free &&
6018 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
6019 (((Person::players[j]->skeleton.forward.y < 0 &&
6020 Person::players[j]->weaponstuckwhere == 0) ||
6021 (Person::players[j]->skeleton.forward.y > 0 &&
6022 Person::players[j]->weaponstuckwhere == 1)) ||
6023 Person::players[j]->weaponstuck == -1 ||
6024 Person::players[j]->num_weapons > 1)) {
6025 if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
6026 Person::players[i]->throwtogglekeydown = 1;
6027 Person::players[i]->victim = Person::players[j];
6028 Person::players[i]->hasvictim = 1;
6029 Person::players[i]->setAnimation(crouchremoveknifeanim);
6030 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6032 if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
6033 Person::players[i]->throwtogglekeydown = 1;
6034 Person::players[i]->victim = Person::players[j];
6035 Person::players[i]->hasvictim = 1;
6036 int k = Person::players[j]->weaponids[0];
6037 if (Person::players[i]->hasvictim) {
6040 if (Person::players[i]->victim->weaponstuck != -1) {
6041 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6046 if (weapons[k].getType() != staff)
6047 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
6050 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
6052 if (weapons[k].owner != -1) {
6053 if (Person::players[i]->victim->num_weapons == 1)
6054 Person::players[i]->victim->num_weapons = 0;
6056 Person::players[i]->victim->num_weapons = 1;
6058 Person::players[i]->victim->skeleton.longdead = 0;
6059 Person::players[i]->victim->skeleton.free = 1;
6060 Person::players[i]->victim->skeleton.broken = 0;
6062 for (int l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
6063 Person::players[i]->victim->skeleton.joints[l].velchange = 0;
6064 Person::players[i]->victim->skeleton.joints[l].locked = 0;
6070 Normalise(&relative);
6071 XYZ footvel, footpoint;
6073 footpoint = weapons[k].position;
6074 if (Person::players[i]->victim->weaponstuck != -1) {
6075 if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
6077 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
6078 weapons[k].bloody = 2;
6079 weapons[k].blooddrip = 5;
6080 Person::players[i]->victim->weaponstuck = -1;
6081 Person::players[i]->victim->bloodloss += 2000;
6082 Person::players[i]->victim->DoDamage(2000);
6085 if (Person::players[i]->victim->num_weapons > 0) {
6086 if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
6087 Person::players[i]->victim->weaponstuck = 0;
6088 if (Person::players[i]->victim->weaponids[0] == k)
6089 Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
6092 Person::players[i]->victim->weaponactive = -1;
6094 Person::players[i]->victim->jointVel(abdomen) += relative * 6;
6095 Person::players[i]->victim->jointVel(neck) += relative * 6;
6096 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
6097 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
6099 Person::players[i]->takeWeapon(k);
6106 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6107 if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6108 if (Person::players[i]->isIdle() ||
6109 Person::players[i]->isRun() ||
6110 Person::players[i]->isCrouch() ||
6111 Person::players[i]->animTarget == sneakanim ||
6112 Person::players[i]->isFlip())
6113 if (Person::players.size() > 1)
6114 for (unsigned j = 0; j < Person::players.size(); j++) {
6116 if (tutoriallevel != 1 || tutorialstage == 49)
6118 if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
6119 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
6120 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
6121 !Person::players[j]->skeleton.free &&
6122 -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)) {
6123 if (!Person::players[i]->isFlip()) {
6124 Person::players[i]->throwtogglekeydown = 1;
6125 Person::players[i]->victim = Person::players[j];
6126 Person::players[i]->setAnimation(knifethrowanim);
6127 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
6128 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
6130 if (Person::players[i]->isFlip()) {
6131 if (Person::players[i]->weaponactive != -1) {
6132 Person::players[i]->throwtogglekeydown = 1;
6133 Person::players[i]->victim = Person::players[j];
6135 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);
6138 aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
6140 weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, false);
6141 Person::players[i]->num_weapons--;
6142 if (Person::players[i]->num_weapons) {
6143 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6145 Person::players[i]->weaponactive = -1;
6152 if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
6153 if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
6154 Person::players[i]->throwtogglekeydown = 1;
6155 XYZ tempVelocity = Person::players[i]->velocity * .2;
6156 if (tempVelocity.x == 0)
6157 tempVelocity.x = .1;
6158 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
6159 Person::players[i]->num_weapons--;
6160 if (Person::players[i]->num_weapons) {
6161 Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
6162 if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
6163 Person::players[i]->weaponstuck = 0;
6166 Person::players[i]->weaponactive = -1;
6167 for (unsigned j = 0; j < Person::players.size(); j++) {
6168 Person::players[j]->wentforweapon = 0;
6176 if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
6177 if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
6178 (Person::players[i]->num_weapons == 2) &&
6179 (Person::players[i]->weaponactive == -1) &&
6180 Person::players[i]->isIdle() ||
6181 Person::players[0]->dead &&
6182 (Person::players[i]->weaponactive != -1) &&
6185 if (Person::players[i]->weaponactive != -1)
6186 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
6188 if (isgood && Person::players[i]->creature != wolftype) {
6189 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6190 Person::players[i]->setAnimation(drawrightanim);
6191 Person::players[i]->drawtogglekeydown = 1;
6193 if ((Person::players[i]->isIdle() ||
6194 (Person::players[i]->aitype != playercontrolled &&
6195 Person::players[0]->weaponactive != -1 &&
6196 Person::players[i]->isRun())) &&
6197 Person::players[i]->num_weapons &&
6198 weapons[Person::players[i]->weaponids[0]].getType() == sword) {
6199 Person::players[i]->setAnimation(drawleftanim);
6200 Person::players[i]->drawtogglekeydown = 1;
6202 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
6203 Person::players[i]->setAnimation(crouchdrawrightanim);
6204 Person::players[i]->drawtogglekeydown = 1;
6211 if (Person::players[i]->weaponactive != -1) {
6212 if (Person::players[i]->isCrouch() &&
6213 weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
6215 Person::players[i]->onterrain &&
6216 Person::players[i]->num_weapons &&
6217 Person::players[i]->attackkeydown &&
6218 musictype != stream_fighttheme) {
6219 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
6220 Person::players[i]->setAnimation(crouchstabanim);
6221 if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
6222 Person::players[i]->setAnimation(swordgroundstabanim);
6223 Person::players[i]->hasvictim = 0;
6227 if (!Person::players[i]->drawkeydown)
6228 Person::players[i]->drawtogglekeydown = 0;
6233 absflatfacing.z = -1;
6235 absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
6237 absflatfacing = flatfacing;
6239 if (Dialog::inDialog()) {
6240 Person::players[i]->forwardkeydown = 0;
6241 Person::players[i]->leftkeydown = 0;
6242 Person::players[i]->backkeydown = 0;
6243 Person::players[i]->rightkeydown = 0;
6244 Person::players[i]->jumpkeydown = 0;
6245 Person::players[i]->crouchkeydown = 0;
6246 Person::players[i]->drawkeydown = 0;
6247 Person::players[i]->throwkeydown = 0;
6251 if (!Animation::animations[Person::players[i]->animTarget].attack &&
6252 Person::players[i]->animTarget != staggerbackhighanim &&
6253 Person::players[i]->animTarget != staggerbackhardanim &&
6254 Person::players[i]->animTarget != backhandspringanim &&
6255 Person::players[i]->animTarget != dodgebackanim) {
6256 if (!Person::players[i]->forwardkeydown)
6257 Person::players[i]->forwardstogglekeydown = 0;
6258 if (Person::players[i]->crouchkeydown) {
6262 Person::players[i]->superruntoggle = 1;
6263 if (Person::players.size() > 1)
6264 for (unsigned j = 0; j < Person::players.size(); j++)
6265 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
6266 if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
6267 Person::players[i]->superruntoggle = 0;
6270 if (Person::players.size() > 1)
6271 for (unsigned j = 0; j < Person::players.size(); j++) {
6272 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
6273 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6274 Person::players[j]->victim == Person::players[i] &&
6275 (Person::players[j]->animTarget == sweepanim ||
6276 Person::players[j]->animTarget == upunchanim ||
6277 Person::players[j]->animTarget == wolfslapanim ||
6278 ((Person::players[j]->animTarget == swordslashanim ||
6279 Person::players[j]->animTarget == knifeslashstartanim ||
6280 Person::players[j]->animTarget == staffhitanim ||
6281 Person::players[j]->animTarget == staffspinhitanim) &&
6282 distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
6291 Person::players[target]->Reverse();
6292 Person::players[i]->lowreversaldelay = .5;
6294 if (Person::players[i]->isIdle()) {
6295 Person::players[i]->setAnimation(Person::players[i]->getCrouch());
6296 Person::players[i]->transspeed = 10;
6298 if (Person::players[i]->isRun() ||
6299 (Person::players[i]->isStop() &&
6300 (Person::players[i]->leftkeydown ||
6301 Person::players[i]->rightkeydown ||
6302 Person::players[i]->forwardkeydown ||
6303 Person::players[i]->backkeydown))) {
6304 Person::players[i]->setAnimation(rollanim);
6305 Person::players[i]->transspeed = 20;
6308 if (!Person::players[i]->crouchkeydown) {
6310 if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
6311 Person::players[i]->superruntoggle = 0;
6313 if (Person::players[i]->isCrouch()) {
6314 if (Person::players.size() > 1)
6315 for (unsigned j = 0; j < Person::players.size(); j++) {
6317 !Person::players[j]->skeleton.free &&
6318 Person::players[j]->victim &&
6319 Person::players[i]->highreversaldelay <= 0) {
6320 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6321 Person::players[j]->victim == Person::players[i] &&
6322 (Person::players[j]->animTarget == spinkickanim) &&
6323 Person::players[i]->isCrouch()) {
6332 Person::players[target]->Reverse();
6333 Person::players[i]->highreversaldelay = .5;
6335 if (Person::players[i]->isCrouch()) {
6336 if (!Person::players[i]->wasCrouch()) {
6337 Person::players[i]->animCurrent = Person::players[i]->getCrouch();
6338 Person::players[i]->frameCurrent = 0;
6340 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6341 Person::players[i]->transspeed = 10;
6344 if (Person::players[i]->animTarget == sneakanim) {
6345 Person::players[i]->setAnimation(Person::players[i]->getIdle());
6346 Person::players[i]->transspeed = 10;
6349 if (Person::players[i]->forwardkeydown) {
6350 if (Person::players[i]->isIdle() ||
6351 (Person::players[i]->isStop() &&
6352 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6353 (Person::players[i]->isLanding() &&
6354 Person::players[i]->frameTarget > 0 &&
6355 !Person::players[i]->jumpkeydown) ||
6356 (Person::players[i]->isLandhard() &&
6357 Person::players[i]->frameTarget > 0 &&
6358 !Person::players[i]->jumpkeydown &&
6359 Person::players[i]->crouchkeydown)) {
6360 if (Person::players[i]->aitype == passivetype)
6361 Person::players[i]->setAnimation(walkanim);
6363 Person::players[i]->setAnimation(Person::players[i]->getRun());
6365 if (Person::players[i]->isCrouch()) {
6366 Person::players[i]->animTarget = sneakanim;
6367 if (Person::players[i]->wasCrouch())
6368 Person::players[i]->target = 0;
6369 Person::players[i]->frameTarget = 0;
6371 if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
6372 Person::players[i]->setAnimation(climbanim);
6373 Person::players[i]->frameTarget = 1;
6374 Person::players[i]->jumpclimb = 1;
6376 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6377 Person::players[i]->velocity += absflatfacing * 5 * multiplier;
6379 Person::players[i]->forwardstogglekeydown = 1;
6382 if (Person::players[i]->rightkeydown) {
6383 if (Person::players[i]->isIdle() ||
6384 (Person::players[i]->isStop() &&
6385 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6386 (Person::players[i]->isLanding() &&
6387 Person::players[i]->frameTarget > 0 &&
6388 !Person::players[i]->jumpkeydown) ||
6389 (Person::players[i]->isLandhard() &&
6390 Person::players[i]->frameTarget > 0 &&
6391 !Person::players[i]->jumpkeydown &&
6392 Person::players[i]->crouchkeydown)) {
6393 Person::players[i]->setAnimation(Person::players[i]->getRun());
6395 if (Person::players[i]->isCrouch()) {
6396 Person::players[i]->animTarget = sneakanim;
6397 if (Person::players[i]->wasCrouch())
6398 Person::players[i]->target = 0;
6399 Person::players[i]->frameTarget = 0;
6401 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6402 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6404 Person::players[i]->targetyaw -= 90;
6405 if (Person::players[i]->forwardkeydown)
6406 Person::players[i]->targetyaw += 45;
6407 if (Person::players[i]->backkeydown)
6408 Person::players[i]->targetyaw -= 45;
6411 if ( Person::players[i]->leftkeydown) {
6412 if (Person::players[i]->isIdle() ||
6413 (Person::players[i]->isStop() &&
6414 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6415 (Person::players[i]->isLanding() &&
6416 Person::players[i]->frameTarget > 0 &&
6417 !Person::players[i]->jumpkeydown) ||
6418 (Person::players[i]->isLandhard() &&
6419 Person::players[i]->frameTarget > 0 &&
6420 !Person::players[i]->jumpkeydown &&
6421 Person::players[i]->crouchkeydown)) {
6422 Person::players[i]->setAnimation(Person::players[i]->getRun());
6424 if (Person::players[i]->isCrouch()) {
6425 Person::players[i]->animTarget = sneakanim;
6426 if (Person::players[i]->wasCrouch())
6427 Person::players[i]->target = 0;
6428 Person::players[i]->frameTarget = 0;
6430 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6431 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
6433 Person::players[i]->targetyaw += 90;
6434 if (Person::players[i]->forwardkeydown)
6435 Person::players[i]->targetyaw -= 45;
6436 if (Person::players[i]->backkeydown)
6437 Person::players[i]->targetyaw += 45;
6440 if (Person::players[i]->backkeydown) {
6441 if (Person::players[i]->isIdle() ||
6442 (Person::players[i]->isStop() &&
6443 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
6444 (Person::players[i]->isLanding() &&
6445 Person::players[i]->frameTarget > 0 &&
6446 !Person::players[i]->jumpkeydown) ||
6447 (Person::players[i]->isLandhard() &&
6448 Person::players[i]->frameTarget > 0 &&
6449 !Person::players[i]->jumpkeydown &&
6450 Person::players[i]->crouchkeydown)) {
6451 Person::players[i]->setAnimation(Person::players[i]->getRun());
6453 if (Person::players[i]->isCrouch()) {
6454 Person::players[i]->animTarget = sneakanim;
6455 if (Person::players[i]->wasCrouch())
6456 Person::players[i]->target = 0;
6457 Person::players[i]->frameTarget = 0;
6459 if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
6460 Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
6462 if (Person::players[i]->animTarget == hanganim) {
6463 Person::players[i]->animCurrent = jumpdownanim;
6464 Person::players[i]->animTarget = jumpdownanim;
6465 Person::players[i]->target = 0;
6466 Person::players[i]->frameCurrent = 0;
6467 Person::players[i]->frameTarget = 1;
6468 Person::players[i]->velocity = 0;
6469 Person::players[i]->velocity.y += gravity;
6470 Person::players[i]->coords.y -= 1.4;
6471 Person::players[i]->grabdelay = 1;
6473 if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
6474 Person::players[i]->targetyaw += 180;
6477 if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
6478 if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
6479 Person::players[i]->isRun() ||
6480 Person::players[i]->animTarget == walkanim ||
6481 Person::players[i]->isCrouch() ||
6482 Person::players[i]->animTarget == sneakanim) &&
6483 Person::players[i]->jumppower > 1) &&
6484 ((Person::players[i]->animTarget != rabbitrunninganim &&
6485 Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
6486 Person::players[i]->jumpstart = 0;
6487 Person::players[i]->setAnimation(jumpupanim);
6488 Person::players[i]->yaw = Person::players[i]->targetyaw;
6489 Person::players[i]->transspeed = 20;
6490 Person::players[i]->FootLand(leftfoot, 1);
6491 Person::players[i]->FootLand(rightfoot, 1);
6495 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
6498 Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
6500 Person::players[i]->velocity = 0;
6504 if (Person::players.size() > 1)
6505 for (unsigned j = 0; j < Person::players.size(); j++) {
6506 if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
6507 if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
6508 (Person::players[j]->victim == Person::players[i]) &&
6509 (Person::players[j]->animTarget == sweepanim)) {
6518 Person::players[i]->velocity.y = 1;
6520 if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
6521 Person::players[i]->velocity.y = 7;
6522 Person::players[i]->crouchtogglekeydown = 1;
6523 } else Person::players[i]->velocity.y = 5;
6525 if (mousejump && i == 0 && debugmode) {
6526 if (!Person::players[i]->isLanding())
6527 Person::players[i]->tempdeltav = deltav;
6528 if (Person::players[i]->tempdeltav < 0)
6529 Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
6532 Person::players[i]->coords.y += .2;
6533 Person::players[i]->jumppower -= 1;
6536 emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
6538 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
6540 if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
6541 Person::players[i]->setAnimation(Person::players[i]->getLanding());
6542 Person::players[i]->frameTarget = 2;
6543 Person::players[i]->landhard = 0;
6544 Person::players[i]->jumpstart = 1;
6545 Person::players[i]->tempdeltav = deltav;
6547 if (Person::players[i]->animTarget == jumpupanim &&
6551 Person::players[i]->aitype != playercontrolled)) {
6552 if (Person::players[i]->jumppower > multiplier * 6) {
6553 Person::players[i]->velocity.y += multiplier * 6;
6554 Person::players[i]->jumppower -= multiplier * 6;
6556 if (Person::players[i]->jumppower <= multiplier * 6) {
6557 Person::players[i]->velocity.y += Person::players[i]->jumppower;
6558 Person::players[i]->jumppower = 0;
6561 if (((floatjump || editorenabled) && debugmode) && i == 0)
6562 Person::players[i]->velocity.y += multiplier * 30;
6566 if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
6567 Person::players[i]->setAnimation(Person::players[i]->getStop());
6568 if (Person::players[i]->animTarget == sneakanim) {
6569 Person::players[i]->animTarget = Person::players[i]->getCrouch();
6570 if (Person::players[i]->animCurrent == sneakanim)
6571 Person::players[i]->target = 0;
6572 Person::players[i]->frameTarget = 0;
6575 if (Person::players[i]->animTarget == walkanim &&
6576 (Person::players[i]->aitype == attacktypecutoff ||
6577 Person::players[i]->aitype == searchtype ||
6578 (Person::players[i]->aitype == passivetype &&
6579 Person::players[i]->numwaypoints <= 1)))
6580 Person::players[i]->setAnimation(Person::players[i]->getStop());
6581 if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
6582 Person::players[i]->setAnimation(Person::players[i]->getStop());
6585 if (Person::players[i]->animTarget == rollanim)
6586 Person::players[i]->targetyaw = oldtargetyaw;
6590 for (unsigned k = 0; k < Person::players.size(); k++) {
6591 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
6592 if (Person::players[k]->yaw > Person::players[k]->targetyaw)
6593 Person::players[k]->yaw -= 360;
6595 Person::players[k]->yaw += 360;
6598 //stop to turn in right direction
6599 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
6600 Person::players[k]->setAnimation(Person::players[k]->getStop());
6602 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
6603 Person::players[k]->targettilt = 0;
6605 if (Person::players[k]->animTarget != jumpupanim &&
6606 Person::players[k]->animTarget != backhandspringanim &&
6607 Person::players[k]->animTarget != jumpdownanim &&
6608 !Person::players[k]->isFlip()) {
6609 Person::players[k]->targettilt = 0;
6610 if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
6611 Person::players[k]->jumppower = 0;
6612 Person::players[k]->jumppower += multiplier * 7;
6613 if (Person::players[k]->isCrouch())
6614 Person::players[k]->jumppower += multiplier * 7;
6615 if (Person::players[k]->jumppower > 5)
6616 Person::players[k]->jumppower = 5;
6619 if (Person::players[k]->isRun())
6620 Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
6622 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
6623 Person::players[k]->grabdelay -= multiplier;
6627 for (unsigned k = 0; k < Person::players.size(); k++) {
6628 Person::players[k]->DoAnimations();
6629 Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
6630 Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
6636 for (int j = numenvsounds - 1; j >= 0; j--) {
6637 envsoundlife[j] -= multiplier;
6638 if (envsoundlife[j] < 0) {
6640 envsoundlife[j] = envsoundlife[numenvsounds];
6641 envsound[j] = envsound[numenvsounds];
6644 OPENAL_SetFrequency(OPENAL_ALL, slomo);
6646 if (tutoriallevel == 1) {
6663 if (tutorialstage >= 51)
6664 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6665 OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
6666 OPENAL_SetFrequency(OPENAL_ALL);
6668 emit_stream_np(stream_menutheme);
6677 if (tutorialstage < 51)
6678 if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
6679 emit_sound_at(fireendsound, Person::players[0]->coords);
6681 Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
6685 if (tutorialstage >= 14 && tutorialstage < 50)
6686 if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
6687 emit_sound_at(fireendsound, Person::players[1]->coords);
6689 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6690 if (Random() % 2 == 0) {
6691 if (!Person::players[1]->skeleton.free)
6692 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6693 if (Person::players[1]->skeleton.free)
6694 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6695 if (!Person::players[1]->skeleton.free)
6696 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;
6697 if (Person::players[1]->skeleton.free)
6698 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6699 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6703 Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
6704 for (int i = 0; i < Person::players[1]->skeleton.joints.size(); i++) {
6705 Person::players[1]->skeleton.joints[i].velocity = 0;
6706 if (Random() % 2 == 0) {
6707 if (!Person::players[1]->skeleton.free)
6708 temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
6709 if (Person::players[1]->skeleton.free)
6710 temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
6711 if (!Person::players[1]->skeleton.free)
6712 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;
6713 if (Person::players[1]->skeleton.free)
6714 temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
6715 Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
6723 static float gLoc[3];
6727 static float vel[3];
6728 vel[0] = (viewer.x - oldviewer.x) / multiplier;
6729 vel[1] = (viewer.y - oldviewer.y) / multiplier;
6730 vel[2] = (viewer.z - oldviewer.z) / multiplier;
6732 //Set orientation with forward and up vectors
6733 static XYZ upvector;
6737 upvector = DoRotation(upvector, -pitch + 90, 0, 0);
6738 upvector = DoRotation(upvector, 0, 0 - yaw, 0);
6743 facing = DoRotation(facing, -pitch, 0, 0);
6744 facing = DoRotation(facing, 0, 0 - yaw, 0);
6747 static float ori[6];
6751 ori[3] = -upvector.x;
6752 ori[4] = upvector.y;
6753 ori[5] = -upvector.z;
6755 OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
6762 if (Input::isKeyPressed(SDL_SCANCODE_F1))
6766 void Game::TickOnce()
6769 yaw += multiplier * 5;
6770 } else if (Dialog::directing || !Dialog::inDialog()) {
6773 pitch -= deltav * .7;
6775 pitch += deltav * .7;
6784 void Game::TickOnceAfter()
6786 static XYZ colviewer;
6787 static XYZ coltarget;
6791 static float changedelay;
6792 static bool alldead;
6793 static float unseendelay;
6794 static float cameraspeed;
6797 static int oldmusictype = musictype;
6799 if (environment == snowyenvironment)
6800 leveltheme = stream_snowtheme;
6801 if (environment == grassyenvironment)
6802 leveltheme = stream_grasstheme;
6803 if (environment == desertenvironment)
6804 leveltheme = stream_deserttheme;
6808 musictype = leveltheme;
6809 for (unsigned i = 0; i < Person::players.size(); i++) {
6810 if ((Person::players[i]->aitype == attacktypecutoff ||
6811 Person::players[i]->aitype == getweapontype ||
6812 Person::players[i]->aitype == gethelptype ||
6813 Person::players[i]->aitype == searchtype) &&
6814 !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
6815 (Person::players[i]->animTarget != sneakattackedanim &&
6816 Person::players[i]->animTarget != knifesneakattackedanim &&
6817 Person::players[i]->animTarget != swordsneakattackedanim)) {
6818 musictype = stream_fighttheme;
6822 if (Person::players[0]->dead)
6823 musictype = stream_menutheme;
6826 if (musictype == stream_fighttheme)
6829 if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
6830 unseendelay -= multiplier;
6831 if (unseendelay > 0)
6832 musictype = stream_fighttheme;
6837 musictype = stream_menutheme;
6838 musicvolume[2] = 512;
6845 if (musictype != oldmusictype && musictype == stream_fighttheme)
6846 emit_sound_np(alarmsound);
6847 musicselected = musictype;
6849 if (musicselected == leveltheme)
6850 musicvolume[0] += multiplier * 450;
6852 musicvolume[0] -= multiplier * 450;
6853 if (musicselected == stream_fighttheme)
6854 musicvolume[1] += multiplier * 450;
6856 musicvolume[1] -= multiplier * 450;
6857 if (musicselected == stream_menutheme)
6858 musicvolume[2] += multiplier * 450;
6860 musicvolume[2] -= multiplier * 450;
6862 for (int i = 0; i < 3; i++) {
6863 if (musicvolume[i] < 0)
6865 if (musicvolume[i] > 512)
6866 musicvolume[i] = 512;
6869 if (musicvolume[2] > 128 && !loading && !mainmenu)
6870 musicvolume[2] = 128;
6873 if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
6874 emit_stream_np(leveltheme, musicvolume[0]);
6875 if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
6876 emit_stream_np(stream_fighttheme, musicvolume[1]);
6877 if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
6878 emit_stream_np(stream_menutheme, musicvolume[2]);
6879 if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
6880 pause_sound(leveltheme);
6881 if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
6882 pause_sound(stream_fighttheme);
6883 if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
6884 pause_sound(stream_menutheme);
6886 if (musicvolume[0] != oldmusicvolume[0])
6887 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
6888 if (musicvolume[1] != oldmusicvolume[1])
6889 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
6890 if (musicvolume[2] != oldmusicvolume[2])
6891 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
6893 for (int i = 0; i < 3; i++)
6894 oldmusicvolume[i] = musicvolume[i];
6896 pause_sound(leveltheme);
6897 pause_sound(stream_fighttheme);
6898 pause_sound(stream_menutheme);
6900 for (int i = 0; i < 4; i++) {
6901 oldmusicvolume[i] = 0;
6906 Hotspot::killhotspot = 2;
6907 for (int i = 0; i < Hotspot::hotspots.size(); i++) {
6908 if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
6909 if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
6910 Hotspot::killhotspot = 0;
6911 else if (Hotspot::killhotspot == 2)
6912 Hotspot::killhotspot = 1;
6915 if (Hotspot::killhotspot == 2)
6916 Hotspot::killhotspot = 0;
6920 for (int i = 0; i < Hotspot::hotspots.size(); i++)
6921 if (Hotspot::hotspots[i].type == -1)
6922 if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size)
6926 for (unsigned i = 1; i < Person::players.size(); i++)
6927 if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
6929 if (numalarmed > maxalarmed)
6930 maxalarmed = numalarmed;
6932 if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
6933 if (Person::players[0]->dead && changedelay <= 0) {
6935 targetlevel = whichlevel;
6938 for (unsigned i = 1; i < Person::players.size(); i++) {
6939 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
6946 if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
6948 targetlevel = whichlevel + 1;
6949 if (targetlevel > numchallengelevels - 1)
6952 if (winhotspot || windialogue) {
6954 targetlevel = whichlevel + 1;
6955 if (targetlevel > numchallengelevels - 1)
6960 if (Hotspot::killhotspot) {
6962 targetlevel = whichlevel + 1;
6963 if (targetlevel > numchallengelevels - 1)
6967 if (changedelay > 0 && !Person::players[0]->dead && !won) {
6968 //high scores, awards, win
6970 accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
6973 accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
6981 if (leveltime < 1) {
6986 Hotspot::killhotspot = 0;
6989 if (!editorenabled && gameon && !mainmenu) {
6990 if (changedelay != -999)
6991 changedelay -= multiplier / 7;
6992 if (Person::players[0]->dead)
6993 targetlevel = whichlevel;
6994 if (loading == 2 && !campaign) {
6997 fireSound(firestartsound);
6999 if (!Person::players[0]->dead && targetlevel != whichlevel)
7000 startbonustotal = bonustotal;
7001 if (Person::players[0]->dead)
7002 Loadlevel(whichlevel);
7004 Loadlevel(targetlevel);
7010 if (loading == 2 && targetlevel == whichlevel) {
7014 fireSound(firestartsound);
7016 Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
7022 if (changedelay <= -999 &&
7025 (Person::players[0]->dead ||
7026 (alldead && maptype == mapkilleveryone) ||
7028 (Hotspot::killhotspot)))
7030 if ((Person::players[0]->dead ||
7031 (alldead && maptype == mapkilleveryone) ||
7034 (Hotspot::killhotspot)) &&
7036 if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
7040 if (Person::players[0]->dead)
7046 // campaignchoosenext determines what to do when the level is complete:
7047 // 0 = load next level
7048 // 1 = go back to level select screen
7049 // 2 = stealthload next level
7050 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
7051 if (campaignlevels[actuallevel].nextlevel.empty())
7053 } else if (mainmenu == 0 && winfreeze) {
7054 stealthloading = (campaignlevels[actuallevel].choosenext == 2);
7056 if (!stealthloading) {
7057 fireSound(firestartsound);
7062 startbonustotal = 0;
7072 actuallevel = campaignlevels[actuallevel].nextlevel.front();
7075 Loadlevel(campaignlevels[actuallevel].mapname.c_str());
7079 pause_sound(stream_menutheme);
7090 oldmusictype = musictype;
7096 facing = DoRotation(facing, -pitch, 0, 0);
7097 facing = DoRotation(facing, 0, 0 - yaw, 0);
7098 viewerfacing = facing;
7101 if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
7102 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;
7104 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;
7106 if (Person::players[0]->skeleton.free) {
7107 for (int i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
7108 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
7109 target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
7113 if (Person::players[0]->skeleton.free != 2) {
7115 if (findLengthfast(&Person::players[0]->velocity) > 400) {
7116 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
7118 if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
7120 coltarget = target - cameraloc;
7121 if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
7124 Normalise(&coltarget);
7125 if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
7126 cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
7128 cameraloc = cameraloc + coltarget * multiplier * 8;
7132 cameradist += multiplier * 5;
7133 if (cameradist > 2.3)
7135 viewer = cameraloc - facing * cameradist;
7137 coltarget = cameraloc;
7138 objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
7139 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7140 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7141 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7143 coltarget = cameraloc;
7144 if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
7147 if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
7148 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
7149 int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
7151 if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
7155 cameradist = findDistance(&viewer, &target);
7156 viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
7157 if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
7158 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
7161 if (camerashake > .8)
7163 woozy += multiplier;
7164 if (Person::players[0]->dead)
7166 if (Person::players[0]->dead)
7168 camerashake -= multiplier * 2;
7169 blackout -= multiplier * 2;
7170 if (camerashake < 0)
7175 viewer.x += (float)(Random() % 100) * .0005 * camerashake;
7176 viewer.y += (float)(Random() % 100) * .0005 * camerashake;
7177 viewer.z += (float)(Random() % 100) * .0005 * camerashake;